• Re: Code Wheels

    From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Sun Jun 22 15:02:29 2025
    On 6/22/2025 12:20 PM, Spalls Hurgenson wrote:

    Is it just me? Am I the only one who has a soft spot for code wheels?

    For those not REALLY REALLY OLD, code wheels were a form of offline copy-protection where the game would ask you to input a code, which
    you would acquire by fiddling with two cardboard disks, twisting and
    aligning them until they gave you the correct data.*

    They were used by dozens (hundreds? I don't know if there's a
    complete list anywhere) of games in the mid 80s to early 90s,
    eventually superseded by documentation checks and later by CD-ROMs. At
    the time of their release, photocopiers weren't too common (computer
    scanners were almost non-existent) and the unusual format made it
    difficult for anyone to hand-copy the answers.

    A lot of people disliked them because the wheels were fiddly to use,
    easy to lose, and because some companies demanded you use them too
    often. But I always sort of liked them; there was a hands-on
    interactivity to them that made them more interesting than simply
    answering "what's the third word in the second line of the ninth
    paragraph of page 16" documentation checks. It was like _I_ was
    actually helping in the quest by decoding some secret information.
    When the code wheels fell out of favor, I missed them.

    Code wheels weren't really any more effective than other forms of copy protection, of course. They were as easily defeated as most copy
    protection questions; most crackers just looked for the code that
    queried the player and JMP'd over it like it never existed. They
    weren't all that cheap to make either, and their bulk demanded larger
    boxes. A lot of budget re-releases of games just stripped them out of
    the game entirely. So their lifespan was limited.

    But I liked them. I'm not demanding they make a comeback of course...
    but of all the forms of copy-protection, code-wheels were one of the
    more playful and less annoying.


    Anyone else have fond memories of this stupid thing, or is this a hill
    on which I'm going to die alone? ;-)

    *waves goodbye to Spall's corpse from a long way away*

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

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  • From Ant@21:1/5 to Dimensional Traveler on Sun Jun 22 23:13:14 2025
    Dimensional Traveler <dtravel@sonic.net> wrote:
    On 6/22/2025 12:20 PM, Spalls Hurgenson wrote:

    Is it just me? Am I the only one who has a soft spot for code wheels?

    For those not REALLY REALLY OLD, code wheels were a form of offline copy-protection where the game would ask you to input a code, which
    you would acquire by fiddling with two cardboard disks, twisting and aligning them until they gave you the correct data.*

    They were used by dozens (hundreds? I don't know if there's a
    complete list anywhere) of games in the mid 80s to early 90s,
    eventually superseded by documentation checks and later by CD-ROMs. At
    the time of their release, photocopiers weren't too common (computer scanners were almost non-existent) and the unusual format made it
    difficult for anyone to hand-copy the answers.

    A lot of people disliked them because the wheels were fiddly to use,
    easy to lose, and because some companies demanded you use them too
    often. But I always sort of liked them; there was a hands-on
    interactivity to them that made them more interesting than simply
    answering "what's the third word in the second line of the ninth
    paragraph of page 16" documentation checks. It was like _I_ was
    actually helping in the quest by decoding some secret information.
    When the code wheels fell out of favor, I missed them.

    Code wheels weren't really any more effective than other forms of copy protection, of course. They were as easily defeated as most copy
    protection questions; most crackers just looked for the code that
    queried the player and JMP'd over it like it never existed. They
    weren't all that cheap to make either, and their bulk demanded larger boxes. A lot of budget re-releases of games just stripped them out of
    the game entirely. So their lifespan was limited.

    But I liked them. I'm not demanding they make a comeback of course...
    but of all the forms of copy-protection, code-wheels were one of the
    more playful and less annoying.


    Anyone else have fond memories of this stupid thing, or is this a hill
    on which I'm going to die alone? ;-)

    *waves goodbye to Spall's corpse from a long way away*

    /me waves goodbye too. ;)
    --
    "He who finds a wife finds what is good and receives favor from the Lord." --Proverbs 18:22. This old male alate needs this wife, but will die after mating. :( Nice 2 z, poo, VG, etc. w. little interruptions 4 hrs. :)
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )

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  • From Zaghadka@21:1/5 to Ant on Sun Jun 22 20:16:04 2025
    On Sun, 22 Jun 2025 23:13:14 -0000 (UTC), in
    comp.sys.ibm.pc.games.action, Ant wrote:

    Dimensional Traveler <dtravel@sonic.net> wrote:
    On 6/22/2025 12:20 PM, Spalls Hurgenson wrote:

    Anyone else have fond memories of this stupid thing, or is this a hill
    on which I'm going to die alone? ;-)

    *waves goodbye to Spall's corpse from a long way away*

    /me waves goodbye too. ;)

    Hmmmm.... Dethek. Esprurar. The code is "DIE SPALLS"

    Never seen that one before!

    --
    Zag

    What's the point of growing up
    if you can't be childish sometimes? ...Terrance Dicks, BBC

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  • From Ross Ridge@21:1/5 to spallshurgenson@gmail.com on Mon Jun 23 13:54:34 2025
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    Anyone else have fond memories of this stupid thing, or is this a hill
    on which I'm going to die alone? ;-)

    I didn't mind code wheels that much. You only had to use them once at
    start up and loading times were so long back then that it didn't add
    that much a delay before you could playing them. But I don't have fond memories of them. If play through Pool of Radiance again, I'm not going
    to get out my old code wheel, I'm going to play a cracked version.

    Also like all early methods of copy protection, I'm not sure how much they actually prevented piracy. It wasn't that hard or expensive to photocopy
    a code wheel at the library, and cracks weren't too hard to find.

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

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  • From Mike S.@21:1/5 to spallshurgenson@gmail.com on Mon Jun 23 11:50:58 2025
    On Sun, 22 Jun 2025 15:20:00 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    Anyone else have fond memories of this stupid thing, or is this a hill
    on which I'm going to die alone? ;-)

    When I read your subject header for this one, I immediately thought of
    the Pool of Radiance on my C64 and its code wheel. I still remember
    some of the words you had to type in from the code wheel to get past
    the copy protection screen. Let's see....

    ZOMBIE
    EFREET
    BEWARE
    SAVIOR
    COPPER
    BEWARE

    I had to type these stupid words in every time I started up the game
    that they ended up getting a permanent spot in my memory.

    I also remember the code wheel for Monkey Island where you had to
    align the top half and bottom half of faces.

    Now, don't think I am going to join you on this hill however, Spalls.
    I have strong memories of these code wheels, but necessarily fond
    ones.

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  • From Mike S.@21:1/5 to All on Mon Jun 23 12:01:25 2025
    On Mon, 23 Jun 2025 11:50:58 -0400, Mike S. <Mike_S@nowhere.com>
    wrote:

    Now, don't think I am going to join you on this hill however, Spalls.
    I have strong memories of these code wheels, but necessarily fond
    ones.

    *NOT* necessarily fond ones. :-P

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  • From Xocyll@21:1/5 to All on Mon Jun 23 14:36:13 2025
    rridge@csclub.uwaterloo.ca (Ross Ridge) looked up from reading the
    entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    Anyone else have fond memories of this stupid thing, or is this a hill
    on which I'm going to die alone? ;-)

    I didn't mind code wheels that much. You only had to use them once at
    start up and loading times were so long back then that it didn't add
    that much a delay before you could playing them. But I don't have fond >memories of them. If play through Pool of Radiance again, I'm not going
    to get out my old code wheel, I'm going to play a cracked version.

    Also like all early methods of copy protection, I'm not sure how much they >actually prevented piracy. It wasn't that hard or expensive to photocopy
    a code wheel at the library, and cracks weren't too hard to find.

    Or general programs like Neverlock that patched the .exe so you could
    enter anything and it would accept it.

    Which caused no end of problems with Eye of the Beholder 2, Neverlock
    patched it, but there was a secondary check later, that compared what
    you entered with it's master list of answers and if it did not match;
    when you got hit by a spell, the game crashed to desktop.

    Found that out because I'd entered Wizard (I think) in my game, and my
    sister had typed random garbage. Her game crashed, mine did not since
    wizard was on the list.

    That check came much later in the game than the enter code prompt.

    You could dodge the Skeleton Knight spells down in the basement area,
    but upstairs are the lightning pads, where you cannot avoid getting hit
    at least once. That's, maybe 80% of the way through the game I think,
    so it was a big F.U. to players using a crack.

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr

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  • From Zaghadka@21:1/5 to All on Mon Jun 23 14:12:01 2025
    On Mon, 23 Jun 2025 11:50:58 -0400, in comp.sys.ibm.pc.games.action, Mike
    S. wrote:

    On Sun, 22 Jun 2025 15:20:00 -0400, Spalls Hurgenson ><spallshurgenson@gmail.com> wrote:

    Anyone else have fond memories of this stupid thing, or is this a hill
    on which I'm going to die alone? ;-)

    When I read your subject header for this one, I immediately thought of
    the Pool of Radiance on my C64 and its code wheel. I still remember
    some of the words you had to type in from the code wheel to get past
    the copy protection screen. Let's see....

    ZOMBIE
    EFREET
    BEWARE
    SAVIOR
    COPPER
    BEWARE

    Huh. So...

    SPALLS

    Could have been a valid code?

    I almost want to hack PoR to make that a reality now.

    --
    Zag

    What's the point of growing up
    if you can't be childish sometimes? ...Terrance Dicks, BBC

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    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From candycanearter07@21:1/5 to Spalls Hurgenson on Mon Jun 23 19:30:09 2025
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 19:20 this Sunday (GMT):

    Is it just me? Am I the only one who has a soft spot for code wheels?

    For those not REALLY REALLY OLD, code wheels were a form of offline copy-protection where the game would ask you to input a code, which
    you would acquire by fiddling with two cardboard disks, twisting and
    aligning them until they gave you the correct data.*

    They were used by dozens (hundreds? I don't know if there's a
    complete list anywhere) of games in the mid 80s to early 90s,
    eventually superseded by documentation checks and later by CD-ROMs. At
    the time of their release, photocopiers weren't too common (computer
    scanners were almost non-existent) and the unusual format made it
    difficult for anyone to hand-copy the answers.

    A lot of people disliked them because the wheels were fiddly to use,
    easy to lose, and because some companies demanded you use them too
    often. But I always sort of liked them; there was a hands-on
    interactivity to them that made them more interesting than simply
    answering "what's the third word in the second line of the ninth
    paragraph of page 16" documentation checks. It was like _I_ was
    actually helping in the quest by decoding some secret information.
    When the code wheels fell out of favor, I missed them.

    Funny enough, I know of at least one modern game that uses a (virtual)
    code wheel as a puzzle mechanic, and it was pretty charming.

    Code wheels weren't really any more effective than other forms of copy protection, of course. They were as easily defeated as most copy
    protection questions; most crackers just looked for the code that
    queried the player and JMP'd over it like it never existed. They
    weren't all that cheap to make either, and their bulk demanded larger
    boxes. A lot of budget re-releases of games just stripped them out of
    the game entirely. So their lifespan was limited.

    But I liked them. I'm not demanding they make a comeback of course...
    but of all the forms of copy-protection, code-wheels were one of the
    more playful and less annoying.


    Anyone else have fond memories of this stupid thing, or is this a hill
    on which I'm going to die alone? ;-)







    * there are a selection of 'interactive code wheels' here if you've no
    idea what I'm talking about:
    https://www.oldgames.sk/codewheel/


    I agree that they seem cute (even if I never was around for it), and
    that it is hilariously easy to crack by just photocopying it, but I
    probably would've been the kinda person to lose all of mine.
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to Spalls Hurgenson on Fri Jun 27 13:02:09 2025
    On Fri, 27 Jun 2025 12:31:57 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    b) a manual look-up in the form of "journal entries" where
    you were directed to read what it said in the manual at
    various points throughout the game. Often these entries
    contained vital information without which certain puzzles
    could not be completed.

    Yeah. This added a lot of depth to the game, and there was a lot less
    disk switching and fewer disks. Well, frankly, it literally couldn't fit
    on the disks of the day.

    The book was also in photocopy proof blue iirc.

    *THIS* is the way to do CP.

    --
    Zag

    What's the point of growing up
    if you can't be childish sometimes? ...Terrance Dicks, BBC

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to Justisaur on Fri Jun 27 14:14:51 2025
    On Fri, 27 Jun 2025 11:29:59 -0700, in comp.sys.ibm.pc.games.action,
    Justisaur wrote:

    On 6/27/2025 11:02 AM, Zaghadka wrote:
    On Fri, 27 Jun 2025 12:31:57 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    b) a manual look-up in the form of "journal entries" where
    you were directed to read what it said in the manual at
    various points throughout the game. Often these entries
    contained vital information without which certain puzzles
    could not be completed.

    Yeah. This added a lot of depth to the game, and there was a lot less
    disk switching and fewer disks. Well, frankly, it literally couldn't fit
    on the disks of the day.

    The book was also in photocopy proof blue iirc.

    *THIS* is the way to do CP.

    That would still be easily defeated these days. Besides most games
    don't even have a manual or book, and if they do it's in PDF or only on
    their website.

    It's all about online required sign up and verification now. Sucks if
    the internet is out though.

    Oh, not these days. There's no sane way to do CP/DRM today. Anti-cheat,
    too.

    Kernel level drivers do not belong in games. Microsoft needs to create
    some kind of anti-cheat API that isn't ring-0. Any company who wants that
    kind of access to "protect" their day-0 profits is insane. There should
    be laws against boggling up computer security like that.

    But back-in-the-day, this form of CP added value, as it required some
    writing. It was content, not a hoop to jump through.

    --
    Zag

    What's the point of growing up
    if you can't be childish sometimes? ...Terrance Dicks, BBC

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Sat Jun 28 08:43:49 2025
    On 22/06/2025 20:20, Spalls Hurgenson wrote:
    Is it just me? Am I the only one who has a soft spot for code wheels?

    For those not REALLY REALLY OLD, code wheels were a form of offline copy-protection where the game would ask you to input a code, which
    you would acquire by fiddling with two cardboard disks, twisting and
    aligning them until they gave you the correct data.*

    I don't think I ever had a game with one although I think that was
    possibly as getting a code wheel inside a tape box is not so easy and by
    the time the big box format had become the norm it was all you had to
    have the manual or a copy of it.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Xocyll@21:1/5 to All on Sat Jun 28 05:34:20 2025
    Zaghadka <zaghadka@hotmail.com> looked up from reading the entrails of
    the porn spammer to utter "The Augury is good, the signs say:

    On Fri, 27 Jun 2025 11:29:59 -0700, in comp.sys.ibm.pc.games.action, >Justisaur wrote:

    On 6/27/2025 11:02 AM, Zaghadka wrote:
    On Fri, 27 Jun 2025 12:31:57 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    b) a manual look-up in the form of "journal entries" where
    you were directed to read what it said in the manual at
    various points throughout the game. Often these entries
    contained vital information without which certain puzzles
    could not be completed.

    Yeah. This added a lot of depth to the game, and there was a lot less
    disk switching and fewer disks. Well, frankly, it literally couldn't fit >>> on the disks of the day.

    The book was also in photocopy proof blue iirc.

    *THIS* is the way to do CP.

    That would still be easily defeated these days. Besides most games
    don't even have a manual or book, and if they do it's in PDF or only on >>their website.

    It's all about online required sign up and verification now. Sucks if
    the internet is out though.

    Oh, not these days. There's no sane way to do CP/DRM today. Anti-cheat,
    too.

    Kernel level drivers do not belong in games. Microsoft needs to create
    some kind of anti-cheat API that isn't ring-0. Any company who wants that >kind of access to "protect" their day-0 profits is insane. There should
    be laws against boggling up computer security like that.

    The hacker/cracker types who rip games should do something about this.

    Game company compromises computers security with their ring-0
    anti-cheat, computers get hacked due to it, company gets sued,
    executives who signed off on it all lose their fancy houses and
    Ferraris, other game companies avoid this kind of thing like the plague
    lest they lose their Ferraris too.

    But back-in-the-day, this form of CP added value, as it required some >writing. It was content, not a hoop to jump through.

    Indeed, but they stopped putting in the effort pretty quickly and then
    it was just a lookup in the, very basic, manual.

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr

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