How common was video game piracy in the 90s?


This is during the era when the N64, PS1, SNES, Dreamcast or Sega Genesis were popular. Games back then were released physically via disc or cartridge, meaning distributors or publishers would've implemented anti-piracy (like Lenslok) measures onto physical copies but some knew how to tamper with anti-piracy if they have a computer using other sources of capturing data (floppy disks).

Also, games at the time were 'simple' to torrent but with a catch (dial up was still a thing at the time meaning downloads could take a while if you have a PC). Discs were more straight forward than "torrenting" cartridges (unless you have connections with the manufacturer on smuggling circuit boards). Like with movies, games that came on discs were "torrented" through CDs by using a PC.

in reply to SilentStriker

For pc, very. I spent hours downloading rips of games off a BBS. One of the few games I bought was duke nukem 3d and that's just because I wanted the build level editor that I couldn't find a download of.

For consoles, less so. I had a pirated "100 in 1" nes cart of from China but all the games were crap. Cartridge copying wasn't a thing.

I vaguely remember a n64 device that could load cartridge images off a zip drive or something. Nobody had one though.

Piracy became bigger again when the ps1 mod chip came out and we had brand new cd burners. Dreamcast too.

in reply to SilentStriker

quite common. i vividly remember friend doing careful calculations whether to buy double or quatro speed cd rom burner and whether he will be able to make up for that big price difference with a number of cds he can burn and distribute among his friends...

before that when it was floppy disks, it was even simpler, because any floppy mechanic was able to both read and write. some of them had some clever anti piracy features though, like asking you "what is the fifth word on page 27 of the manual?" 😆

that is for pc, i have no idea about consoles.

This entry was edited (8 hours ago)
in reply to SilentStriker

This entry was edited (7 hours ago)
in reply to zabadoh

GameCopyWorld is still around today and still being updated. Looks the same as it did decades ago.

My go-to method was to create a disc image of games from the local library and then use either DaemonTools' copy protection emulation feature or a crack from that site. They had and still have a really good selection of the latest titles (nothing 18+ though, the equivalent of the American M-rating), although it's almost entirely console games now due to mandatory online activation with most PC games.

in reply to hendrik

When I started, I was downloading mp3s and recording them on to cassettes. Use what you have.
As for console games, there were DOS based SNES NES and geneses emulators for those who didn't have the hardware.

Pj64 was emulating Nintendo64 titles while the console was still releasing titles.

Napster, limewire bearshare, winmx DC++ were all around before bit torrent was used for downloads.

Hooked up the family computer to the tv using a video card with s video output and impressed the whole family!

in reply to 007Ace

I think the first time I tried N64 emulation must have been in late 2002. There were indeed still games released for this system at the time, although not many. Tony Hawk's Pro Skater 3 (ported to the console in 2002) was one of the last big games for it. Fun fact: The PC version at lowest settings looks almost identical to the N64 port.

Early N64 emulation was spotty, but the fact that it worked at all absolutely blew my mind, especially since I was just in the process of switching from N64 to PC as my main gaming platform. Super Mario 64 was one of the first titles to be properly playable with next to no issues, but outside of that game, it was a bit of a gamble and remained so for years. Performance could vary wildly, glitches were very common (some titles remained unplayable until surprisingly recently, like the excellent voxel-based Command and Conquer port for the system) and the plugin system proved to be a nightmare, as it fractured development resources.

in reply to SilentStriker

I guess it depends on the country. I have an American friend who said he didn't have many games because cartridges were too expensive in the 90s. Well, I never bought an original cartridge here in Brazil - the pirated ones were like 4 to 8x cheaper, and they were as easy to find as the originals. Now for Saturn and PS1, well, unlike cartridges that had to be imported from Chinese manufacturers, vendors could make copies at home, so games were dirt cheap, same for PS2 - stuff like $1 to $5 per game, while originals were like $30 to $60. My friend said that, as a kid, he never came across pirated games (he was from Detroit).
in reply to PiraHxCx

Reading through the thread I see a lot of people had to go through hoops, like getting peripherals to make copies of ROMs on floppy... discovering this was probably for a few more tech-savvy kids who had an older brother or friends to introduce them to it... and no solution for N64.
I guess this kind of contraband would be harder in first world countries, but third world countries are a huge market for piracy simply because a large portion of the population can't pay for original stuff.
in reply to SilentStriker

I remember the IRC channels where you would interact with channel bots to have them list what they had available. You'd make a selection, possibly end up in a queue, and then start downloading at 56k.

Honestly, none of it felt like or was treated as piracy. You were just sharing games (a physical thing you lent your friend). Even the game manual anti-piracy stuff was just treated like something you needed to work around. Your friends would just write down a few examples (like pg 43, line 26, word 12 = "punisher") and just retry until that question was asked.

in reply to SilentStriker

in reply to SilentStriker

There was a pirate scene even in the 80s, during the 8-bit computer era. Transferring games to floppy from a 300 baud modem.

Parents had a good friend of theirs that gave us a ton of games every time he visited. Most of them were game selection startup menus, because the uploaders wanted to use up all of the space on the floppy, so they crammed it up with 6-8 games each. You can still find these disk copies on certain C64/ATARI XL game torrents.

All the while SPA was still pushing anti-piracy commercials on PBS channels. "Don't copy that floppy" was always their silly tagline.

And yea, once Napster turned into a household name, piracy was mainstream.

in reply to SilentStriker

It was reasonably common in the floppy disk era. Some games allowed you to play for a set amount of time, after which it asked you for something external to the game itself. Some examples I remember:
- Dune 2 asked for some units stats that could be found in the games manual
- Day of the Tentacle needed you to complete a battery blueprint sketch in game. The missing info could be found in the manual
- Monkey Island 2 asked for a voodoo recipe. To find the correct measurements, you had to spin two overlaid sheets to align something, which revealed a value.

All of the above could of course be copied and/or guessed, but it did at least introduce some bar of entry.

in reply to SilentStriker

For my copy of "The incredible machine" I had a copy protection challenge page in the manual, the game gave you a challenge phrase and you had to enter the proper password. I think different game versions also existed for which you needed a different manual. Goal was to make it harder to just copy the floppy disks, you also had to remember to copy and print the paper, which was an additional hurdle.

Later, I also had lots of burned CDs from friends with games on them.

I'd say the piracy was mostly real life friends sharing their games with each other (which, since everyone knows different people, was quite a big network), which yes, still made it common and quite a problem for publishers.

This entry was edited (1 hour ago)