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It was common practice in early Atari games to have custom, non-ASCII character sets. For Tempest, as an anti-tamper measure the team made the character assignm
by kabdib 3y ago
It was common practice in early Atari games to have custom, non-ASCII character sets. For Tempest, as an anti-tamper measure the team made the character assignments for the game's copyright message executable 6502 code. Periodically, in an obfuscated way, the machine would execute this code. People who pirated the ROM (this did happen in the industry) would be tempted to modify the message; the machine would crash, and they'd have to figure it out.
When the team (well, Dave Theurer) finished the game, they sent it off to the factory floor and went on vacation. Mission accomplished.
Then Atari legal decided that they had to update the copyright message (e.g., to alter some spelling). Since the team was away, someone without the above knowledge just changed the string. The game appeared to work, and that's what they shipped.
That modification didn't abjectly crash the machine. Instead, it did Weird Shit depending on the remainder of the score line.
Just luck of the draw.
- whartung 3y agoWow, really? Do you know of an analysis that details this? The post-mortem on this must have been crazy. That's got to be a great "You've got to be kidding me" moment for the folks when they went in to fix the issue.
- mrguyorama 3y agoThis https://www.youtube.com/watch?v=ewoDLDDgHkI https://www.youtube.com/watch?v=ewoDLDDgHkI Goes into excruciating detail of many of the anti-piracy measures in Tempest, and probably covers what the parent is talking about. All "writing" was executable code in Tempest because everything being drawn is by telling the electron gun where to aim, so you have commands like a "Turtle" graphics library. There were sections of anti-piracy code that would check magic numbers and perturb those copyright drawing routines if the check failed.