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A few years ago, I decompiled a good part of the PC version of Might & Magic 1 for fun. According to Wikipedia, it had been released in 1986, although I don't know whether that refers to the PC version or to the original Apple II version.

It is a quite big game: the main executable is 117KB, plus around 50 overlay files of 1.5 KB each for the different dungeons and cities, plus the graphics files. I guess it was even too big for the average PC hardware at that time, or it was a limitation inherited from the original Apple II version: When you want to cast a spell you have to enter the number of the spell from the manual, maybe because there was not enough memory to fit the names of the 94 spells into RAM. Apart from that and the limited graphics and the lack of sound, the internal ruleset is very complete. You have all kind of spells and objects, capabilities, an aging mechanism, shops, etc.. The usual stuff that you also see in today's RPGs.

The modern uninstall.exe that came with it (I bought the game on GOG) was 1.3MB big.



>When you want to cast a spell you have to enter the number of the spell from the manual, maybe because there was not enough memory to fit the names of the 94 spells into RAM

Probably not ;) "Enter things from a manual" was a tried old copy protection technique. If you used the warez version you presumably did not have a manual so you got stuck. This didn't run on the 8008 or whatever, I'm sure the game could have known the names of spells fairly easily.


Ah, that makes more sense than my theory. It's a weak copy protection method, though, as you can just try and see what happens, and I think they dropped it in M&M3.


Yes, and it was pretty easily photo-copied since it had to be printed all in one place anyway. That's probably why even print-based protections tried to get cleverer. Like the code wheels, although I remember those didn't take that much more effort. Disassemble the original, copy all layers, cut out the right holes, put back on a spindle.

I remember one game I had that tried to protect against it by having a manual of about 100 pages, with the passcodes being spread across all of them. I believe it was Gunship 2000.




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