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GuB-42today at 12:02 AM2 repliesview on HN

Having to put a physical device on your parallel port at the back of the computer is kind of annoying, especially if every software you use has one.

More common for games was to use the media itself for copy protection, using a variety of tricks to make copy more difficult. Other techniques involve printing some keys you have to enter using colors that don't render well in photocopies, or have you look at words a certain page of a thick user manual, the idea being that it is more expensive to go through the effort of copying this material than to buy the software legally.

One of my favorite is from Microprose games, for which the manual was a pretty good reference book on the subject of the game, that alone is worth buying. And the copy protection is about asking you about information contained in the book, for example, it may be some detail about a particular plane in a flight simulator, which means that a way to bypass copy protection is simply to be knowledgeable about planes!

Dongles were common, but mostly for expensive enterprise software. Also, dongles don't make cracking harder compared to all the other techniques, so for popular consumer software like games, it is likely to be a lot of inconvenience and a waste of money for limited results.


Replies

exidytoday at 2:30 AM

Partly it was an anti-Wobbler thing. Someone in America or somewhere thought it was real clever to make the game ask you little questions, like “What’s the first word on line 23 on page 19 of the manual?" and then reset the machine if you didn’t answer them right, so they’d obviously never heard of Wobbler’s dad’s office’s photocopier.

-- Only You Can Save Mankind, Terry Pratchett, 1992

ryandraketoday at 1:01 AM

Makes me sad how many person-years of effort have been wasted over the years on futile dongle-engineering, copy-protection and DRM. They're pretty much all cracked. And the industry keeps insisting on trying!