How was copying prevented when the first CD-ROM games were introduced?
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Several ways exist to protect against the copying of games but, when CD-ROM games were first introduced, were there any measures taken by video game developers to prevent the copying of games?
history gaming cd-rom
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Several ways exist to protect against the copying of games but, when CD-ROM games were first introduced, were there any measures taken by video game developers to prevent the copying of games?
history gaming cd-rom
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Not only was there little/no protections, the original Diablo game came with a second CD which you could use to install the game (multi-player only) on friends' machines.
– David Rice
6 hours ago
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up vote
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up vote
19
down vote
favorite
Several ways exist to protect against the copying of games but, when CD-ROM games were first introduced, were there any measures taken by video game developers to prevent the copying of games?
history gaming cd-rom
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BasementJoe is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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Several ways exist to protect against the copying of games but, when CD-ROM games were first introduced, were there any measures taken by video game developers to prevent the copying of games?
history gaming cd-rom
history gaming cd-rom
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BasementJoe is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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edited 1 hour ago
Community♦
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asked 10 hours ago
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Not only was there little/no protections, the original Diablo game came with a second CD which you could use to install the game (multi-player only) on friends' machines.
– David Rice
6 hours ago
add a comment |
Not only was there little/no protections, the original Diablo game came with a second CD which you could use to install the game (multi-player only) on friends' machines.
– David Rice
6 hours ago
Not only was there little/no protections, the original Diablo game came with a second CD which you could use to install the game (multi-player only) on friends' machines.
– David Rice
6 hours ago
Not only was there little/no protections, the original Diablo game came with a second CD which you could use to install the game (multi-player only) on friends' machines.
– David Rice
6 hours ago
add a comment |
7 Answers
7
active
oldest
votes
up vote
38
down vote
accepted
When CD-ROM games were first introduced, game developers didn’t take any measures to prevent users from copying them, for two main reasons:
- CD-ROMs could contain more data than most hard drives at the time; and
- CD writers were rare, and extremely expensive.
The Wikipedia page on CD-R gives some idea of the expense involved: in 1990, CD recording systems cost over $35,000; by 1992, that had dropped to around $10,000, and the $1,000 barrier was crossed in 1995.
In those days, a hard drive large enough to store a copy of a CD-ROM (assuming the latter was filled to capacity) cost a significant amount too ($2,000 in 1992) — and you’d need one, on a SCSI system, to have any chance of copying a CD correctly. Blank CDs were also quite expensive.
Another limiting factor initially was that CD writers wrote CDs at the nominal speed, so copying a full CD would take over an hour (not counting the time it took to read it).
Many CD games did however rely on some CD characteristics to make them harder to copy to another medium: they’d check that their CD was present, or rely on audio CD tracks.
The time taken depends on how many files there were on the CD - the ones with one big zip file copied a lot quicker than the ones with lots of tiny files. Even as late as 2010, I've known CDs to take 2 hours to copy.
– cup
8 hours ago
9
@cup that depends on the tool you use to copy — copying a CD image doesn’t depend on the number of files it contains.
– Stephen Kitt
8 hours ago
6
At the time I had my first CD writer around 1997, blank CD-R media was about £5 a piece. The occasional buffer underrun created very expensive drinks coasters.
– bodgit
8 hours ago
3
Yep, I remember my first CD writer in 1998 and it was the sort of thing where nobody had them and everyone ended up going to "that guy" who had one when they wanted things burned. It took 35 minutes to burn a disc and if anyone jumped in the room or your OS decided to take a crap instead of filling the write buffer you'd end up with a rather expensive coffee coaster.
– J...
7 hours ago
1
Also, Internet connections were either not a thing at all or else far too slow to share a CD's worth of data.
– reirab
1 hour ago
|
show 6 more comments
up vote
13
down vote
We had some software delivered on a CD that the vendor purposely put a defect on a specific track. If that defect wasn't there, the software could say it wasn't an original CD.
Since defects are not copied, even on low level track copies, an exact replica could not be created.
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up vote
7
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A quick review of the games consoles suggests that the Saturm and Playstation were the first to implement copy protection as a firmware-level feature; between the 3do, Mega CD and PC Engine there are some measures to ensure games are from licensed developers but no built-in protection against copies. I was also unable to find any evidence of software for those platforms implementing its own protection schemes.
So the answer seems to be: during the first wave of dedicated games hardware, no substantial effort was put into copy protection; one can guess that it just wasn't considered to be likely to be feasible within the usual commercial lifetime of a console prior to about 1994.
add a comment |
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5
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In addition to Stephen Kitt's answer:
- Copy protection existed long before CDs. Many games that were shipped on floppies had copy protection - sometimes a question in the beginning that asked you to look at the booklet it came with, Monkey Island had a disk with 2 parts that you needed to set according to instructions to get the right answer.
- It was obviously much harder to distribute pirated copies then than it is now. The internet wasn't a thing so you were fairly limited in what you could acquire. Generally one of your friends had to actually buy the game. Sharing of games was fairly common, though.
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1
Monkey Island had "Dial A Pirate"!! I forgot all about that. 3.bp.blogspot.com/_FbFu1YBZ-Hw/TT-zIIDZAXI/AAAAAAAAAlk/…
– Jason Bray
7 hours ago
Yep. was a great game all around.
– xyious
7 hours ago
1
while true, this would be more appropriately made a comment than an answer since it's not really relevant to the question.
– peter ferrie
7 hours ago
Funnily enough, many games had their copy protection removed when they were re-published on CD!
– Stephen Kitt
6 hours ago
As to point 2, many bbs's back then were full of pirated games/apps (though the long distance charges could add up to the cost of the games). I haven't played games since then but I had assumed it was much harder to pirate now. Don't most of these games require an active connection to some game server, this "game as a service" model?
– Hasse1987
4 hours ago
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up vote
4
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(preface: While Stephens answer already covers the basic points, I would like to put a different emphasis here - and merge in some private history :))
Short answer:
It was the games size and the need to copy it to a CD again, combined with expensive and unreliable writers. Further, the CD itself was used as a copy protection. While games often got installed complete on HD, they did check every now and then if the CD is still in a drive connected, so people could not install and run it on multiple (friends) systems.
All of this is based around the fact, that copying CDs was expensive and unreliable - at least until the early 2000s.
In general, it's a bit like it was with floppies in the very begining (my fist 10-pack did cost me 80 Marks), where copying to tape was prohibitive, just to be repeated in the mid 2000s when DVDs where roled out when CD writing became cheap and reliable.
The Long Read
To start with, CD production was, at that time mostly confined to 'real' CDs and in a factory setup, as writeables not only whre prohibitive expensive, but also not always produced a result readable on (cheap) CD-ROM drives. When looking at prices it may be helpful to see that CDs weren't a thing for computer users until 1991's Soundbalster Pro got sold with a special interface for the Mitsumi CD Drive (and often packeaged with one). Keep in mind this is about games. Here only mass market counts, not some high power users like many of us may have been.
CD as game medium only started after that. At this time their sheer size was the most relevant copy protection. Game companies where often accused of adding unneccessary content to explicitly bloat the size of data used - including lots of clips and cut scenes together with on purpose non compressd data, to make it hard to copy games on disks. In fact, numerous game reviews did test games that where delivered as 'basic version' on floppies as well as their 'enhanced' CD counterpart and found that the CD-version din't add anything useful.
Awile cost for a CD writer in the mid 90s droped close to 1000 USD, that's still above the usual juvenile threshhold. And writers still suffered from compatibility issues with regular (cheap) players. Even if daddy did invest in the sons future by buying a with a well fited SCSI based machine including a writer, media price was comparably high. When bought as like a 25 pack, a single writable CD was close to 10 USD. Thus copying did still bear high cost.
The time argument doesn't matter so much on the hobbyist side, as waiting an hour for the CD to complete (*1) could be filled with whatever teenagers do anyway :))
It doesn't matter on a 'professional' scale as well. Just remember all the copying that was going on during early 80s with pirated video tapes. People had a dozend VCRs in their garage, hooked up to a 'Master' and copied in real time. More or less the same way with CDs in the mid to late 90. Machines did run multiple drives at once, just this time the master was a hard disk. 8-12 drives per machine and 2-3 machines did make it a full time job. Heck, they even developed robotic handling (*2). Again, the media price was more of a limiting factor (and readability) than time.
At a 'professional' level the danger for game companies was rather on the side of real CD manufacturing, as a standard CD manufactureing machine could be bougt for less than some high end PC. The only costly part was aquireing the glass master.
*1 - Whoever could at that time cash out for a writer, would alway also buy a simple reader that goes with it, so transfer can be done in a single run.
*2 - A good friend of mine was into this. He did the garage business for video tapes in the early 80s, and after some ... err ... troubles, sliped again into with CDs. He had an awesome setup wit two small robot arms handling the CDs of two drives connected to a single machine. That way he could have it run 24/7. He say it was good business, but I still think if he had invested the time it took to develop the software and handling mechanics in a startup for robotics, he's be a wealthy man by now. I just wish I had secured that machinery for my collection.
I don't recall the size of DVDs being much of a piracy deterrent. DVD writers came out less than a year after the DVD format was standardized, and hard drives large enough to hold one weren't unreasonably expensive. True, dual-layer recording took almost seven years to show up, but most software DVDs were single-layer, while video DVDs were transcoded to single-layer size (or more often, to 750MB or 800MB CD-ROM size).
– Mark
4 hours ago
add a comment |
up vote
4
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Its probably not exact but Sony back in the day had a really cool way of Protection against pirates (https://www.youtube.com/watch?v=XUwSOfQ1D3c) , Simply said they changed the CD itself... and made it "Wobble" in a certain way in the begging so the reader knew its an OEM Disk.
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make this a comment, but it's really cool idea.
– BasementJoe
5 hours ago
2
@BasementJoe No, I think this is an answer to the question, and shouldn't be made a comment. It provides a way that CD-ROMs were protected against piracy. That's an answer!
– wizzwizz4♦
5 hours ago
Sony got it from CD-R, a joint Philips and Sony spec, which uses this technique, called Absolute Time in Pregroove as a backwards compatible way of letting the drive know that a disc is writeable.
– user71659
1 hour ago
add a comment |
up vote
0
down vote
Besides the measures against copying the CD-ROM there were other things.
Pretty popular were dongles: specific hardware devices put one the parallel port. The game (or other software) did not run without those dongles. The dongles could not be copied easily.
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7 Answers
7
active
oldest
votes
7 Answers
7
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
38
down vote
accepted
When CD-ROM games were first introduced, game developers didn’t take any measures to prevent users from copying them, for two main reasons:
- CD-ROMs could contain more data than most hard drives at the time; and
- CD writers were rare, and extremely expensive.
The Wikipedia page on CD-R gives some idea of the expense involved: in 1990, CD recording systems cost over $35,000; by 1992, that had dropped to around $10,000, and the $1,000 barrier was crossed in 1995.
In those days, a hard drive large enough to store a copy of a CD-ROM (assuming the latter was filled to capacity) cost a significant amount too ($2,000 in 1992) — and you’d need one, on a SCSI system, to have any chance of copying a CD correctly. Blank CDs were also quite expensive.
Another limiting factor initially was that CD writers wrote CDs at the nominal speed, so copying a full CD would take over an hour (not counting the time it took to read it).
Many CD games did however rely on some CD characteristics to make them harder to copy to another medium: they’d check that their CD was present, or rely on audio CD tracks.
The time taken depends on how many files there were on the CD - the ones with one big zip file copied a lot quicker than the ones with lots of tiny files. Even as late as 2010, I've known CDs to take 2 hours to copy.
– cup
8 hours ago
9
@cup that depends on the tool you use to copy — copying a CD image doesn’t depend on the number of files it contains.
– Stephen Kitt
8 hours ago
6
At the time I had my first CD writer around 1997, blank CD-R media was about £5 a piece. The occasional buffer underrun created very expensive drinks coasters.
– bodgit
8 hours ago
3
Yep, I remember my first CD writer in 1998 and it was the sort of thing where nobody had them and everyone ended up going to "that guy" who had one when they wanted things burned. It took 35 minutes to burn a disc and if anyone jumped in the room or your OS decided to take a crap instead of filling the write buffer you'd end up with a rather expensive coffee coaster.
– J...
7 hours ago
1
Also, Internet connections were either not a thing at all or else far too slow to share a CD's worth of data.
– reirab
1 hour ago
|
show 6 more comments
up vote
38
down vote
accepted
When CD-ROM games were first introduced, game developers didn’t take any measures to prevent users from copying them, for two main reasons:
- CD-ROMs could contain more data than most hard drives at the time; and
- CD writers were rare, and extremely expensive.
The Wikipedia page on CD-R gives some idea of the expense involved: in 1990, CD recording systems cost over $35,000; by 1992, that had dropped to around $10,000, and the $1,000 barrier was crossed in 1995.
In those days, a hard drive large enough to store a copy of a CD-ROM (assuming the latter was filled to capacity) cost a significant amount too ($2,000 in 1992) — and you’d need one, on a SCSI system, to have any chance of copying a CD correctly. Blank CDs were also quite expensive.
Another limiting factor initially was that CD writers wrote CDs at the nominal speed, so copying a full CD would take over an hour (not counting the time it took to read it).
Many CD games did however rely on some CD characteristics to make them harder to copy to another medium: they’d check that their CD was present, or rely on audio CD tracks.
The time taken depends on how many files there were on the CD - the ones with one big zip file copied a lot quicker than the ones with lots of tiny files. Even as late as 2010, I've known CDs to take 2 hours to copy.
– cup
8 hours ago
9
@cup that depends on the tool you use to copy — copying a CD image doesn’t depend on the number of files it contains.
– Stephen Kitt
8 hours ago
6
At the time I had my first CD writer around 1997, blank CD-R media was about £5 a piece. The occasional buffer underrun created very expensive drinks coasters.
– bodgit
8 hours ago
3
Yep, I remember my first CD writer in 1998 and it was the sort of thing where nobody had them and everyone ended up going to "that guy" who had one when they wanted things burned. It took 35 minutes to burn a disc and if anyone jumped in the room or your OS decided to take a crap instead of filling the write buffer you'd end up with a rather expensive coffee coaster.
– J...
7 hours ago
1
Also, Internet connections were either not a thing at all or else far too slow to share a CD's worth of data.
– reirab
1 hour ago
|
show 6 more comments
up vote
38
down vote
accepted
up vote
38
down vote
accepted
When CD-ROM games were first introduced, game developers didn’t take any measures to prevent users from copying them, for two main reasons:
- CD-ROMs could contain more data than most hard drives at the time; and
- CD writers were rare, and extremely expensive.
The Wikipedia page on CD-R gives some idea of the expense involved: in 1990, CD recording systems cost over $35,000; by 1992, that had dropped to around $10,000, and the $1,000 barrier was crossed in 1995.
In those days, a hard drive large enough to store a copy of a CD-ROM (assuming the latter was filled to capacity) cost a significant amount too ($2,000 in 1992) — and you’d need one, on a SCSI system, to have any chance of copying a CD correctly. Blank CDs were also quite expensive.
Another limiting factor initially was that CD writers wrote CDs at the nominal speed, so copying a full CD would take over an hour (not counting the time it took to read it).
Many CD games did however rely on some CD characteristics to make them harder to copy to another medium: they’d check that their CD was present, or rely on audio CD tracks.
When CD-ROM games were first introduced, game developers didn’t take any measures to prevent users from copying them, for two main reasons:
- CD-ROMs could contain more data than most hard drives at the time; and
- CD writers were rare, and extremely expensive.
The Wikipedia page on CD-R gives some idea of the expense involved: in 1990, CD recording systems cost over $35,000; by 1992, that had dropped to around $10,000, and the $1,000 barrier was crossed in 1995.
In those days, a hard drive large enough to store a copy of a CD-ROM (assuming the latter was filled to capacity) cost a significant amount too ($2,000 in 1992) — and you’d need one, on a SCSI system, to have any chance of copying a CD correctly. Blank CDs were also quite expensive.
Another limiting factor initially was that CD writers wrote CDs at the nominal speed, so copying a full CD would take over an hour (not counting the time it took to read it).
Many CD games did however rely on some CD characteristics to make them harder to copy to another medium: they’d check that their CD was present, or rely on audio CD tracks.
edited 1 hour ago
paxdiablo
1,5961235
1,5961235
answered 10 hours ago
Stephen Kitt
34k4142156
34k4142156
The time taken depends on how many files there were on the CD - the ones with one big zip file copied a lot quicker than the ones with lots of tiny files. Even as late as 2010, I've known CDs to take 2 hours to copy.
– cup
8 hours ago
9
@cup that depends on the tool you use to copy — copying a CD image doesn’t depend on the number of files it contains.
– Stephen Kitt
8 hours ago
6
At the time I had my first CD writer around 1997, blank CD-R media was about £5 a piece. The occasional buffer underrun created very expensive drinks coasters.
– bodgit
8 hours ago
3
Yep, I remember my first CD writer in 1998 and it was the sort of thing where nobody had them and everyone ended up going to "that guy" who had one when they wanted things burned. It took 35 minutes to burn a disc and if anyone jumped in the room or your OS decided to take a crap instead of filling the write buffer you'd end up with a rather expensive coffee coaster.
– J...
7 hours ago
1
Also, Internet connections were either not a thing at all or else far too slow to share a CD's worth of data.
– reirab
1 hour ago
|
show 6 more comments
The time taken depends on how many files there were on the CD - the ones with one big zip file copied a lot quicker than the ones with lots of tiny files. Even as late as 2010, I've known CDs to take 2 hours to copy.
– cup
8 hours ago
9
@cup that depends on the tool you use to copy — copying a CD image doesn’t depend on the number of files it contains.
– Stephen Kitt
8 hours ago
6
At the time I had my first CD writer around 1997, blank CD-R media was about £5 a piece. The occasional buffer underrun created very expensive drinks coasters.
– bodgit
8 hours ago
3
Yep, I remember my first CD writer in 1998 and it was the sort of thing where nobody had them and everyone ended up going to "that guy" who had one when they wanted things burned. It took 35 minutes to burn a disc and if anyone jumped in the room or your OS decided to take a crap instead of filling the write buffer you'd end up with a rather expensive coffee coaster.
– J...
7 hours ago
1
Also, Internet connections were either not a thing at all or else far too slow to share a CD's worth of data.
– reirab
1 hour ago
The time taken depends on how many files there were on the CD - the ones with one big zip file copied a lot quicker than the ones with lots of tiny files. Even as late as 2010, I've known CDs to take 2 hours to copy.
– cup
8 hours ago
The time taken depends on how many files there were on the CD - the ones with one big zip file copied a lot quicker than the ones with lots of tiny files. Even as late as 2010, I've known CDs to take 2 hours to copy.
– cup
8 hours ago
9
9
@cup that depends on the tool you use to copy — copying a CD image doesn’t depend on the number of files it contains.
– Stephen Kitt
8 hours ago
@cup that depends on the tool you use to copy — copying a CD image doesn’t depend on the number of files it contains.
– Stephen Kitt
8 hours ago
6
6
At the time I had my first CD writer around 1997, blank CD-R media was about £5 a piece. The occasional buffer underrun created very expensive drinks coasters.
– bodgit
8 hours ago
At the time I had my first CD writer around 1997, blank CD-R media was about £5 a piece. The occasional buffer underrun created very expensive drinks coasters.
– bodgit
8 hours ago
3
3
Yep, I remember my first CD writer in 1998 and it was the sort of thing where nobody had them and everyone ended up going to "that guy" who had one when they wanted things burned. It took 35 minutes to burn a disc and if anyone jumped in the room or your OS decided to take a crap instead of filling the write buffer you'd end up with a rather expensive coffee coaster.
– J...
7 hours ago
Yep, I remember my first CD writer in 1998 and it was the sort of thing where nobody had them and everyone ended up going to "that guy" who had one when they wanted things burned. It took 35 minutes to burn a disc and if anyone jumped in the room or your OS decided to take a crap instead of filling the write buffer you'd end up with a rather expensive coffee coaster.
– J...
7 hours ago
1
1
Also, Internet connections were either not a thing at all or else far too slow to share a CD's worth of data.
– reirab
1 hour ago
Also, Internet connections were either not a thing at all or else far too slow to share a CD's worth of data.
– reirab
1 hour ago
|
show 6 more comments
up vote
13
down vote
We had some software delivered on a CD that the vendor purposely put a defect on a specific track. If that defect wasn't there, the software could say it wasn't an original CD.
Since defects are not copied, even on low level track copies, an exact replica could not be created.
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RodH is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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add a comment |
up vote
13
down vote
We had some software delivered on a CD that the vendor purposely put a defect on a specific track. If that defect wasn't there, the software could say it wasn't an original CD.
Since defects are not copied, even on low level track copies, an exact replica could not be created.
New contributor
RodH is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
add a comment |
up vote
13
down vote
up vote
13
down vote
We had some software delivered on a CD that the vendor purposely put a defect on a specific track. If that defect wasn't there, the software could say it wasn't an original CD.
Since defects are not copied, even on low level track copies, an exact replica could not be created.
New contributor
RodH is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
We had some software delivered on a CD that the vendor purposely put a defect on a specific track. If that defect wasn't there, the software could say it wasn't an original CD.
Since defects are not copied, even on low level track copies, an exact replica could not be created.
New contributor
RodH is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
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RodH is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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answered 6 hours ago
RodH
1312
1312
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RodH is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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add a comment |
add a comment |
up vote
7
down vote
A quick review of the games consoles suggests that the Saturm and Playstation were the first to implement copy protection as a firmware-level feature; between the 3do, Mega CD and PC Engine there are some measures to ensure games are from licensed developers but no built-in protection against copies. I was also unable to find any evidence of software for those platforms implementing its own protection schemes.
So the answer seems to be: during the first wave of dedicated games hardware, no substantial effort was put into copy protection; one can guess that it just wasn't considered to be likely to be feasible within the usual commercial lifetime of a console prior to about 1994.
add a comment |
up vote
7
down vote
A quick review of the games consoles suggests that the Saturm and Playstation were the first to implement copy protection as a firmware-level feature; between the 3do, Mega CD and PC Engine there are some measures to ensure games are from licensed developers but no built-in protection against copies. I was also unable to find any evidence of software for those platforms implementing its own protection schemes.
So the answer seems to be: during the first wave of dedicated games hardware, no substantial effort was put into copy protection; one can guess that it just wasn't considered to be likely to be feasible within the usual commercial lifetime of a console prior to about 1994.
add a comment |
up vote
7
down vote
up vote
7
down vote
A quick review of the games consoles suggests that the Saturm and Playstation were the first to implement copy protection as a firmware-level feature; between the 3do, Mega CD and PC Engine there are some measures to ensure games are from licensed developers but no built-in protection against copies. I was also unable to find any evidence of software for those platforms implementing its own protection schemes.
So the answer seems to be: during the first wave of dedicated games hardware, no substantial effort was put into copy protection; one can guess that it just wasn't considered to be likely to be feasible within the usual commercial lifetime of a console prior to about 1994.
A quick review of the games consoles suggests that the Saturm and Playstation were the first to implement copy protection as a firmware-level feature; between the 3do, Mega CD and PC Engine there are some measures to ensure games are from licensed developers but no built-in protection against copies. I was also unable to find any evidence of software for those platforms implementing its own protection schemes.
So the answer seems to be: during the first wave of dedicated games hardware, no substantial effort was put into copy protection; one can guess that it just wasn't considered to be likely to be feasible within the usual commercial lifetime of a console prior to about 1994.
answered 5 hours ago
Tommy
13.5k13466
13.5k13466
add a comment |
add a comment |
up vote
5
down vote
In addition to Stephen Kitt's answer:
- Copy protection existed long before CDs. Many games that were shipped on floppies had copy protection - sometimes a question in the beginning that asked you to look at the booklet it came with, Monkey Island had a disk with 2 parts that you needed to set according to instructions to get the right answer.
- It was obviously much harder to distribute pirated copies then than it is now. The internet wasn't a thing so you were fairly limited in what you could acquire. Generally one of your friends had to actually buy the game. Sharing of games was fairly common, though.
New contributor
xyious is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
1
Monkey Island had "Dial A Pirate"!! I forgot all about that. 3.bp.blogspot.com/_FbFu1YBZ-Hw/TT-zIIDZAXI/AAAAAAAAAlk/…
– Jason Bray
7 hours ago
Yep. was a great game all around.
– xyious
7 hours ago
1
while true, this would be more appropriately made a comment than an answer since it's not really relevant to the question.
– peter ferrie
7 hours ago
Funnily enough, many games had their copy protection removed when they were re-published on CD!
– Stephen Kitt
6 hours ago
As to point 2, many bbs's back then were full of pirated games/apps (though the long distance charges could add up to the cost of the games). I haven't played games since then but I had assumed it was much harder to pirate now. Don't most of these games require an active connection to some game server, this "game as a service" model?
– Hasse1987
4 hours ago
add a comment |
up vote
5
down vote
In addition to Stephen Kitt's answer:
- Copy protection existed long before CDs. Many games that were shipped on floppies had copy protection - sometimes a question in the beginning that asked you to look at the booklet it came with, Monkey Island had a disk with 2 parts that you needed to set according to instructions to get the right answer.
- It was obviously much harder to distribute pirated copies then than it is now. The internet wasn't a thing so you were fairly limited in what you could acquire. Generally one of your friends had to actually buy the game. Sharing of games was fairly common, though.
New contributor
xyious is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
1
Monkey Island had "Dial A Pirate"!! I forgot all about that. 3.bp.blogspot.com/_FbFu1YBZ-Hw/TT-zIIDZAXI/AAAAAAAAAlk/…
– Jason Bray
7 hours ago
Yep. was a great game all around.
– xyious
7 hours ago
1
while true, this would be more appropriately made a comment than an answer since it's not really relevant to the question.
– peter ferrie
7 hours ago
Funnily enough, many games had their copy protection removed when they were re-published on CD!
– Stephen Kitt
6 hours ago
As to point 2, many bbs's back then were full of pirated games/apps (though the long distance charges could add up to the cost of the games). I haven't played games since then but I had assumed it was much harder to pirate now. Don't most of these games require an active connection to some game server, this "game as a service" model?
– Hasse1987
4 hours ago
add a comment |
up vote
5
down vote
up vote
5
down vote
In addition to Stephen Kitt's answer:
- Copy protection existed long before CDs. Many games that were shipped on floppies had copy protection - sometimes a question in the beginning that asked you to look at the booklet it came with, Monkey Island had a disk with 2 parts that you needed to set according to instructions to get the right answer.
- It was obviously much harder to distribute pirated copies then than it is now. The internet wasn't a thing so you were fairly limited in what you could acquire. Generally one of your friends had to actually buy the game. Sharing of games was fairly common, though.
New contributor
xyious is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
In addition to Stephen Kitt's answer:
- Copy protection existed long before CDs. Many games that were shipped on floppies had copy protection - sometimes a question in the beginning that asked you to look at the booklet it came with, Monkey Island had a disk with 2 parts that you needed to set according to instructions to get the right answer.
- It was obviously much harder to distribute pirated copies then than it is now. The internet wasn't a thing so you were fairly limited in what you could acquire. Generally one of your friends had to actually buy the game. Sharing of games was fairly common, though.
New contributor
xyious is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
edited 7 hours ago
manassehkatz
1,616216
1,616216
New contributor
xyious is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
answered 7 hours ago
xyious
1512
1512
New contributor
xyious is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
xyious is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
xyious is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
1
Monkey Island had "Dial A Pirate"!! I forgot all about that. 3.bp.blogspot.com/_FbFu1YBZ-Hw/TT-zIIDZAXI/AAAAAAAAAlk/…
– Jason Bray
7 hours ago
Yep. was a great game all around.
– xyious
7 hours ago
1
while true, this would be more appropriately made a comment than an answer since it's not really relevant to the question.
– peter ferrie
7 hours ago
Funnily enough, many games had their copy protection removed when they were re-published on CD!
– Stephen Kitt
6 hours ago
As to point 2, many bbs's back then were full of pirated games/apps (though the long distance charges could add up to the cost of the games). I haven't played games since then but I had assumed it was much harder to pirate now. Don't most of these games require an active connection to some game server, this "game as a service" model?
– Hasse1987
4 hours ago
add a comment |
1
Monkey Island had "Dial A Pirate"!! I forgot all about that. 3.bp.blogspot.com/_FbFu1YBZ-Hw/TT-zIIDZAXI/AAAAAAAAAlk/…
– Jason Bray
7 hours ago
Yep. was a great game all around.
– xyious
7 hours ago
1
while true, this would be more appropriately made a comment than an answer since it's not really relevant to the question.
– peter ferrie
7 hours ago
Funnily enough, many games had their copy protection removed when they were re-published on CD!
– Stephen Kitt
6 hours ago
As to point 2, many bbs's back then were full of pirated games/apps (though the long distance charges could add up to the cost of the games). I haven't played games since then but I had assumed it was much harder to pirate now. Don't most of these games require an active connection to some game server, this "game as a service" model?
– Hasse1987
4 hours ago
1
1
Monkey Island had "Dial A Pirate"!! I forgot all about that. 3.bp.blogspot.com/_FbFu1YBZ-Hw/TT-zIIDZAXI/AAAAAAAAAlk/…
– Jason Bray
7 hours ago
Monkey Island had "Dial A Pirate"!! I forgot all about that. 3.bp.blogspot.com/_FbFu1YBZ-Hw/TT-zIIDZAXI/AAAAAAAAAlk/…
– Jason Bray
7 hours ago
Yep. was a great game all around.
– xyious
7 hours ago
Yep. was a great game all around.
– xyious
7 hours ago
1
1
while true, this would be more appropriately made a comment than an answer since it's not really relevant to the question.
– peter ferrie
7 hours ago
while true, this would be more appropriately made a comment than an answer since it's not really relevant to the question.
– peter ferrie
7 hours ago
Funnily enough, many games had their copy protection removed when they were re-published on CD!
– Stephen Kitt
6 hours ago
Funnily enough, many games had their copy protection removed when they were re-published on CD!
– Stephen Kitt
6 hours ago
As to point 2, many bbs's back then were full of pirated games/apps (though the long distance charges could add up to the cost of the games). I haven't played games since then but I had assumed it was much harder to pirate now. Don't most of these games require an active connection to some game server, this "game as a service" model?
– Hasse1987
4 hours ago
As to point 2, many bbs's back then were full of pirated games/apps (though the long distance charges could add up to the cost of the games). I haven't played games since then but I had assumed it was much harder to pirate now. Don't most of these games require an active connection to some game server, this "game as a service" model?
– Hasse1987
4 hours ago
add a comment |
up vote
4
down vote
(preface: While Stephens answer already covers the basic points, I would like to put a different emphasis here - and merge in some private history :))
Short answer:
It was the games size and the need to copy it to a CD again, combined with expensive and unreliable writers. Further, the CD itself was used as a copy protection. While games often got installed complete on HD, they did check every now and then if the CD is still in a drive connected, so people could not install and run it on multiple (friends) systems.
All of this is based around the fact, that copying CDs was expensive and unreliable - at least until the early 2000s.
In general, it's a bit like it was with floppies in the very begining (my fist 10-pack did cost me 80 Marks), where copying to tape was prohibitive, just to be repeated in the mid 2000s when DVDs where roled out when CD writing became cheap and reliable.
The Long Read
To start with, CD production was, at that time mostly confined to 'real' CDs and in a factory setup, as writeables not only whre prohibitive expensive, but also not always produced a result readable on (cheap) CD-ROM drives. When looking at prices it may be helpful to see that CDs weren't a thing for computer users until 1991's Soundbalster Pro got sold with a special interface for the Mitsumi CD Drive (and often packeaged with one). Keep in mind this is about games. Here only mass market counts, not some high power users like many of us may have been.
CD as game medium only started after that. At this time their sheer size was the most relevant copy protection. Game companies where often accused of adding unneccessary content to explicitly bloat the size of data used - including lots of clips and cut scenes together with on purpose non compressd data, to make it hard to copy games on disks. In fact, numerous game reviews did test games that where delivered as 'basic version' on floppies as well as their 'enhanced' CD counterpart and found that the CD-version din't add anything useful.
Awile cost for a CD writer in the mid 90s droped close to 1000 USD, that's still above the usual juvenile threshhold. And writers still suffered from compatibility issues with regular (cheap) players. Even if daddy did invest in the sons future by buying a with a well fited SCSI based machine including a writer, media price was comparably high. When bought as like a 25 pack, a single writable CD was close to 10 USD. Thus copying did still bear high cost.
The time argument doesn't matter so much on the hobbyist side, as waiting an hour for the CD to complete (*1) could be filled with whatever teenagers do anyway :))
It doesn't matter on a 'professional' scale as well. Just remember all the copying that was going on during early 80s with pirated video tapes. People had a dozend VCRs in their garage, hooked up to a 'Master' and copied in real time. More or less the same way with CDs in the mid to late 90. Machines did run multiple drives at once, just this time the master was a hard disk. 8-12 drives per machine and 2-3 machines did make it a full time job. Heck, they even developed robotic handling (*2). Again, the media price was more of a limiting factor (and readability) than time.
At a 'professional' level the danger for game companies was rather on the side of real CD manufacturing, as a standard CD manufactureing machine could be bougt for less than some high end PC. The only costly part was aquireing the glass master.
*1 - Whoever could at that time cash out for a writer, would alway also buy a simple reader that goes with it, so transfer can be done in a single run.
*2 - A good friend of mine was into this. He did the garage business for video tapes in the early 80s, and after some ... err ... troubles, sliped again into with CDs. He had an awesome setup wit two small robot arms handling the CDs of two drives connected to a single machine. That way he could have it run 24/7. He say it was good business, but I still think if he had invested the time it took to develop the software and handling mechanics in a startup for robotics, he's be a wealthy man by now. I just wish I had secured that machinery for my collection.
I don't recall the size of DVDs being much of a piracy deterrent. DVD writers came out less than a year after the DVD format was standardized, and hard drives large enough to hold one weren't unreasonably expensive. True, dual-layer recording took almost seven years to show up, but most software DVDs were single-layer, while video DVDs were transcoded to single-layer size (or more often, to 750MB or 800MB CD-ROM size).
– Mark
4 hours ago
add a comment |
up vote
4
down vote
(preface: While Stephens answer already covers the basic points, I would like to put a different emphasis here - and merge in some private history :))
Short answer:
It was the games size and the need to copy it to a CD again, combined with expensive and unreliable writers. Further, the CD itself was used as a copy protection. While games often got installed complete on HD, they did check every now and then if the CD is still in a drive connected, so people could not install and run it on multiple (friends) systems.
All of this is based around the fact, that copying CDs was expensive and unreliable - at least until the early 2000s.
In general, it's a bit like it was with floppies in the very begining (my fist 10-pack did cost me 80 Marks), where copying to tape was prohibitive, just to be repeated in the mid 2000s when DVDs where roled out when CD writing became cheap and reliable.
The Long Read
To start with, CD production was, at that time mostly confined to 'real' CDs and in a factory setup, as writeables not only whre prohibitive expensive, but also not always produced a result readable on (cheap) CD-ROM drives. When looking at prices it may be helpful to see that CDs weren't a thing for computer users until 1991's Soundbalster Pro got sold with a special interface for the Mitsumi CD Drive (and often packeaged with one). Keep in mind this is about games. Here only mass market counts, not some high power users like many of us may have been.
CD as game medium only started after that. At this time their sheer size was the most relevant copy protection. Game companies where often accused of adding unneccessary content to explicitly bloat the size of data used - including lots of clips and cut scenes together with on purpose non compressd data, to make it hard to copy games on disks. In fact, numerous game reviews did test games that where delivered as 'basic version' on floppies as well as their 'enhanced' CD counterpart and found that the CD-version din't add anything useful.
Awile cost for a CD writer in the mid 90s droped close to 1000 USD, that's still above the usual juvenile threshhold. And writers still suffered from compatibility issues with regular (cheap) players. Even if daddy did invest in the sons future by buying a with a well fited SCSI based machine including a writer, media price was comparably high. When bought as like a 25 pack, a single writable CD was close to 10 USD. Thus copying did still bear high cost.
The time argument doesn't matter so much on the hobbyist side, as waiting an hour for the CD to complete (*1) could be filled with whatever teenagers do anyway :))
It doesn't matter on a 'professional' scale as well. Just remember all the copying that was going on during early 80s with pirated video tapes. People had a dozend VCRs in their garage, hooked up to a 'Master' and copied in real time. More or less the same way with CDs in the mid to late 90. Machines did run multiple drives at once, just this time the master was a hard disk. 8-12 drives per machine and 2-3 machines did make it a full time job. Heck, they even developed robotic handling (*2). Again, the media price was more of a limiting factor (and readability) than time.
At a 'professional' level the danger for game companies was rather on the side of real CD manufacturing, as a standard CD manufactureing machine could be bougt for less than some high end PC. The only costly part was aquireing the glass master.
*1 - Whoever could at that time cash out for a writer, would alway also buy a simple reader that goes with it, so transfer can be done in a single run.
*2 - A good friend of mine was into this. He did the garage business for video tapes in the early 80s, and after some ... err ... troubles, sliped again into with CDs. He had an awesome setup wit two small robot arms handling the CDs of two drives connected to a single machine. That way he could have it run 24/7. He say it was good business, but I still think if he had invested the time it took to develop the software and handling mechanics in a startup for robotics, he's be a wealthy man by now. I just wish I had secured that machinery for my collection.
I don't recall the size of DVDs being much of a piracy deterrent. DVD writers came out less than a year after the DVD format was standardized, and hard drives large enough to hold one weren't unreasonably expensive. True, dual-layer recording took almost seven years to show up, but most software DVDs were single-layer, while video DVDs were transcoded to single-layer size (or more often, to 750MB or 800MB CD-ROM size).
– Mark
4 hours ago
add a comment |
up vote
4
down vote
up vote
4
down vote
(preface: While Stephens answer already covers the basic points, I would like to put a different emphasis here - and merge in some private history :))
Short answer:
It was the games size and the need to copy it to a CD again, combined with expensive and unreliable writers. Further, the CD itself was used as a copy protection. While games often got installed complete on HD, they did check every now and then if the CD is still in a drive connected, so people could not install and run it on multiple (friends) systems.
All of this is based around the fact, that copying CDs was expensive and unreliable - at least until the early 2000s.
In general, it's a bit like it was with floppies in the very begining (my fist 10-pack did cost me 80 Marks), where copying to tape was prohibitive, just to be repeated in the mid 2000s when DVDs where roled out when CD writing became cheap and reliable.
The Long Read
To start with, CD production was, at that time mostly confined to 'real' CDs and in a factory setup, as writeables not only whre prohibitive expensive, but also not always produced a result readable on (cheap) CD-ROM drives. When looking at prices it may be helpful to see that CDs weren't a thing for computer users until 1991's Soundbalster Pro got sold with a special interface for the Mitsumi CD Drive (and often packeaged with one). Keep in mind this is about games. Here only mass market counts, not some high power users like many of us may have been.
CD as game medium only started after that. At this time their sheer size was the most relevant copy protection. Game companies where often accused of adding unneccessary content to explicitly bloat the size of data used - including lots of clips and cut scenes together with on purpose non compressd data, to make it hard to copy games on disks. In fact, numerous game reviews did test games that where delivered as 'basic version' on floppies as well as their 'enhanced' CD counterpart and found that the CD-version din't add anything useful.
Awile cost for a CD writer in the mid 90s droped close to 1000 USD, that's still above the usual juvenile threshhold. And writers still suffered from compatibility issues with regular (cheap) players. Even if daddy did invest in the sons future by buying a with a well fited SCSI based machine including a writer, media price was comparably high. When bought as like a 25 pack, a single writable CD was close to 10 USD. Thus copying did still bear high cost.
The time argument doesn't matter so much on the hobbyist side, as waiting an hour for the CD to complete (*1) could be filled with whatever teenagers do anyway :))
It doesn't matter on a 'professional' scale as well. Just remember all the copying that was going on during early 80s with pirated video tapes. People had a dozend VCRs in their garage, hooked up to a 'Master' and copied in real time. More or less the same way with CDs in the mid to late 90. Machines did run multiple drives at once, just this time the master was a hard disk. 8-12 drives per machine and 2-3 machines did make it a full time job. Heck, they even developed robotic handling (*2). Again, the media price was more of a limiting factor (and readability) than time.
At a 'professional' level the danger for game companies was rather on the side of real CD manufacturing, as a standard CD manufactureing machine could be bougt for less than some high end PC. The only costly part was aquireing the glass master.
*1 - Whoever could at that time cash out for a writer, would alway also buy a simple reader that goes with it, so transfer can be done in a single run.
*2 - A good friend of mine was into this. He did the garage business for video tapes in the early 80s, and after some ... err ... troubles, sliped again into with CDs. He had an awesome setup wit two small robot arms handling the CDs of two drives connected to a single machine. That way he could have it run 24/7. He say it was good business, but I still think if he had invested the time it took to develop the software and handling mechanics in a startup for robotics, he's be a wealthy man by now. I just wish I had secured that machinery for my collection.
(preface: While Stephens answer already covers the basic points, I would like to put a different emphasis here - and merge in some private history :))
Short answer:
It was the games size and the need to copy it to a CD again, combined with expensive and unreliable writers. Further, the CD itself was used as a copy protection. While games often got installed complete on HD, they did check every now and then if the CD is still in a drive connected, so people could not install and run it on multiple (friends) systems.
All of this is based around the fact, that copying CDs was expensive and unreliable - at least until the early 2000s.
In general, it's a bit like it was with floppies in the very begining (my fist 10-pack did cost me 80 Marks), where copying to tape was prohibitive, just to be repeated in the mid 2000s when DVDs where roled out when CD writing became cheap and reliable.
The Long Read
To start with, CD production was, at that time mostly confined to 'real' CDs and in a factory setup, as writeables not only whre prohibitive expensive, but also not always produced a result readable on (cheap) CD-ROM drives. When looking at prices it may be helpful to see that CDs weren't a thing for computer users until 1991's Soundbalster Pro got sold with a special interface for the Mitsumi CD Drive (and often packeaged with one). Keep in mind this is about games. Here only mass market counts, not some high power users like many of us may have been.
CD as game medium only started after that. At this time their sheer size was the most relevant copy protection. Game companies where often accused of adding unneccessary content to explicitly bloat the size of data used - including lots of clips and cut scenes together with on purpose non compressd data, to make it hard to copy games on disks. In fact, numerous game reviews did test games that where delivered as 'basic version' on floppies as well as their 'enhanced' CD counterpart and found that the CD-version din't add anything useful.
Awile cost for a CD writer in the mid 90s droped close to 1000 USD, that's still above the usual juvenile threshhold. And writers still suffered from compatibility issues with regular (cheap) players. Even if daddy did invest in the sons future by buying a with a well fited SCSI based machine including a writer, media price was comparably high. When bought as like a 25 pack, a single writable CD was close to 10 USD. Thus copying did still bear high cost.
The time argument doesn't matter so much on the hobbyist side, as waiting an hour for the CD to complete (*1) could be filled with whatever teenagers do anyway :))
It doesn't matter on a 'professional' scale as well. Just remember all the copying that was going on during early 80s with pirated video tapes. People had a dozend VCRs in their garage, hooked up to a 'Master' and copied in real time. More or less the same way with CDs in the mid to late 90. Machines did run multiple drives at once, just this time the master was a hard disk. 8-12 drives per machine and 2-3 machines did make it a full time job. Heck, they even developed robotic handling (*2). Again, the media price was more of a limiting factor (and readability) than time.
At a 'professional' level the danger for game companies was rather on the side of real CD manufacturing, as a standard CD manufactureing machine could be bougt for less than some high end PC. The only costly part was aquireing the glass master.
*1 - Whoever could at that time cash out for a writer, would alway also buy a simple reader that goes with it, so transfer can be done in a single run.
*2 - A good friend of mine was into this. He did the garage business for video tapes in the early 80s, and after some ... err ... troubles, sliped again into with CDs. He had an awesome setup wit two small robot arms handling the CDs of two drives connected to a single machine. That way he could have it run 24/7. He say it was good business, but I still think if he had invested the time it took to develop the software and handling mechanics in a startup for robotics, he's be a wealthy man by now. I just wish I had secured that machinery for my collection.
answered 5 hours ago
Raffzahn
43.2k599174
43.2k599174
I don't recall the size of DVDs being much of a piracy deterrent. DVD writers came out less than a year after the DVD format was standardized, and hard drives large enough to hold one weren't unreasonably expensive. True, dual-layer recording took almost seven years to show up, but most software DVDs were single-layer, while video DVDs were transcoded to single-layer size (or more often, to 750MB or 800MB CD-ROM size).
– Mark
4 hours ago
add a comment |
I don't recall the size of DVDs being much of a piracy deterrent. DVD writers came out less than a year after the DVD format was standardized, and hard drives large enough to hold one weren't unreasonably expensive. True, dual-layer recording took almost seven years to show up, but most software DVDs were single-layer, while video DVDs were transcoded to single-layer size (or more often, to 750MB or 800MB CD-ROM size).
– Mark
4 hours ago
I don't recall the size of DVDs being much of a piracy deterrent. DVD writers came out less than a year after the DVD format was standardized, and hard drives large enough to hold one weren't unreasonably expensive. True, dual-layer recording took almost seven years to show up, but most software DVDs were single-layer, while video DVDs were transcoded to single-layer size (or more often, to 750MB or 800MB CD-ROM size).
– Mark
4 hours ago
I don't recall the size of DVDs being much of a piracy deterrent. DVD writers came out less than a year after the DVD format was standardized, and hard drives large enough to hold one weren't unreasonably expensive. True, dual-layer recording took almost seven years to show up, but most software DVDs were single-layer, while video DVDs were transcoded to single-layer size (or more often, to 750MB or 800MB CD-ROM size).
– Mark
4 hours ago
add a comment |
up vote
4
down vote
Its probably not exact but Sony back in the day had a really cool way of Protection against pirates (https://www.youtube.com/watch?v=XUwSOfQ1D3c) , Simply said they changed the CD itself... and made it "Wobble" in a certain way in the begging so the reader knew its an OEM Disk.
New contributor
Michael Tsimmerman is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
make this a comment, but it's really cool idea.
– BasementJoe
5 hours ago
2
@BasementJoe No, I think this is an answer to the question, and shouldn't be made a comment. It provides a way that CD-ROMs were protected against piracy. That's an answer!
– wizzwizz4♦
5 hours ago
Sony got it from CD-R, a joint Philips and Sony spec, which uses this technique, called Absolute Time in Pregroove as a backwards compatible way of letting the drive know that a disc is writeable.
– user71659
1 hour ago
add a comment |
up vote
4
down vote
Its probably not exact but Sony back in the day had a really cool way of Protection against pirates (https://www.youtube.com/watch?v=XUwSOfQ1D3c) , Simply said they changed the CD itself... and made it "Wobble" in a certain way in the begging so the reader knew its an OEM Disk.
New contributor
Michael Tsimmerman is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
make this a comment, but it's really cool idea.
– BasementJoe
5 hours ago
2
@BasementJoe No, I think this is an answer to the question, and shouldn't be made a comment. It provides a way that CD-ROMs were protected against piracy. That's an answer!
– wizzwizz4♦
5 hours ago
Sony got it from CD-R, a joint Philips and Sony spec, which uses this technique, called Absolute Time in Pregroove as a backwards compatible way of letting the drive know that a disc is writeable.
– user71659
1 hour ago
add a comment |
up vote
4
down vote
up vote
4
down vote
Its probably not exact but Sony back in the day had a really cool way of Protection against pirates (https://www.youtube.com/watch?v=XUwSOfQ1D3c) , Simply said they changed the CD itself... and made it "Wobble" in a certain way in the begging so the reader knew its an OEM Disk.
New contributor
Michael Tsimmerman is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Its probably not exact but Sony back in the day had a really cool way of Protection against pirates (https://www.youtube.com/watch?v=XUwSOfQ1D3c) , Simply said they changed the CD itself... and made it "Wobble" in a certain way in the begging so the reader knew its an OEM Disk.
New contributor
Michael Tsimmerman is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
Michael Tsimmerman is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
answered 5 hours ago
Michael Tsimmerman
411
411
New contributor
Michael Tsimmerman is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
Michael Tsimmerman is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Michael Tsimmerman is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
make this a comment, but it's really cool idea.
– BasementJoe
5 hours ago
2
@BasementJoe No, I think this is an answer to the question, and shouldn't be made a comment. It provides a way that CD-ROMs were protected against piracy. That's an answer!
– wizzwizz4♦
5 hours ago
Sony got it from CD-R, a joint Philips and Sony spec, which uses this technique, called Absolute Time in Pregroove as a backwards compatible way of letting the drive know that a disc is writeable.
– user71659
1 hour ago
add a comment |
make this a comment, but it's really cool idea.
– BasementJoe
5 hours ago
2
@BasementJoe No, I think this is an answer to the question, and shouldn't be made a comment. It provides a way that CD-ROMs were protected against piracy. That's an answer!
– wizzwizz4♦
5 hours ago
Sony got it from CD-R, a joint Philips and Sony spec, which uses this technique, called Absolute Time in Pregroove as a backwards compatible way of letting the drive know that a disc is writeable.
– user71659
1 hour ago
make this a comment, but it's really cool idea.
– BasementJoe
5 hours ago
make this a comment, but it's really cool idea.
– BasementJoe
5 hours ago
2
2
@BasementJoe No, I think this is an answer to the question, and shouldn't be made a comment. It provides a way that CD-ROMs were protected against piracy. That's an answer!
– wizzwizz4♦
5 hours ago
@BasementJoe No, I think this is an answer to the question, and shouldn't be made a comment. It provides a way that CD-ROMs were protected against piracy. That's an answer!
– wizzwizz4♦
5 hours ago
Sony got it from CD-R, a joint Philips and Sony spec, which uses this technique, called Absolute Time in Pregroove as a backwards compatible way of letting the drive know that a disc is writeable.
– user71659
1 hour ago
Sony got it from CD-R, a joint Philips and Sony spec, which uses this technique, called Absolute Time in Pregroove as a backwards compatible way of letting the drive know that a disc is writeable.
– user71659
1 hour ago
add a comment |
up vote
0
down vote
Besides the measures against copying the CD-ROM there were other things.
Pretty popular were dongles: specific hardware devices put one the parallel port. The game (or other software) did not run without those dongles. The dongles could not be copied easily.
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add a comment |
up vote
0
down vote
Besides the measures against copying the CD-ROM there were other things.
Pretty popular were dongles: specific hardware devices put one the parallel port. The game (or other software) did not run without those dongles. The dongles could not be copied easily.
New contributor
jknappen is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
add a comment |
up vote
0
down vote
up vote
0
down vote
Besides the measures against copying the CD-ROM there were other things.
Pretty popular were dongles: specific hardware devices put one the parallel port. The game (or other software) did not run without those dongles. The dongles could not be copied easily.
New contributor
jknappen is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Besides the measures against copying the CD-ROM there were other things.
Pretty popular were dongles: specific hardware devices put one the parallel port. The game (or other software) did not run without those dongles. The dongles could not be copied easily.
New contributor
jknappen is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
jknappen is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
answered 1 hour ago
jknappen
1013
1013
New contributor
jknappen is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
jknappen is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
jknappen is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
add a comment |
add a comment |
BasementJoe is a new contributor. Be nice, and check out our Code of Conduct.
BasementJoe is a new contributor. Be nice, and check out our Code of Conduct.
BasementJoe is a new contributor. Be nice, and check out our Code of Conduct.
BasementJoe is a new contributor. Be nice, and check out our Code of Conduct.
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Not only was there little/no protections, the original Diablo game came with a second CD which you could use to install the game (multi-player only) on friends' machines.
– David Rice
6 hours ago