Download Android Games: All Kairosoft Games 4 Free! By Berthoni Jonathan 03.11 0 Comments This Post. Build and manage the ultimate Japanese hot springs inn in this one-of-a-kind simulation from Kairosoft. Download here. Download Here Via Tustfiles Game Dev Story. English Language. Responsive Blogger Templates.
Well, shiver me timbers! This app's now completely free! Riches of legend inhumed in secret sites across the world, savage monsters to thwart each turn of your trek, rival players looking to scuttle your ship-such maritime mayhem and more await on this finest of swashbuckling simulations!
You'll need a trusty team to surmount the odds, not to mention a vessel-so make sure you choose only the savviest of seadogs, and construct a jolly craft of true piratical proportions! Fortune also favors the friendly.
Play with a pal and your voyage might yield some coveted booty. So all hands ahoy!
With the billow of your dreams against the sails, embark on a saga of the high seas sure to keep that cutlass carving!. All game progress is stored on your device.
Save data cannot be transferred between devices, nor can it be restored after deleting or reinstalling the app. Certain features require in-app purchases.
Should the screen go dark and freeze, try to power your device down and relaunch the game. Try searching for 'Kairosoft' to see all of our games, or visit us at Be sure to check out both our free-to-play and our paid games!
Game Dev Tycoon (2013) DRM—an initialism for “digital rights management” copy protection—has a lousy reputation, and it’s well-earned. Most players have encountered onerous DRM that punishes paying customers while doing little to deter pirates (who often find ways to crack a DRM-protected game anyway). And yes, it’s gross when, say, a publisher forces you to check in with a nanny server every time you want to play a game. But in principle, encouraging legitimate purchases is a noble aim.
That’s why it was so amusing this year when the makers of Game Dev Tycoon revealed their scheme for teaching pirates a lesson. Game Dev Tycoon is a simulation in which you run your own video game studio. It’s DRM-free, so the Tycoon developers knew it would inevitably be stolen. They decided to preempt the wave of theft by seeding a “cracked” version of Tycoon on a popular BitTorrent sharing site. Hapless pirates who downloaded this version found that the game functioned just like the normal version—except that after a few hours, the simulation would unleash virtual pirates on the virtual game studio, plunging it into ruin. That’s right: In this video game about making video games, real-world pirates were punished by a scourge of pretend pirates., the real-life pirates had the temerity to complain about their plight on message boards, with one nincompoop asking if it’s possible to put DRM on his simulated games.
Of course, Game Dev Tycoon is itself a fairly faithful clone of Kairosoft’s Game Dev Story. The mind boggles with all the layers of irony. EarthBound (1995). The Game Dev Tycoon tomfoolery is funny because it lets the thieves think they’ve gotten away with it. The Super NES game EarthBound pulls a similar but much crueler trick.
If the lowdown dirty bootleggers of the ’90s managed to circumvent its first few layers of copy protection, the EarthBound code would yield and present an almost normal game. But the program still knew it was not running on a legit cartridge——so it would annoy players by flooding the world with way too many enemies. Still, while this is obnoxious, it’s not an insurmountable obstacle.
So, for truly persistent bootleggers, EarthBound unleashes the nuclear option of copy protection—the ultimate “fuck you” to those who would steal this wonderful game. On a pirated copy, when players reach the final boss battle, EarthBound freezes up and then proceeds to delete every goddamn save file on the cartridge. What better punishment for thieves than to trap them in a Sisyphean hell of perpetually unfinished business? The Secret Of Monkey Island (1990) PC games of the ’80s and early ’90s often came packed with “feelies”—physical accessories to the game like maps, postcards, and desk toys.
Feelies could serve as a sort of low-fi copy protection system, too. A game might, for instance, ask players to enter a password from a codebook included in the retail box, which is a problem if you only possess a pirated electronic copy of the software. Perhaps the most famous of these proto-DRM feelies is The Secret Of Monkey Island’s. When it’s time for the copy-protection check, Monkey Island displays a picture of a pirate and a tropical locale where said pirate was hanged. Players rotate the wheel to create the face and then enter the corresponding date. This is all very amusing until you lose track of the Dial-A-Pirate thingy.
The inconvenience factor was one reason that feelies like the code wheel fell out of favor—that and the rise of internet forums, which made this already shaky piracy protection even easier to circumvent. Serious Sam 3: BFE (2011). Serious Sam has always been the simplest and twitchiest of simple and twitchy shooters. Headless dudes holding bombs—screaming despite their lack of heads—and monsters run toward you. You sprint backward or in circles around them and blast them to bits. Rinse and repeat. Folks who pirated Serious Sam 3 were treated to a new wrinkle to the formula: an extra-fast, bulletproof scorpion-man-monster that attacks them in the game’s first level.
It’s not clear whether the immortal pursuer was a complete roadblock to progressing through the game, but one has to assume that if it couldn’t die, the player would be held back from finishing the first level in a game where the only objective is “KILL EVERYTHING.” This fun bit of DRM made headlines when it was first discovered, and many players were disappointed that the beast wasn’t a feature in the real version of the game. A “pink immortal scorpion-demon” difficulty mode doesn’t sound half-bad. LovePlus+ (2010) The dating-simulator genre has typically been a Japan-only thing, a mainstay of otaku culture. Japanese developers have struggled—on the rare occasions that they’ve even tried—to find an overseas audience for games in which you feverishly raise the “affection levels” of young women so that they’ll be attracted to you. Still, even if we’re not familiar with all the conventions of the genre, the copy protection on the LovePlus+ dating sim seems extraordinarily cruel. Players of pirated copies are able to meet and greet adorable anime-style girls as usual, but whenever a save file is loaded, the women’s fondness for the player is reset to zero. They’ll never date the bootlegger, and they’re constantly annoyed with them.
Unless you’re the lonely guy who now has to face the reality that even computer women refuse to spend time with him. Then it gets pretty dark. Hackers soon found a way around this intentional “glitch,” though, allowing pirates to enjoy fully functional virtual dates. ARMA series (2001-2013)/ Take On Helicopters (2011).
If Call Of Duty is a Michael Bay flick, ARMA is a Kathryn Bigelow joint. It’s realistic and complicated, emphasizing tactics over spectacle. Ever since 2001’s Operation Flashpoint: Cold War Crisis, a precursor to ARMA, the games have included an affliction called DEGRADE that punishes pirates by, well, degrading the game over time.
(The system is also referred to as FADE, although the developers have distanced themselves from that name because it is used by another company.) The first symptom of DEGRADE is inaccurate weaponry—guns that fire feet and then yards away from where they were aimed. You might notice vehicles starting and stopping at random or a trippy visual effect that blurs the screen. The final symptom of DEGRADE turns the beleaguered player’s soldier into a bird as the message “Good birds do not fly away from this game, you have only yourself to blame” appears on-screen. Maybe this is all an avant-garde step toward realism, replicating the degradation of a soldier’s psyche as they experience the horrors of war. Batman: Arkham Asylum (2009) Batman is a survivor. The dude has been through more scrapes than, say, a little girl who scrapes her knee a lot.
But how does he do it? The intensive martial arts training, sure.
The near-limitless resources of Bruce Wayne, definitely. The super intelligence and Alfred’s quiet devotion also help. But Batman, lacking the superpowers of most comic book heroes, relies on the proper functioning of his equipment to overcome his opponents and get back to Wayne Manor in one piece. If Batman were to, say, not pay top dollar for materials and technology—if he went the cheapskate route—things might not end super awesome for the Dark Knight. In Batman: Arkham Asylum, those who opted not to pay for the game encounter a severe mechanical failure. Batman’s gliding ability, necessary to get through the first 10 minutes, is disabled.
Batman plummets to his death, the Batmobile loses its wheel, and the Joker gets away. One pirate actually to ask about the problem.
A staff member responded with, “It’s not a bug in the game’s code, it’s a bug in your moral code.” Yikes. Michael Jackson: The Experience (2010).
Piracy was a serious problem for both Sony’s PSP and Nintendo’s DS. On the DS, it was as simple as buying what was essentially a blank game cartridge, downloading games, and dumping them on there. To combat piracy of what was sure to be a blockbuster hit, Ubisoft’s Michael Jackson: The Experience, the creators included a bit of code that would detect an illicit copy and trigger vuvuzelas—those horns (in)famously and incessantly blared during the 2010 FIFA World Cup. The racket played over all the rhythm game’s songs, which is probably the only way to ruin “Billie Jean.” Scratch that. Even with the vuvuzelas, “Billie Jean” is still pretty good.
Crysis Warhead (2008). Saints Row The Third gets a lot of credit for innovative gun design—the Shark-O-Matic and the Mollusk Launcher are two of the finest fish-based assault weapons of all time. But it’s not the first game to cross wildlife with small arms. Crysis Warhead, a standalone companion game for the original Crysis, follows the adventures of one Michael “Psycho” Sykes as he kills a bunch of dudes for some reason. Events take an even greater turn for the psych-tacular in pirated copies of Warhead, as Sykes’ withering gunfire comes out as a barrage of confused chickens.
I’m not sure how the birds squeeze out of the gun barrel, but there they are, clear as day. It’s meant to be a check on piracy, but this stunt raises the question: What’s more psycho than a friggin’ chicken gun? Maybe the developers were onto something here. Hey, this was just posted! I’m working late tonight finishing some work, and decided to take a break over here.
Is that how people get to comment on these so early? As to piracy, I’ve never seen a funny message in a pirated game, but I’m also not usually one to pirate. My one big exception is the DS.
It is by far the most played game system I ever had, and while I bought my fair share of games, I also had a flash cart for it and downloaded many more. The thing is that it wasn’t even because of prices, necessarily, but that using a flash cart was just so much more convenient than keeping track of cartridges, and it also gave me easy access to many obscure games that I doubt I would have found otherwise. Not to mention all those deliciously weird Japanese games and the irritatingly European-only releases. So yeah, piracy’s not nice, but being able to carry dozens of games in my DS at a time? It’s just too good and too easy, and makes me think Nintendo should have really invested on the whole digital distribution bandwagon earlier. I think the convenience factor is what makes Steam such an incredibly popular form of DRM, to the extent that I’ve heard people say they won’t buy a game unless it’s on Steam. The combination of easy installation, the social features, and being able to centrally organize and re-download your PC games collection makes it seem so much more convenient that scouring for torrents.
Heck, it managed to pretty much wean my husband 100% away from piracy, except for some old abandonware and emulator titles. Plus, dem sales. When a little patience can get you a game for less than 10$ a few months later, it just seems so petty to pirate. I used to pirate quite a bit myself, but Steam seems to have found the right way to tap into my wallet without making me feel like I am being cheated. Mind you, I still pirate games in order to try them out when companies ask $60 and don’t provide a demo or a game-trailer that provides me with a bit more than some shitty CGI. If I buy a full-price game, which doesn’t happen often, and it’s a piece of crap, I will be a lot unhappier about that if I didn’t have a chance to try it out first enough to not buy games from that developer for a while.
The downfall of the demo is definitely a factor in MY piracy habits. Yeah, it kind of amazes me, especially since my relationship to Steam is best described as “grudging.” “Looks like I have an hour free to play something, let’s load up Brutal Legendoh, what’s that? You’ve started downloading an update for it, and won’t let me run the game until the update is done?
How long will that take? Well, so much for that. Would have been nice if you asked. Hey, I’ve got Anodyne installed on my laptop, and I still have a ways to go in that – I’ll just play that instead. Ohwhat’s that Steam? Oh, I can’t play any of my games on my laptop because my desktop is logged in to Steam and downloading an update I didn’t ask it to.
Obviously only a criminal would want to play a game on one computer while another downloads stuff. This is kind of bullshit, Steam.” I mean it’s very convenient when it all works right (something like the above scenario has happened to me more than once), but it’s still DRM and still kind of sucks. I’ll never buy anything on the service that costs double-digits, and even then I’d gladly pay more for a GOG or Humble Bundle copy of the game I can actually own (if only I’d been more patient, I could have gotten a DRM-free Brutal Legend in the Humble Doublefine Bundle!). I’m usually more than okay with Steam, but in large part because I never experienced any significant problems with it. My updates are infrequent, and rarely require more than a few seconds to be applied. But I’m sure I would be furious with the service if it took so long that it seriously hampered my enjoyment of the games.
As it is, in my experience at least, Steam is a good aggregator service, that offers enough discounts to be attractive, while also doing its best to stay out of the way of the gameplay. And it’s reached a point where I have so many games on my Steam library that I sometimes avoid getting non-Steam games mostly because I’m sure I’ll end up forgetting I even got them if they’re not listed in my library I even tend to activate GOG games on Steam for that purpose: so I won’t forget about them. first-world problems idea of the service having to call home for me to play my games really rankles me (I know there’s an offline mode, which I wound up using to trick it to let me play on my laptop in the above scenario. But half the time it says there’s ‘no login information’ on my computer, and need to connect to the internet before it will let me even look at any of the games I ostensibly ‘own’). I know it’s not terribly likely I’ll end up in a place where I have no internet connection at all, but I’ve definitely lived in situations like that in the past (when living abroad), and the idea of just being locked out of my stuff in those situations seems super-crappy. I’m happy to pay for Steam games when the prices are as low as it used to cost to rent games, though.
That’s a price I’m used to paying for something I don’t actually get to own. Being locked out of my entire game library on one computer, because I’m logged into another, is seriously stupid, though. You don’t want me running the same software at the same time on two computers? That makes sense – MS Word and Adobe programs will check on that sort of thing too (though they won’t lock you out for being offline, and they typically give you two licenses you can run concurrently). But they don’t lock you out of every other productivity program on your computer. Not being able to play one game on my laptop while a different one updates on my desktop is kind of idiotic.
/first-world problems. Awww, poor baby. You can turn off automatic updates, you know–though that still won’t do you any good it it’s the game you want to play that needs to update–for multiple reasons, (including multiplayer capability), they.require. you to have the latest version to play. As for complaining about being unable to play on your laptop while you’re logged in on your desktop–you have.no. idea how this actually works, do you. When you buy a game on Steam, you’re buying it for one person, yourself, on your account.
Not a copy that you then share on a LAN with all your buddies. Valve knows you can’t physically be in two places at once. So when it sees a second person trying to access your account, it assumes that either a) You’re an idiot who gave your credientials to someone else and are trying to share your single-user purchases around, or b) someone’s hacking your account. Either way, they get a big ‘NO’ to access, until the other connection is logged out. Very basic multi-user security, really. @google-1fb99bf8912bc3edc375294451e3e6bb:disqus: It’s great that you care so much about a particular company’s DRM strategy to act in a completely obnoxious and inappropriate way to someone you don’t know after half-reading part of a comment of theirs. It’s always a little refreshing to be reminded of the piss-poor caliber of 90% of internet video game comment conversation, since we tend to get a little spoiled around these parts.
You’ll note I specified that it makes total sense not to be able to run the same license of the program on two computers at once. What is bad design is locking people out of their entire game collection on one computer because they are forcing you to update the installation of one particular program on one particular computer.
When I downloaded and installed the patch for my GOG copy of Fez on my desktop., if doing so had barred me from playing, say, a GOG copy of Botanicula or The Witcher on my laptop, that would be totally idiotic. Steam normalizes totally idiotic practice, which is something to be expected from a crummy DRM system.
Again, sometimes the prices are worth putting up with that crummy system, and with not actually owning the games you buy. But design decisions like that highlight why I’ll never pay full price (or, honestly, more than 10 or so bucks) for anything on their service. (.Something I was able to do manually when I had time, and wasn’t required to immediately instead of playing a game.). I loathed Steam when it first came out, raged along with everyone else cos it was awful, frankly, but now?
Literally everything I play I buy through Steam. I live in a country where English isn’t the first-language, and PC games in the stores are all localised, so Steam is a godsend. Plus it’s cheap and conveneint, and now I discovered Skyrim’s Steam Workshop has cool mods for free (i have a working TARDIS!) it’s even more amazing. If only the PSN was as good. PS3 games here are also localised sadly.
(Irritating language limitations are matter cor anothrr thread). Convenience was a big part of it (if not.the. big part of it) back when I was a young, brash pirate. Living in a small town, my only option for legitimate PC game purchases were to go to Wal-Mart and hope that by some fluke of luck they had a legitimate game nestled in their mountain of crap-ware. I ended up buying a lot of truly awful shovelware just because that’s what was available. The other option was to stumble across a recent copy of a PC gaming magazine somewhere and buy it, then mail a check to a mail-order gaming company who advertised in the back, who would promptly get me my game in 8-12 weeks. Comparatively speaking, spending 3 hours copying two-dozen floppy disks from my friend or spending 2 days downloading a game from a local BBS on a 2400 baud connection made far more sense.
I used to be pretty uniformly anti-Steam due it its DRM (especially, since, like Archmage’s friends, there have been times in my life where I lived abroad with no home internet), but a major sale last year that knocked the prices of games down to “Blockbuster-rental” level made me re-evaluate that blanket dismissal. Now I’ll get stuff on Steam if it’s priced as a rental, because then I don’t feel bad about not owning it. (And sometimes, if it’s a little more expensive on GOG, I’ll still pick it up on GOG for that same reason).
I have (not so) fond memories of scrambling to find my manual when Kings Quest VI wanted to check its copyright protection. Instead of just a quick screen at the beginning of the game or install, however, Sierra actually built the DRM into the game itself as a puzzle. At some point Prince Alexander has to climb the “Cliffs of Logic”, summoning steps in a rocky cliff by solving word and ideogram puzzles. The sometimes clear, sometimes cryptic clues for these puzzles are all located inside the game manual. Oh, and be careful to answer very carefully or you’ll plummet to your untimely death. Later, you need to navigate a floor puzzle in a labyrinth, again using a riddle located in the damn manual.
Oh, and be careful to step on the right tiles or your body will be immediately be shot through with a hundred arrows. Sierra adventure puzzles + 90s physical DRM = my nine year old self finally said “Oh fudge this” and bought a walkthrough guide.
I love reading manuals, but hate when they are necessary to progress through the game. I appreciate the cleverness, but it really bugs me. More recently, while playing Metal Gear Solid for the first time, I had some problem finding a Codec number that is only found in the back of the game’s CD case. Also, one of my earliest gaming memories is asking my parents for King’s Quest VII after playing it a a friend’s house. They got me KQV instead, which I was unhappy with at first, and became furious when I got stuck early on. I’m pretty sure I cried until I got KQVII.
I may have have had a somewhat spoiled childhood. @paracletepizza:disqus Not that LucasArts didn’t have their own brand of feelie DRM. I distinctly remember an incredibly hard-to-read black-on-maroon pamphlet of symbols that you had to reference in order to bypass Dr. Fred’s Nuke-Em Alarm System. Maybe it was just Maniac Mansion?
Other than that, KQ3 and its spellbook was the one I most remember. Most of the other methods were easily bypassed by access to the office (or, in my dad’s case, police station) copy machine, but that thing had a tiny handwritten-styled font in blue ink. @facebook-07081:disqus Roberta’s punishment of our nation’s children during the 80s/90s extended far beyond DRM – LucasArts never subjected me to that much ludic abuse!
While the LucasArts CD games didn’t have DRM (because who could ever copy a CD??), their older floppy games sometimes had something, like the pirate faces above (my floppy MI didn’t have that, though), or Monkey2’s Mix-N-Mojo wheel, or the Nuke-Em Alarm codes you mentioned. They weren’t too bad, though. And they were distinguishable from the rest of the game, unlike the Sierra-verse where you couldn’t really distinguish between unfair DRM punishment, and the games’ general trend of administering unfair punishments. SPOILERS FOR AN AWFUL GAME. I remember that you had exactly one opportunity to save the mouse from the cat in a random event. If you didn’t, you couldn’t finish the game because the mouse wouldn’t be around to save you from murderers later, not that you’d have no reason to assume that he should be. And if, in saving the mouse, you threw the wrong item at the cat (of course the game would let you waste a couple of them needlessly), you would also be trapped forever in an unbeatable scenario.
To be able to save the mouse, you first had to traverse a desert maze, making all the right moves so that you wouldn’t die of exposure. Your reward for the desert quest? A damn dirty old boot. Which you need to throw at a cat. So that a talking mouse will save you from bandits at a later date.
Oh man, I forgot about the pit/disk room. Despite playing the game many times, I think I’ve only beaten it once. I think I beat that room through dumb luck. On the Goo Monster issue: I had no effin idea how to deal with it on my first playthrough.
I think I discovered that you could hurt it by throwing things at it (while weapons bounced off, throwing a helmet got a spot of blood). I would run in and out of the cave, periodically healing/camping as necessary. And then one time he was gone. ‘He must have ran away’, I thought, and proceeded merrily into the mine. Only to find it was infested with these weird gross flying tapeworms. Still, they were an improvement on the goo monster. Later I found out you can use a special item to kill the goo monster in like 2 hits.
Yeah, Sierra had a real craze for building the copyright protection into their games during this period, and in a not-especially intuitive way. Space Quest IV called for a series of hieroglyphics consisting of bars and fatter bars to be hastily entered into one of the Time Pods during an escape from Time Cops, and I remember cursing and scrambling for the manual, only to be slowed down by the similar appearances of many of the symbols, and then be dead with Gary Owens sneering some pro-DRM joke at me. Not as exasperating as the black-on-eyesore-red hieroglyphics in the Zack McKracken And The Alien Mindbenders manual, but still. SQV involved planning a galactic route with a manual-bound star chart, which at least had the whimsy of Roger setting a course for planet “Gingivitis” at one point. Still, though I appreciated Sierra’s efforts to spice up the DRM process, I would intone after the second or third go-round of these manual-flipping jaunts, “I do not like this; I will never like this; please find a different way to feel secure that you’re paying your damn bills.”.
When I was a kid, my dad scored a bootleg copy of The Adventures Of Willy Beamish from somebody he knew at work; the game played fine right up until Willy’s babysitter turns into a vampire bat, and then I couldn’t figure out what to do next. This was before Internet FAQs and what-not, so while I knew the vacuum cleaner was part of the solution–presumably, you were supposed to suck the bat into the machine–I could never get it to work right. So eventually I just decided it was secret DRM to screw with anyone who pirated the game. I had no verification of this one way or the other, but it made me feel better about myself, and it also made sure I never bothered to play the game again.
(I also remember playing The Dark Half adventure game, and that fucker crashed like crazy. Although I owned that outright, so I couldn’t blame the crashing on DRM woes.).
I installed a friend’s copy of Bane of the Cosmic Forge on my pc in High School. It had the manual-based DRM where a game prompt would ask you which colored pictograph would show up on which page. He never lent me the manual and I only had one combination memorized, so I’d just sit and Listen to Duty Now For The Future on the tape deck while repeatedly plugging in the same combination until I randomly got it right, or I got fed up and did something else. Why didn’t I just photocopy the book? Yeah, I was dumb. The most ludicrously complex copy protection I ever encountered was with my Mac OS copy of Where in Time is Carmen Sandiego? The game came with a paperback encyclopedia and when reaching certain milestones within the game you had to turn to a specific page of the encyclopedia and enter a specific word on a specific line of an article.
The encyclopedia was about six to seven inches thick, and when I downloaded a copy designed to run on a modern computer years later I had to dig it up again. If you want to play it and had never owned it, you would have to own a perfect scan of that exact encyclopedia. At one point I was digging through my old stuff and was delighted to find a couple of ancient Carmen Sandiego 5 1/4 in floppy disks. I was pretty excited because I actually have an old computer that would run these artifacts of a long-expired age. I played the game for about 10 minutes before encountering the copy protection. Not having the manual, I just guessed a couple of times, getting it wrong each time.
Then the game did a weird, controlled crash. I had to restart my computer, and when I tried to boot the game again, I found out that the disks were clean. The copy protection was so brutal that it actually deleted everything if you answered their questions wrong.
It was a brutal result, especially considering that it had been 15 years since I – and probably anyone – had used one of those old floppy disks. While these lists are obviously never exhaustive, I am surprised not to find the “Sam and Max Hit the Road” dressup game copy protection. Having to put a fishbowl on Max’s head, dress him in a tutu and make him hold a speargun, just to start the game, was pretty fun, even if it meant needing the handbook nearby. “Indiana Jones and the Fate of Atlantis”, which was obsessed with ingame puzzles of rotating stone discs, used its ingame puzzles also as start-up copy protection by inquiring to certain combinations depicted in the margins of the handbook.
While these things are a bit inconvenient and with current methods really easy to overcome (host online PDF anyone?), they are still slightly less annoying than a DRM that works actively to piss you off I am talking to you, UPlay and Windows Live for Games. I understand what you’re trying to do, I really do. There is nothing sinister or petty about wanting to protect your property and making sure people pay for what they use, there really isn’t. But we all know that all but the greenest of internet users can crack just about any game within minutes, especially since google doesn’t filter out results for cracks.
Online Activation has become so tedious in some games that the cracked files are sometimes easier to install than the game itself. All that considering, it all beats the period of games requiring the CD in the drive. I play a lot of games on rotations and change quickly between them. If I had to constantly change discs I would either have a lot of No-CD cracks or just not bother sometimes (talk about first world problems).
Luckily the game-makers realized that that isn’t the way to go, especially since No-CD cracks are demonstrably easy to make. But even with all things considered, DRM probably isn’t the last and final word on anti-piracy measures. We have to remain vigilant that the protection of copyrighted material by corporations doesn’t slowly start to intrude into our personal lives, such as what is rumored with the new XBOX and it’s always-on Kinect Corporate investment shouldn’t beat out the right to privacy, even though I believe it probably already does. In the end piracy will persist. Some people simply will continue out of some drastically misplaced sense of rebellion, some out of entitlement regardless of financial means. But I am pretty sure that a lot of people pirate simply because buying a game sight unseen is pretty risky. $60 is a hefty amount of money I mean, you could buy two of those handheld Wikipedia devices for that sum.
I’d wager that games like Torchlight are pirated a lot less than the Battlefield series, percentage-wise. Maybe think what you are charging for your games and lower the price a bit. It seems to have worked for the music industry. Since I can download individual songs and so on, I have pretty much ceased pirating music. $60 is a lot of money, even if the game is good, which often it’s not. Maybe consider than too, game makers. At the time, requiring the CD in the tray didn’t bother me, as I was coming over from console games that required the cartridge be in the system to run the game (and in those early days, a CD’s content would eat up most of your hard drive).
But more recently, that stuff gets annoying. And in some circumstances not really practicable. In the preschool I worked at, a parent donated a bunch of the old Ron Gilbert SCUMM-based kid adventures (Putt-Putt, etc.), but their default installation mode required the kids to constantly be swapping CDs in and out of the tray with their sticky fingers – or asking an adult to do so, impinging on their independence and agency. I wound up manually copying folders and editing.ini files and shit to get the games to work off the HD (I may have even resorted to downloading an abandonware version of one of the games to get it up and running). Luckily they were old enough that that kind of fiddling was straightforward and pretty easy (though I doubt any of the other Preschool teachers in the building would have had the background to do that). I don’t know if it was intended as such, but StarTropics had a pretty clever anti-piracy method. About half-way into the game, your character Mike learns his uncle’s dying words were “Evil aliens from a distant planet.
Tell Mike to dip my letter in water”. This message referred to an physical piece of paper bundled with the game that revealed a letter and a secret code when submerged in water. When StarTropics was released on the Wii’s Virtual Console, Nintendo included a virtual letter and a virtual bucket to dunk it in.
Of course some of these methods backfire if they don’t get the word out fast enough that it.is. a copy-protection scheme, rather than just a broken program–there’s been a couple of cases where sales have been hurt.more.
as a result. Especially in the cases of false positives, I’m surprised people haven’t been complaining that the ‘DRM scheme’ thing is just an excuse to cover up bad product. That said, the tech-geek in me approves of the style and creativity shown in these gimmicks–though it’s a shame they didn’t apply that creativity more to the games they’re trying to protect in the first place. A story posted by Bruce Webster to Slashdot ( ): In Sundog: Frozen Legacy (Apple II, 1984), we had a fairly robust, multi-level copy protection method. However, many of the ‘cracking’ tools out at the time would actually produce a runnable copy of the game — it was just that the game wouldn’t pass its final internal DRM check. In the game, including in ‘cracked’ versions, you started out on the surface of a given planet (Jondd); you could drive around the planet’s surface, walk around the cities, go into stores, buy and sell goods, etc. But when you attempted to lift off into space, if that final DRM check failed, you’d get the message “Clearance to lift denied due to pirate activity” and you would be unable to take off and travel to any other world or system.
(Note that you’d never see that message in a legitimate copy of the game.) Now, the game actually had space pirates who would attack your ship, so a lot of people didn’t realize just what the message meant. We would get occasional phone calls from customers asking what they were doing wrong and how they could get clearance. We’d listen for a minute, then say, “Well, just mail us your Sundog floppy disk, and we’ll send out a new one for free.” Heh. On the other hand, we had at least one person call us up on the phone and say, “Yeah, I get it” and then order a legit copy.
Note that for those customers who did buy an actual copy of the game, if they sent in $10 along with their registration card, they’d get another Sundog floppy disk — that is, a second complete copy of the game, which they could keep as a backup or give away (or, frankly, sell). Also, if anyone actually did have a legit Sundog floppy that died or was otherwise damaged, we’d exchange it for a new one for free. Sundog (Apple II) was on Hardcore Computing’s “Top 10 Wanted” list (for a cracked version) for quite some time. It was eventually cracked, but I believe it took a year or two. You can find runnable Apple II disk images (for Apple II emulators) online.
I really don’t know what copy protection was in place for the Atari ST port of Sundog, since that happened after I left FTL Games.bruce. I Love Steam.Im 19 years old and occasionally pirate games.just to try them outcuz most of these companies dont have a fuckin demo for us to try out. And even if they do give us a demo.it turns out that in some cases, the demo is way better than the actual game. I would love it if these game devs put hilarious codes in games for us to get a laugh or two on pirated copys. The crysis warhead one would be an awsome cheat or glitch to unlock.i still laugh everytime i see it. The ONE thing that i hate about steam now (I wasnt on steam for a while) is that you HAVE to buy a game in order to add friends. But thats minor cuz people have found a way to bypass it.
Id rather get most games now on consoles than pc cuz i dont have the best rig, but its able to run Turok (2008), 007 quantum of solice with the occasional lag, and so on and so forth. Thats all i have to say.
Off subject, but one form of DRM that galls me is the 24hr wait period on my gamesaves via PSNs “cloud storage”? Mind you its the ONLY legit way to save your saves?annoying to me? Because back before there was such a thing i used to save my saves on a usb device & put them on my ps3 in another location! Anytime i made changes! Now i have that annoying 24 hr wait to deal with! Even worse if something goes wrong?
You have to wait ANOTHER 24 hrs to fix it! This is totally ruined my gaming expirence to the point im ready to say forget games period! $60 bucks is to much to pay for that crap! Beat it of all ive never even pirated any games & im punished!
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