Piracy of the 80s and 90s

I have been interviewed a few times in public media now (Reference 1, Reference 2) about the early days of software piracy but in general I believe I didn’t fully get my point through and I hence take the opportunity to hijack my own forum to set that straight.
“Cracking”
Back then, programs were goods. A physical thing you brought home from the store, in contrast to the service you buy today. Today the key source of revenue of many games is a subscription to a game server and access to the ecosystem surrounding the game. Back then it was the boxed copy – end of story. No t-shirts, no servers, no on-line. Just the box with the game on media.
Copy protection was then the method to tie the software to the physical piece of goods you bought, ensuring it couldn’t be digitally copied to another physical piece of goods. “Cracking” is removing the tie and making the program digitally copyable. Let me elaborate more on that but in order to simplify, what I say is valid for utilities and games alike, but in the following I will just say “game” to make it more readable. Skip the section if you are more interested in the principles/politics than the practicalities.
Tape – predominant media in the early days. The data of the games is stored as analogue sound on the tape. There were solutions for tape to tape copy that worked ok for your average audio mix tape (like this one) and they did work also for direct copy of games, but only one “generation”. The copy typically couldn’t be copied, as the second generation would have so poor audio quality that it couldn’t be played properly in the computer. That makes tape as a media a copy protection in itself.
Cracking from tape meant finding your way through the tape loader routines and save out the payload to disk. Most experience crackers reverse engineered the dominant loaders (Cyberload by John Twiddy as the prime example) and made “transfers”, which basically meant you only actually hacked your way through the loader once and then made a utility to automate the process for the next time. The transfer dumped the tape content to disk straight off without actually loading the game using the tape loader on that particular game. The parts of the games dumped to disk were then merged to a single unit that was packed, and an intro was added.
Multilevel games were more difficult – differentiated the good from the mediocre. There you needed also to dump the leveldata, replace the built in tape loader with your own disk routine, modified so that it took parameters from the game and loaded the correct level. As one ambition was to crack not only fast, but also short, all levels were packed and the loader that was inserted also included a real-time depacker.
Disk – The content of a disk is digital, which means that by default it can be copied, unless you actively prevent it. The method to tie the game to the physical disk was then to introduce anomalies on the disk that a copier couldn’t reproduce. Deliberate format errors. The program checks if the errors are there – if not, it’s assumed to be a copy and the program enters a mode where it has detected that it’s a copy. Some protections formatted the disk (the disk where I kept all my utilities got wiped by Bounces – beware 😉 but most only gave an error message.
The c64 disk drive (1541) was a computer in itself. It had less memory but the same CPU, running at the same speed (to be exact, and dodge nitpicking comments; faster than the European PAL version but slower than the American NTSC version). The disk loaders could then put code in the diskdrive, and this code wasn’t accessible from the computer once started, and hence couldn’t be inspected. This naturally makes the cracking quite a lot more difficult as the set of tricks available to the protection programmer was so much wider.
An interesting site for the interested parties would be this one
Not cracking
Distribution
Effects on the the game industry – short term
- one is the industry opinion that the loss is the number of copied games times the sales cost
- one that is the anti-copyright movement, argumenting that a digital copy is not reducing the value of the original holder as he still has exactly what he had before.
Effects on the the game industry – mid and long term
So the game industry, admittingly, lost some sales opportunities and hence a bit of money due to the cracking of the 80s and 90s (the period following that it’s not my responsibility and it’s not for me to justify).
But there are so great positive effects;
Growning market
– Key one is that so many computers were sold, where access to cracked games was the driving force for the purchase. The argument “I can do my homework on it” (did that ever happen – what subject?) and “We can record recepies on it” (did that ever happen?) where good one, but never really valid. The lure was the free games, in the variety provided by friends and school mates who already had the computer. Commodore (and accessories sellers, magazine producers, computer shops and others in the hardware value chain) were the short term real winners.
– The software houses lost short term, but given the increased number of computers, the next few games that they put to the market suddenly had a much greater audience of who were potential buyers. A short term minus compensated by a mid term benefit and a long term massive benefit. This is naturally only true as long as long as there is a growth in computer penetration, but this was true well into at least the first decade of the new millennium.
So complain that we did harm a few early companies, where early games sold a bit less than that could have and a few which didn’t survive to release more games (I don’t know of any), but do not complain without considering the positive effects it had on even the game industry even today. Not to mention the impact on the current GNP.
Computer maturity
– The computers sold generated an early generation of computer savvy users. Of course, some stayed just playing games, but unlike the consoles, computers provides a path to explore programming and many took that. The computer scene (people cracking games and coding demos) was the best school, proving a context where people developed their skills. It was a competitive environment, giving incentives to grow and be raise above.
It’s here easy to just see the value these people had for the game industry, but that’s narrowing the view to just one small aspect. The school that the scene provided included coding, painting and composing but also organising project, managing international groups, entertaining PR for the group as well as HR work, recruiting the talents and making them flourish in the group. Efficient, international teams of youngsters that did most of the things companies do (apart from bookkeeping 😉
FairLights role in this and today?
The next time you use computer based therapy, use software that rely on analysis of visual data, use SMS ticket on the Swedish rail road, use your mobile phone abroad, reach customers with SMS based services (or take advantage of them as receiver) enjoy the beauty of the intros of several nordic TV shows – know that these are areas where the old FairLighters now contribute, based on skillsets built during the FairLight years. Now ranging from professors to highly regarded professionals in their fields – much based on the scene developed skillset. We were material in paving the way for computerisation of many homes, and we also learned a lot that we use even today. We’re always been rowdys for good!
Edits:
# I will keep editing this as long as I get relevant comments. The “80ies” obviously bothered one Reddit user. You can’t win them all but that was an easy trade to adjust the title. I really can’t change the permalink though …
# The game I sought was Bounces
I read an article a long time ago where someone had asked Adobe why they still offer easily cracked trial versions of their software and the response was something along the lines of them wanting to be able to continue providing their real customers (businesses and professionals) with the ability to try out the software in hopes that it would lead to a sale. They went on to say that the people cracking trial versions are usually people that would not have bought the software in the first place, therefore rather than lose potential sales to real customers, they kept offering trial downloads.
That always made me think because I remember back when Photoshop was one of the most popular downloads I was like 10 years old and I knew I could never afford to pay $999 to buy it nor did I have a reason to. In my mind, it was like “well it’s there, so I use it, but if it disappeared overnight, then I guess I can’t use it anymore.” So like you said, if I used that copy of Photoshop, Adobe never lost a dime on me.
Of course now, things have changed so much where the internet is being used to continuously check for software updates which usually includes the transmission of the product key each time. Once the key is found to be blacklisted, the program stops working.
there is still old cracktros lovers, pick up your chrome or chromium and have a look at my website 😉
The disk protection I always remember was “Little Computer People”, you literally had to change a beq to a bne (or maybe the other way round), and that was basically it !!