Emulators won’t set any of the checks off, unless they’re really cruddy emulators. Keep in mind that this particular piracy stuff was mostly meant to hinder people making bootleg cartridges and selling them in the early and mid 90s. Anyway, if you haven’t seen it already, here’s what happens if a super-duper pirate managed to break through all the anti-piracy protection and played through to the end. Probably just some more simple checks though. I think some more stuff might’ve been found since I first posted that info a few years ago, but I can’t recall any of it right now. There are a few tiny facts off in the article, but I can understand why they were made – in my original article here I didn’t mention that each start-up check will keep the game from functioning, and the other, more interesting things only happen if a pirate were clever enough to peel away the earlier checks. EarthBound’s anti-piracy measures are almost infamous by now, as you can see: Komaru recently sent in this scan from the UK magazine Retro Gamer that talks about anti-piracy measures in video games. December 31st, 2010 | EarthBound, Images, Uncommon Knowledge
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