Pirate Games
In the world of computers and software, pirates have been illegally copying and selling content and video games since they existed.
I'm not really going to talk about why people steal stuff, I'm more interested in the folks that bootleg video games or reprogram them for resale. That's stealing, but at the same time there's an intrigue with the black market of unlicensed, unauthorized stuff that gets made every day.Widespread copying of console games is common in areas where copyright protection is nonexistent. I'm looking at China and other parts of Asia. This ranges from simple hacks, blatant copies, and ambitious demakes.
Protective measures like lock out chips and copy protection have long been in use to keep people from copying content for resale or whatever else they would do with that information. Nintendo didn't have a lock out for the Japanese Famicom, and because of that, piracy is pretty crazy over in that side of the globe. They did make the NES with a lock out chip that kept some developers from tinkering with unlicensed software. But still they got around that.
The code is broken down, and taken apart and people are able to deconstruct everything and put it back together. People are creative, and making software can either be a labor of love, or a strict business endeavor. Multi-carts with pirated software are now sought after as collectors items among some NES circles. Who wouldn't want all the Mega Mans on a single cartridge? I would.
Mega Man 1-6 Famicom Multi-Cart |
That brings me to the 8-bit demakes.
Programmers basically take new games from advanced consoles and translate it for older consoles... in this case, the Famicom. I'm guessing because the Famicom and its clones have proliferated throughout Asia and the world enough that the technology to produce games and software for it is cheap. Or they assume that no one gives a crap about the Famicom anymore, and so there's little to gain from preventing that from happening. Or they just don't care about copyright.
Chinese Pirate Famicom version. |
Title Screen of Final Fantasy VII Pirate |
Diablo II Famicom Pirate. |
World of Warcraft Famicom Pirate |
I've looked into programming my own NES game for whatever reason, and it seems like a difficult thing to do for the average human. The original Japanese computers used to program most of those old games are obsolete and gone, and the software know-how is seemingly extinct as well.
Through some internet searching I was able to find a forum or two with information and ideas regarding making an NES game. A professor at Carnegie Mellon taught a class on NES programming back in 2004 and the final project was to make a playable game. (Bobrost.com). It seems that with proper knowledge of computer programming, or an adequate program that will do the hard work for you, a NES game isn't the impossible.
The blogs and NESdev site show that making a game from the ground up is still an effort. Taking that idea and making a game from the ground up makes some of those Chinese pirate games actually pretty spectacular. So what if they borrowed sprites and designs, and some of the music from other games? Making a semi playable 8-bit port of a more modern game is something of a feat in itself. My hat is off to them for that. I like demakes, because a part of me wishes that all those games I played back then played more like the games of today.
Think about it. Video games have come a long way. Developers now understand better what makes a game enjoyable, and things like plot, replayability, and controls have had years of tweeking since 8-bit games. Take all of that data and attempt to make a retro style NES game, and you have a recipe for success in my book. I would have totally liked to play something like WoW or Monster Hunter in 8 or 16 bit. How big could you get a game like that if you wanted to style it after a modern game? Could you make a 200+ hour game? What would an 8-bit Skyrim look like? Is it even possible?
Piracy is bad. Stealing intellectual property is bad. Sometimes piracy can lead to interesting concepts in game design. Especially for older obsolete systems.