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The masters of Commodore 64 games

spillhistorie.no

31–40 of 60 posts

Re: The masters of Commodore 64 games

#31

The part about the "copy protection" schemes was sad/amusing. So much work put into cracking and anti-cracking, and even cracking for the purpose of legitimate distribution, and wasting memory on profanity-soaked rants to the hackers... Everyone involved in the story looks back at it as "fun" and "challenging" but all I see is wasted time on everyone's part and software that is more difficult to use. Here we are, 40…

CRACKED BY MR Z...

Re: The masters of Commodore 64 games

#32

The part about the "copy protection" schemes was sad/amusing. So much work put into cracking and anti-cracking, and even cracking for the purpose of legitimate distribution, and wasting memory on profanity-soaked rants to the hackers... Everyone involved in the story looks back at it as "fun" and "challenging" but all I see is wasted time on everyone's part and software that is more difficult to use. Here we are, 40…

I suggest you read this page about the Dungeon Master ('87) copy protection which includes an interview with its main programmer and author of its (ingenious) copy protection.

http://dmweb.free.fr/community/documentation/copy-protection...

Nearly 40 years later, I still wouldn't call it "wasted time".

Re: The masters of Commodore 64 games

#33
post #7

Spelunker, M.U.L.E, Seven Cities of Gold, Up N Down, Moon Patrol, Raid on Bungeling Bay, Blue Max I could go on and on...

M.U.L.E., Bungeling Bay, Mission Impossible, Racing Destruction Set and Ultima IV were our go-tos.

[dead]

Re: The masters of Commodore 64 games

#34
post #21

Clarification siince the author does not mention this specifically: Disk drives dominated the C64 storage market in the US, Canada, and Germany, while cassette dominated the UK and elsewhere. Thus, US Gold had to convert US disk games to cassette for the UK market; I presume that the rushed jobs the article mentions were for especially popular games, or when there was an unusually short contractual deadline for deliv…

I think cracking had at least two reasons.

1. There was a lot of exotic copy protection going on, especially on disk. Putting data in sectors that could not be written by the standard disk copying methods was just the beginning. I don’t know if any copy protection of tapes was ever effective but I wouldn’t be surprised.

2. To enable the use of “turbo” loaders. Cassette games were released on standard cassettes that were maybe shorter than normal. But if you compressed the games using better algorithms, you could fit up to 20 games on one side of a standard audio cassette. Normally the turbo loader was placed first on the cassette. It would maybe take a minute or two to load. Then, the rest of the pirated games followed. You’d write down the index number of each game on the cassette cover so you could fast-forward to it. The reason this was called “turbo” was presumably because as the game took up less space on the tape, you didn’t have to wait as long for it to roll past the read head. The c64 could decompress the data faster than the Datasette could play it back, so there was no processing wait. Most likely even a game that could be copied straight over to another cassette, still had copy protection that prevented it from loading using a different loader than it was mastered for. Hence it needed to be cracked.

Re: The masters of Commodore 64 games

#35

The part about the "copy protection" schemes was sad/amusing. So much work put into cracking and anti-cracking, and even cracking for the purpose of legitimate distribution, and wasting memory on profanity-soaked rants to the hackers... Everyone involved in the story looks back at it as "fun" and "challenging" but all I see is wasted time on everyone's part and software that is more difficult to use. Here we are, 40…

I suggest you read this page about the Dungeon Master ('87) copy protection which includes an interview with its main programmer and author of its (ingenious) copy protection. http://dmweb.free.fr/community/documentation/copy-protection... Nearly 40 years later, I still wouldn't call it "wasted time".

[dead]

Re: The masters of Commodore 64 games

#36
Oh this bring back memories. As during communist era, there were no extra money or even stores where to buy. So we copied casettes. First load game then save on blank cassete. This worked for almost all games, but one. That one instead of waiting for run or save command, started game immediately. So only way to copy was using double decker. But most of double deckers were shitty. Adding so much noise, that copy didn’t work. I remember visiting one friend that has high quality deck, that was able to make a workable copy.

Re: The masters of Commodore 64 games

#37

Earlier quoted context omitted.

I often wonder about nostalgia related to computers/computing. It's strange because, even though I spent countless hours on my Commodore 64 as a teenager, and it had a major influence on my life (it basically introduced me to programming and set the course for my professional life), I just don't feel the nostalgia vibes. I got my hands on an old C64 a few years ago and fired it up. I tinkered with it for about 10 min…

For some reason I share that view. Maybe it is since computers got so much better? I got way more nostalgia for NES, which I still think is fun to play and play with my kids. Super Mario still feels good while C64 games feel clunky.

I've noticed with "retro"-looking games like Stardew Valley, people will say they look like 80s games. No, they look like 90s games (at worst). People forget how primitive the graphics were at 320x200x16. They were great at the time, and people did some ingenious stuff to get the most out of those systems, but they couldn't display anything like what's called retro today.

Re: The masters of Commodore 64 games

#38

Earlier quoted context omitted.

For some reason I share that view. Maybe it is since computers got so much better? I got way more nostalgia for NES, which I still think is fun to play and play with my kids. Super Mario still feels good while C64 games feel clunky.

I've noticed with "retro"-looking games like Stardew Valley, people will say they look like 80s games. No, they look like 90s games (at worst). People forget how primitive the graphics were at 320x200x16. They were great at the time, and people did some ingenious stuff to get the most out of those systems, but they couldn't display anything like what's called retro today.

Ye it is a strange genre. Stardew Valley seems to have way better graphics than say Jack Jazz Rabbit and Red Alert.

Also many retro looking games adds pixel effects that weren't there on crt:s. Games of that era were quite smooth looking.

Re: The masters of Commodore 64 games

#39

The part about the "copy protection" schemes was sad/amusing. So much work put into cracking and anti-cracking, and even cracking for the purpose of legitimate distribution, and wasting memory on profanity-soaked rants to the hackers... Everyone involved in the story looks back at it as "fun" and "challenging" but all I see is wasted time on everyone's part and software that is more difficult to use. Here we are, 40…

I used to sell small business apps on floppy drives. For copy protection, one of the best tricks was to physically damage a sector and try to format it.

You take a floppy disk, use a pin to make a hole on the magnetic medium at a random place, then format the disk so that sector is marked as a "bad sector". You hardcode the sector ID in your app, then when your app runs, you try low-level formatting that sector. If it can be formatted, it's a pirate copy.

Floppy disks had physical read-only mode, so my app asked users to put their disks in read-write mode to work :)

Re: The masters of Commodore 64 games

#40
post #10

For anyone else feeling a good hit of nostalgia, I highly recommend this excellent site with C64 games playable in the browser - and with netplay too! https://c64.krissz.hu/online-playable-games/

Wow. First time I've seen one of my old games in decades. Miner 2049'er sure looks like a game of the same name I wrote back in '82, age 17. Sold quite a few copies thru Sears & KMart in the US, distributors in UK sold a bunch more. Paid for a bunch of mid-80's parties.

Always was impressed by games developers who became millionaires back then.
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