ELS Reacts (2) - Megaman X 1 Anti-piracy in action (1)

Subscribers:
114
Published on ● Video Link: https://www.youtube.com/watch?v=qmlHCVtDDgk



Game:
Mega Man X (1993)
Duration: 9:11
144 views
4


In this video I show off one of the anti-piracy measures in place in Mega Man X for the super nintendo (super famicom). What this will be is this:

At various points, the game tries to detect whether it's running on a copier. Bad things happen if it decides that it is. Each of these is a separate check, so any or all of these may be enabled depending on the specific tests you fail.
You may lose all your upgrades (including sub-tanks) upon starting a stage.
The 128th time you take damage, the game will start adding random input to yours, and your charged X-Buster shots will be locked in place.
You may be teleported to the beginning of the level when you pick up a power-up or go through the boss door.
You may have to repeat the introductory stage when an enemy drops an extra life.
After 128 explosions, enemies that repel bullets may kill you when they do. Power-ups will quickly vanish, and shooting while dashing will cause you to have to repeat the introductory stage.
After your 128th jump, the next 127 jumps you make may be small hops instead. You will also take damage while climbing walls and will be unable to use the Ride Armor. Firing shots will teleport you back to the start of the stage.

I show a couple of these off, including the fact that I manage to make the game think I have beaten chill penguin even though I did not, giving me his weapon, while another time it would act as if I managed to kill the boss but not give the weapon while dashing would, in fact, boot me back to the intro stage.

This was recorded in zsnes 1.51, I have a previous video showing this effect as well, but the audio on that was a little loud.

Original video (Warning, loud audio): https://www.youtube.com/watch?v=L14uWUkxuO8
Information: https://tcrf.net/Mega_Man_X
Enjoy




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