154 lines
8.1 KiB
Plaintext
154 lines
8.1 KiB
Plaintext
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Beowulf's Thoughts on the CD-RIP'ing Scene
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I have written this text file to vent my general frustration and to attempt
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to re-establish some basic standards for game releases and cracking in the
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CD-RIP'ing scene. This is not a group politics rag, a personal name-calling
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.TXT or any other such garbage; I simply want to express my thoughts (and
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what I believe to be the thoughts of many) on the piracy scene in general.
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I am not God, nor do I ever claim to be perfect.
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[My Credentials or "Why I feel I am qualified to write this"]
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I personally have been cracking games and utilities now for more than 10
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years, of which the last 7 have been directly scene related. In this time,
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I have had many discussions with leaders and others who were heavily
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involved in the PC game piracy scene, and in that time hopefully gained some
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insight into what "it" is all about. I am presently (and have been for a few
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years) in RAZOR 1911, although this does not bias what I have to say.
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I am also an experienced programmer that has spent time dealing with the
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game creation process, and generally what goes into producing PC games.
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[What a Release SHOULD be]
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To sum up what I have learned about what a pirate group's "job" is:
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A pirate group's goal is to release a commercially available game, with
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all copy protection removed or bypassed, in a format that reflects the
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original games purpose, and is generally considered "playable".
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This word "playable" seems to be a foreign concept to a lot of suppliers,
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crackers and group organizers/leaders who are under some false impression
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that "The smaller the release, the better". In the days of disk based games,
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the only difference between one groups release of a game and another's was:
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1. How the game was cracked.
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2. How fast the release was brought to the scene.
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...and therefore, release size never entered the picture. In todays scene,
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the "art" of CD-RIP'ing brings another point to bear:
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3. How much of the original game is left?
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This third all-important point is what makes today's scene radically
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different from that of a few years ago. It is now in the hands of suppliers
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and/or crackers to determine what and how much of a game to remove or "rip"
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without compromising the quality and playability of the game. In point form,
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here are my thoughts (and what I have generally determined to be a user's
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thoughts from e-mail and discussions) on what constitutes a tested and
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"playable" game:
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- The game should be complete. This means that no "add-ons" should be
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required to finish the game, whatever that entails. In the case of
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an action game, this would mean all of the levels would be included.
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- Sound, music and/or speech should be included whenever possible where
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it is not deemed to be "a waste of space". This means include the
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sound effects, the background music and the talking if at all possible
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but don't include a 100 meg .WAV file of some underpaid voice actor
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spewing out a lame help file or 250 megs of cheesy MIDI music.
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- Any animations important to the storyline or plot of a game should be
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included. All animations that are deemed "eye-candy" or just simple
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entertainment should be removed. As an example, this means trying to
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remove the movies from "7th Guest" or "Bad Mojo" is pointless but
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removing the movies from the CD release of "Dark Sun" affects nothing.
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If there is no text substitute for the movie (such as sub-titling or a
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text summary of the video's contents), then it becomes a vital piece of
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the game, and removing it would directly affect the "playability factor"
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of the game. Although this is a hazy area, any animation that adds
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to the "feel" of a game (not just some lame 3-D Studio hack that the
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company put in as a CD stuffer or for screen shots) should be included.
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- If a game is both for Windows 95/NT and DOS, both versions of the
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executables should be included EXCEPT where each specific version would
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require a completely different set of supporting data files (and
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therefore a pointless waste of space). Most users today prefer to make
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the decision of which version to play with after they have downloaded
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the game, not before.
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- All multiplayer functions in the game should be tested and working.
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The only exception to this "rule" is where a cracker is unable to test
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a particular area of multiplayer play (such as Internet play) in which
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case it should be mentioned specifically in the release's .NFO file.
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- The game should be able to run on any drive and in any sub-directory.
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FAKECD, SUBST, batch files and other such "shortcut" cracking techniques
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are NOT considered acceptable, and generally result in confusion and
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incompatibility problems for the user. Forcing a user to put the game on a
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certain drive or in a directory off of the root directory is also not
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acceptable; it's just laziness on the part of the cracker and/or supplier.
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Of course, if the original game requires the game to be in a certain
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directory (such as Discworld), this could be overlooked as long as it is
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mentioned in the .NFO (though most times it just requires some extra
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effort on the part of the cracker to fix this).
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["Rating" a Release]
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What does this all mean? It means that in today's CD-RIP'ing era...
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THE EMPHASIS SHOULD BE ON THE PLAYABILITY OF A RELEASE, NOT IT'S SIZE!
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Obviously, this should be tempered with the above rules of thumb to produce
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what could be called a "properly ripped release". Remember, the whole goal
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of the scene is to get a game to a user who will actually play it, not to
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score points on a BBS or climb a ratings chart. If one group does it better
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and more consistently than another, then the users will in turn recognize
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that and support them. Ask yourself this simple question:
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Imagine that all of the major groups simultaneously released a 50 disk
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game that you really wanted to play. Which groups release would you
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download if you had a 28.8 modem and why?
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Having a leader of a group attempting to rate his group and other groups
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is like marking your own exams. Sure, rating lists can breed competition
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and in turn competition can breed quality, but in reality, the only true
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judge is an impartial one, and the best impartial judge is the user who
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just wants to play the game.
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Also, it should be obvious (and this is a pet peeve of mine) that the only
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person qualified to judge a cracker's ability is another cracker of equal
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or greater experience. How many blind movie critics have you heard of?
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[Summary]
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My hope is that those of you that are reading this and are directly involved
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in the release process, regardless of what group you are in, will accept
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these principles I have discussed as a standard of sorts, and will apply
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it to any release you are involved in. I personally apply these "rules" to
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any release I am involved in, and the feedback I receive from users would
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solidify my personal belief that it is ALWAYS better to spend that extra
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time during the ripping and testing phases of a release than to rush a
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release out for the sake of "points". If the end-user is happy, you win and
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therefore your group wins.
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- Beowulf / RAZOR 1911
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xxxxxxxxxxxxxxxxxxxxx
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P.S. For the sake of quality programming, if you enjoy a game that is
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released by a pirate group, support the people that made it possible
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and buy the game. Programmers don't work for free...
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I personally welcome any comments you have on this text file or the scene
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in general, and your e-mail feedback is always appreciated. I try to reply
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to any e-mail I receive as time and resources allow. Requests to send games
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via e-mail, do custom cracks or teach cracking are generally auto-trashed. =)
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