Re: [SWCollect] Time to blend topics

2004-06-11 Thread Jim Leonard
Edward Franks wrote:
I have done this for some music -- download music illegally, listen to 
it, buy the CD.  Nowadays I just listen to streaming radio and/or 
download it for later listening.
The golden-goose questions are how many people download 
illegally/buy later and just what percentage of what they download do 
they buy honestly buy later?  Given the packrat mentality of so many 
people into pirating I would be surprised if either of those figures was 
more than 10%.  Just look at the usage figures for BitTorrent.  I don't 
think that many people are sharing Linux ISOs.  ;-)
True.  But at least I'm honest about it ;-)
--
Jim Leonard ([EMAIL PROTECTED])
World's largest electronic gaming project:http://www.MobyGames.com/
A delicious slice of the demoscene:http://www.MindCandyDVD.com/
Various oldskool PC rants and ramblings:   http://www.oldskool.org/
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[SWCollect] No market for Macintosh collectables?

2004-06-11 Thread Jim Leonard
I was just amazed by this:
http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItemcategory=51333item=5703687968
One bid, six games in good condition, $8?  I have two questions based on this 
occurance:

1. Is there just no market for Macintosh software collectables?  Why the hell not?
2. Along those lines, how come there's no market for Sports game collectables 
(any platform)?

Normally I'd rack up #2 as the if it's not an adventure, it's not collectable 
mentality that 95% of the software collecting scene shares, but that doesn't 
explain #1.  I'm very confused...!
--
Jim Leonard ([EMAIL PROTECTED])
World's largest electronic gaming project:http://www.MobyGames.com/
A delicious slice of the demoscene:http://www.MindCandyDVD.com/
Various oldskool PC rants and ramblings:   http://www.oldskool.org/


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RE: [SWCollect] No market for Macintosh collectables?

2004-06-11 Thread Freddie Bingham
As far as Lucasarts games go, the Macintosh versions get no respect
WHATSOEVER so I wouldn't be surprised if the same mentality is at play here.

Freddie

Lucasarts Museum - http://lucasarts.vintagegaming.org
 

 -Original Message-
 From: Jim Leonard [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 11, 2004 9:17 AM
 To: [EMAIL PROTECTED]
 Subject: [SWCollect] No market for Macintosh collectables?
 
 I was just amazed by this:
 
 http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItemcategory=51333i
tem=5703687968
 
 One bid, six games in good condition, $8?  I have two 
 questions based on this
 occurance:
 
 1. Is there just no market for Macintosh software 
 collectables?  Why the hell not?
 2. Along those lines, how come there's no market for Sports 
 game collectables (any platform)?
 
 Normally I'd rack up #2 as the if it's not an adventure, 
 it's not collectable 
 mentality that 95% of the software collecting scene shares, 
 but that doesn't explain #1.  I'm very confused...!
 --
 Jim Leonard ([EMAIL PROTECTED])
 World's largest electronic gaming project:
 http://www.MobyGames.com/
 A delicious slice of the demoscene:
 http://www.MindCandyDVD.com/
 Various oldskool PC rants and ramblings:   
 http://www.oldskool.org/
 
 
 
 --
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 subscribed to the swcollect mailing list.  To unsubscribe, 
 send mail to [EMAIL PROTECTED] with a subject of 
 'unsubscribe swcollect'
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Re: [SWCollect] No market for Macintosh collectables?

2004-06-11 Thread Peter Olafson
There are a fair number of collectible Mac games, but, overall,the Mac market has never held much interest for collectors. 

I suspect this can be traced back to Apple's lack of interest in the Mac games market for much ofthe machine's early history. Initially, it looked down its nose at games. Whilethe MacII was in fact a potentiallyexcellent games machine, Apple never tried to sell it as one. 

The upshot is that, withoutmuch encouragement from the top,few game publishers invested heavily in the Mac market. (To be sure, there are exceptions, like Bungie, Cassady  Greene, pre-Activision Infocom, early Cyan,and, later on, companies like GT Interactive's MacSoft).Most publishers poked a toe in the water for a game or three, found it freezing cold and spent rest of the afternoon lying on their towel. :)

Another upshot is that most of the people who bought Macs weren't gamers ... or weren't gamers first. They were artists, writers, video production people and so on ... or just people with an interest in computing and money to burn. (Until the appearance of the iMac, the Mac was also too expensive to be embraced by the mass market, which also helped kill off its the gaming potential.) 

I think Applecreated a self-fulfilling prophecy: It acted as if the Mac wasn't a games machine and, eventually, it wasn't.

By the time Apple did an about-face in the mid to late '90s, it was too late to make up for a decade of neglect, and the philosophy it adopted was (I think) misguided. When it finally embraced games (under John Scully, I think), Apple was all about encouraging ports of PC titles and not Mac-specific or Mac-firstgames (which have almost vanished; the only recent one I can think of is Alida). It's as if Apple willingly accepted second-class status in the games market, and was happy to have even that.

The sports-game market seems to have a different ethic. In another genre, NBA Live 97might be considered collectible; as a sports game, it's just old. Isuspect sports gamers are so geared to playing with the current rosters that they don't look back as much as, say, adventure gamers.

Peter
Jim Leonard [EMAIL PROTECTED] wrote:
I was just amazed by this:http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItemcategory=51333item=5703687968One bid, six games in good condition, $8? I have two questions based on this occurance:1. Is there just no market for Macintosh software collectables? Why the hell not?2. Along those lines, how come there's no market for Sports game collectables (any platform)?Normally I'd rack up #2 as the "if it's not an adventure, it's not collectable" mentality that 95% of the software collecting scene shares, but that doesn't explain #1. I'm very confused...!-- Jim Leonard ([EMAIL PROTECTED])World's largest electronic gaming project: http://www.MobyGames.com/A delicious slice of the demoscene: http://www.MindCandyDVD.com/Various oldskool PC rants and ramblings:
 http://www.oldskool.org/--This message was sent to you because you are currently subscribed tothe swcollect mailing list. To unsubscribe, send mail to [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect'Archives are available at: http://www.mail-archive.com/[EMAIL PROTECTED]/

RE: [SWCollect] No market for Macintosh collectables?

2004-06-11 Thread Stuart Feldhamer
Why is there no market for sports games collectables?

My opinion is because sports games just replace one another with each
successive release. It's not like they're different games (ie, a new sport).
Sure, once in a while I get nostalgic for Great Baseball on the SMS, or
Bases Loaded or Tecmo Bowl on the NES. Heck, I even sometimes think of
Superbowl Sunday for the C64. But there's not the same factors involved in
collecting these games as there are for adventures or RPGs. Why would I want
to play Superbowl Sunday when I could play Madden 2007 which is
(theoretically) much better? OK, maybe it's not much better, and there's the
nostalgia factor like I said before, but it's not the same as it is with
adventures and RPGs where theoretically every game is different. If someone
has never played Hardball or One on One, they'd probably have no interest to
do so except as a matter of curiosity. However, they might very well want to
go and play King's Quest 1, especially if they've played King's Quest 7 or
whatever.

Stuart

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]
Sent: Friday, June 11, 2004 12:17 PM
To: [EMAIL PROTECTED]
Subject: [SWCollect] No market for Macintosh collectables?


I was just amazed by this:

http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItemcategory=51333item=5703687968

One bid, six games in good condition, $8?  I have two questions based on
this
occurance:

1. Is there just no market for Macintosh software collectables?  Why the
hell not?
2. Along those lines, how come there's no market for Sports game
collectables
(any platform)?

Normally I'd rack up #2 as the if it's not an adventure, it's not
collectable
mentality that 95% of the software collecting scene shares, but that doesn't
explain #1.  I'm very confused...!
--
Jim Leonard ([EMAIL PROTECTED])
World's largest electronic gaming project:http://www.MobyGames.com/
A delicious slice of the demoscene:http://www.MindCandyDVD.com/
Various oldskool PC rants and ramblings:   http://www.oldskool.org/



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Re: [SWCollect] No market for Macintosh collectables?

2004-06-11 Thread Peter Olafson
Oh, sure; there were probably dozens of games that were Mac-first (others include King of Chicago and virtually every game designed by Chris Crawfordfrom 1985 on :) ), but very fewwound upMac-only. Oids, Pax Imperia, Quarterstaff, Pathways into Darkness, Marathon and Marathon Infinityare the ones that come quickly to mind. But compared to the PC and the Amiga,the numberwas small.

In their way, golf and racingsims are just as roster-oriented as those for other sports.They just don't wear it on their sleeves to the same extent.
Peter

Jim Leonard [EMAIL PROTECTED] wrote:
Peter Olafson wrote: The upshot is that, without much encouragement from the top, few game  publishers invested heavily in the Mac market. (To be sure, there are  exceptions, like Bungie, Cassady  Greene, pre-Activision Infocom, early  Cyan, and, later on, companies like GT Interactive's MacSoft). Most I seem to remember a ton of mostly-unique games that originated on Mac (or were at least very popular on the Mac and took advantage of a mouse interface) and were eventually ported to other platforms -- things like Alter Ego (might have been on other platforms first), Dark Castle, Armor Alley, and ICOM adventure games... is my memory just faulty, or weren't there any unique Mac games? (Or there *were* but they didn't sell?) The sports-game market seems to have a different ethic. In another !
  genre,
 NBA Live 97 might be considered collectible; as a sports game,  it's just old. I suspect sports gamers are so geared to playing with the  current rosters that they don't look back as much as, say, adventure gamers.I had forgotten about the roster aspect. However, this doesn't explain non-roster games like golfing, racing, etc.-- Jim Leonard ([EMAIL PROTECTED])World's largest electronic gaming project: http://www.MobyGames.com/A delicious slice of the demoscene: http://www.MindCandyDVD.com/Various oldskool PC rants and ramblings: http://www.oldskool.org/--This message was sent to you because you are currently subscribed tothe swcollect mailing list. To unsubscribe, send mail to [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect'Archives are available at: http://www.mail-archive.com/[EMAIL PROTECTED]/

RE: [SWCollect] No market for Macintosh collectables?

2004-06-11 Thread Stuart Feldhamer



What 
about The Fool's Errand and the other Cliff Johnson games? Those were designed 
for Mac, weren't they?

Stuart

  -Original Message-From: Peter Olafson 
  [mailto:[EMAIL PROTECTED]Sent: Friday, June 11, 2004 2:25 
  PMTo: [EMAIL PROTECTED]Subject: Re: [SWCollect] No 
  market for Macintosh collectables?
  Oh, sure; there were probably dozens of games that were Mac-first (others 
  include King of Chicago and virtually every game designed by Chris 
  Crawfordfrom 1985 on :) ), but very fewwound upMac-only. 
  Oids, Pax Imperia, Quarterstaff, Pathways into Darkness, Marathon and Marathon 
  Infinityare the ones that come quickly to mind. But compared to the PC 
  and the Amiga,the numberwas small.
  
  In their way, golf and racingsims are just as roster-oriented as 
  those for other sports.They just don't wear it on their sleeves to the 
  same extent.
  Peter
  
  Jim Leonard [EMAIL PROTECTED] wrote:
  Peter 
Olafson wrote: The upshot is that, without much encouragement 
from the top, few game  publishers invested heavily in the Mac 
market. (To be sure, there are  exceptions, like Bungie, Cassady 
 Greene, pre-Activision Infocom, early  Cyan, and, later on, 
companies like GT Interactive's MacSoft). Most I seem to remember a 
ton of mostly-unique games that originated on Mac (or were at least very 
popular on the Mac and took advantage of a mouse interface) and were 
eventually ported to other platforms -- things like Alter Ego (might have 
been on other platforms first), Dark Castle, Armor Alley, and ICOM 
adventure games... is my memory just faulty, or weren't there any unique 
Mac games? (Or there *were* but they didn't sell?) The 
sports-game market seems to have a different ethic. In another ! 
genre, NBA Live 97 might be considered collectible; as a sports game, 
 it's just old. I suspect sports gamers are so geared to playing 
with the  current rosters that they don't look back as much as, say, 
adventure gamers.I had forgotten about the roster aspect. However, 
this doesn't explain non-roster games like golfing, racing, etc.-- 
Jim Leonard ([EMAIL PROTECTED])World's largest electronic gaming 
project: http://www.MobyGames.com/A delicious slice of the demoscene: 
http://www.MindCandyDVD.com/Various oldskool PC rants and ramblings: 
http://www.oldskool.org/--This 
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Re: [SWCollect] No market for Macintosh collectables?

2004-06-11 Thread Peter Olafson
Primarily, yes. But King of Chicago was released for the Mac first and later ported to the Amiga. 

Peter
Jim Leonard [EMAIL PROTECTED] wrote:
Peter Olafson wrote: Oh, sure; there were probably dozens of games that were Mac-first  (others include King of Chicago and virtually every game designed by Wait, King of Chicago, the Cinemaware game? All Cinemawares were primarily Amiga and then ported to other platforms.-- Jim Leonard ([EMAIL PROTECTED])World's largest electronic gaming project: http://www.MobyGames.com/A delicious slice of the demoscene: http://www.MindCandyDVD.com/Various oldskool PC rants and ramblings: http://www.oldskool.org/--This message was sent to you because you are currently subscribed tothe swcollect mailing list. To unsubscribe, send mail to [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect'Archives are available at:
 http://www.mail-archive.com/[EMAIL PROTECTED]/

RE: [SWCollect] No market for Macintosh collectables?

2004-06-11 Thread Peter Olafson
They were indeed, and most of them then later ported to other platforms. (Don't get me wrong; Mac did have some very strong support from individual game developers.)
Stuart Feldhamer [EMAIL PROTECTED] wrote:


What about The Fool's Errand and the other Cliff Johnson games? Those were designed for Mac, weren't they?

Stuart

-Original Message-From: Peter Olafson [mailto:[EMAIL PROTECTED]Sent: Friday, June 11, 2004 2:25 PMTo: [EMAIL PROTECTED]Subject: Re: [SWCollect] No market for Macintosh collectables?
Oh, sure; there were probably dozens of games that were Mac-first (others include King of Chicago and virtually every game designed by Chris Crawfordfrom 1985 on :) ), but very fewwound upMac-only. Oids, Pax Imperia, Quarterstaff, Pathways into Darkness, Marathon and Marathon Infinityare the ones that come quickly to mind. But compared to the PC and the Amiga,the numberwas small.

In their way, golf and racingsims are just as roster-oriented as those for other sports.They just don't wear it on their sleeves to the same extent.
Peter

Jim Leonard [EMAIL PROTECTED] wrote:
Peter Olafson wrote: The upshot is that, without much encouragement from the top, few game  publishers invested heavily in the Mac market. (To be sure, there are  exceptions, like Bungie, Cassady  Greene, pre-Activision Infocom, early  Cyan, and, later on, companies like GT Interactive's MacSoft). Most I seem to remember a ton of mostly-unique games that originated on Mac (or were at least very popular on the Mac and took advantage of a mouse interface) and were eventually ported to other platforms -- things like Alter Ego (might have been on other platforms first), Dark Castle, Armor Alley, and ICOM adventure games... is my memory just faulty, or weren't there any unique Mac games? (Or there *were* but they didn't sell?) The sports-game market seems to have a different ethic. In another !
 ! genre,
 NBA Live 97 might be considered collectible; as a sports game,  it's just old. I suspect sports gamers are so geared to playing with the  current rosters that they don't look back as much as, say, adventure gamers.I had forgotten about the roster aspect. However, this doesn't explain non-roster games like golfing, racing, etc.-- Jim Leonard ([EMAIL PROTECTED])World's largest electronic gaming project: http://www.MobyGames.com/A delicious slice of the demoscene: http://www.MindCandyDVD.com/Various oldskool PC rants and ramblings: http://www.oldskool.org/--This message was sent to you because you are currently subscribed tothe swcollect mailing list. To unsubscribe, send mail to [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect'Archives are available at: http://www.mail-archive.com/[EMAIL PROTECTED]/

RE: [SWCollect] No market for Macintosh collectables?

2004-06-11 Thread Peter Olafson
A small aside: Cliff's coming out with a new game later this year: A Fool  his Money. :)Peter Olafson [EMAIL PROTECTED] wrote:

They were indeed, and most of them then later ported to other platforms. (Don't get me wrong; Mac did have some very strong support from individual game developers.)
Stuart Feldhamer [EMAIL PROTECTED] wrote:


What about The Fool's Errand and the other Cliff Johnson games? Those were designed for Mac, weren't they?

Stuart

Re: [SWCollect] Time to blend topics

2004-06-11 Thread Edward Franks
On Jun 11, 2004, at 11:02 AM, Jim Leonard wrote:
Edward Franks wrote:
I have done this for some music -- download music illegally, listen 
to it, buy the CD.  Nowadays I just listen to streaming radio and/or 
download it for later listening.
The golden-goose questions are how many people download 
illegally/buy later and just what percentage of what they download do 
they buy honestly buy later?  Given the packrat mentality of so many 
people into pirating I would be surprised if either of those figures 
was more than 10%.  Just look at the usage figures for BitTorrent.  I 
don't think that many people are sharing Linux ISOs.  ;-)
True.  But at least I'm honest about it ;-)
Indeed.  :-)
	What I find an interesting observation of human nature in action is 
the fact so many folks that download stuff illegally turn the whole 
business into some noble moral imperative.  But that's a whole 'nother 
topic.

--
Edward Franks
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Re: [SWCollect] No market for Macintosh collectables?

2004-06-11 Thread Jim Leonard
Awesome, thanks for the reference.
Unfortunately, he was responsible for the embarrassment that was Free D.C.! as 
well ;-)

Freddie Bingham wrote:
Maybe some more light could be shed by emailing this fellow:
http://www.channelzilch.com/doug/resume1.htm
--
Jim Leonard ([EMAIL PROTECTED])http://www.oldskool.org/
Want to help an ambitious games project? http://www.mobygames.com/
Or check out some trippy MindCandy at http://www.mindcandydvd.com/
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Re: [SWCollect] No market for Macintosh collectables?

2004-06-11 Thread Dan Chisarick
For a software developer I hope they wouldn't confuse the two 
platforms.  Still its interesting.  I didn't know it existed, but then 
my Mac collection is pretty small and to be honest, not too many of the 
games I remember for it really grabbed me.  Except

I've been looking for Airborne! for over 3 years for the Mac.  I saw 
it on ebay *once* over 2 years ago.  I lost the auction.  I saw it 
again 2 months ago or so bundled w/4 other Silicon Beach games.  Box, 
disk but no docs.  Whole lot?  $20.  I was floored that it went so low, 
but I wasn't complaining.  Tonight I'll see if the disk is intact.  Its 
another Sabotage style game (men fall from the sky, shoot them before 
they blow up your gun emplacement).  It had digitized sound which was 
awesome back then ('84).  Funny how right on the box it says its a 
collector's item.

I'd suggest one of the reasons the Mac didn't get too many games was 
because the things cost so much, but then again Apple II's weren't 
exactly free either.  That and monochrome graphics for the longest time 
didn't help much as well.  Still, many fond memories of Pool of 
Radiance on the classic Macs in college.

On Jun 11, 2004, at 6:28 PM, Freddie Bingham wrote:
Maybe some more light could be shed by emailing this fellow:
http://www.channelzilch.com/doug/resume1.htm
I wasn't even aware that KofC was released for the macintosh. I know 
it was
released for the IIGS, unless we are referring to the IIGS when we 
mention
Macintosh in this regard.

Lucasarts Museum - http://lucasarts.vintagegaming.org

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]
Sent: Friday, June 11, 2004 3:23 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] No market for Macintosh collectables?
Peter Olafson wrote:
Primarily, yes. But King of Chicago was released for the
Mac first and
later ported to the Amiga.
That contradicts everything I know about Cinemaware, so
either you're wrong (not likely) or my knowledge is
incomplete (likely).  Is there a reference or person I can
consult to learn more about this?
--
Jim Leonard ([EMAIL PROTECTED])
http://www.oldskool.org/
Want to help an ambitious games project?
http://www.mobygames.com/
Or check out some trippy MindCandy at
http://www.mindcandydvd.com/
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Re: [SWCollect] No market for Macintosh collectables?

2004-06-11 Thread Peter Olafson
The two Cinemaware titlesthat were not Amiga-first were S.D.I. (released first for the Atari ST) and King of Chicago(Mac). 

Had Cinemaware remained afloat, this honor would have eventually shifted to PC, which (circa 1990-91) was becoming the lead system for C'ware computer games in development. (Alas, not soon enough to save the company.)

PeterJim Leonard [EMAIL PROTECTED] wrote:
Peter Olafson wrote: Primarily, yes. But King of Chicago was released for the Mac first and  later ported to the Amiga.That contradicts everything I know about Cinemaware, so either you're wrong (not likely) or my knowledge is incomplete (likely). Is there a reference or person I can consult to learn more about this?-- Jim Leonard ([EMAIL PROTECTED]) http://www.oldskool.org/Want to help an ambitious games project? http://www.mobygames.com/Or check out some trippy MindCandy at http://www.mindcandydvd.com/--This message was sent to you because you are currently subscribed tothe swcollect mailing list. To unsubscribe, send mail to [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect'Archives are available at:
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[SWCollect] Best copy protection?

2004-06-11 Thread Jim Leonard
I used to think that the best copy-protection was Rocket Ranger -- the 
codewheel was an integral part of moving around.  Then a fellow MobyGames 
volunteer wrote me this:

The best copy protection ever would be the game Murder In Venice (Amiga). The 
game comes with over 40 clues - including ticket stubs, paper clips, pictures, 
even a film roll (that you have to break open to find a clue inside!!).

I agree, that's really cool.  Anyone else have some good copy-protection 
schemes that they remember as being cool or clever?  Here's a few more I can 
think of:

- Future Wars. Copy protection showed a paint-by-numbers (outline) picture and 
asked you what color the section that was currently flashing was. How could you 
tell? The picture was in full color on the back cover of the manual. :-)

- Star Control.  Codewheel was just plain funny.
Anyone else have fond memories?
--
Jim Leonard ([EMAIL PROTECTED])http://www.oldskool.org/
Want to help an ambitious games project? http://www.mobygames.com/
Or check out some trippy MindCandy at http://www.mindcandydvd.com/
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RE: [SWCollect] Best copy protection?

2004-06-11 Thread Hugh Falk
I can remember two really BAD examples:

- Chronoquest -- sorry for the long link, but there is a picture and a
description here:
http://www.classicgaming.com/gotcha/gamecenter/GAMECENTER_COM%20-%20Features
%20-%20Collector's%20Edition%20PC%20Game%20Collecting%20Tips4.htm

- Original versions of Elite, which used a device called a LensLok.  This
one is actually on par with Chronoquest (maybe worse).  It's a clear plastic
device that you squint through and try to decode a shape on the screen.  I
have one, and I actually just read an article on it in retrogamer magazine.
I'll have to scan or type that in.  

Hugh

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED] 
Sent: Friday, June 11, 2004 8:00 PM
To: [EMAIL PROTECTED]
Subject: [SWCollect] Best copy protection?

I used to think that the best copy-protection was Rocket Ranger -- the 
codewheel was an integral part of moving around.  Then a fellow MobyGames 
volunteer wrote me this:

The best copy protection ever would be the game Murder In Venice (Amiga).
The 
game comes with over 40 clues - including ticket stubs, paper clips,
pictures, 
even a film roll (that you have to break open to find a clue inside!!).

I agree, that's really cool.  Anyone else have some good copy-protection 
schemes that they remember as being cool or clever?  Here's a few more I can

think of:

- Future Wars. Copy protection showed a paint-by-numbers (outline) picture
and 
asked you what color the section that was currently flashing was. How could
you 
tell? The picture was in full color on the back cover of the manual. :-)

- Star Control.  Codewheel was just plain funny.

Anyone else have fond memories?
-- 
Jim Leonard ([EMAIL PROTECTED])
http://www.oldskool.org/
Want to help an ambitious games project?
http://www.mobygames.com/
Or check out some trippy MindCandy at
http://www.mindcandydvd.com/

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