Hey, everyone, this is Badger once again
providing the voice for Vadim M. In today's video, we’ll be looking at the
hidden anti-piracy measures in Manhunt, ones left by Rockstar to
protect their game from pirates. But this is a very special case. Not only do
these booby traps make the game a miserable experience to play, but ironically
they’re only experienced by people who actually bought the game legitimately.
And this is still happening even today! It’s all because Rockstar enabled thes
e measures
by a pure accident years later, and they got away with it. Sounds intriguing? Then why don’t you
sit back and relax as we dive into the story. Back in 2004, Manhunt was not the first
game to get these so-called anti-piracy measures. A year prior, they had successfully
implemented some very minor measures into GTA Vice City, something that I already
covered on this channel years ago. Looking at them now, they seem to be just
a small glimpse of what the developers were capable of.
Because, let’s be honest, who would
stop playing a pirated game after triggering a never ending rain? They’d probably think it’s
just set during the rainy season in Florida. Well, maybe the broken radar and other
strange stuff might anger the pirate more, but as we previously found out, even if the
game was infested with all those booby traps, you could still play it, and even enjoy it! Was
this the best they could do to ruin an experience? Either way, the plan of implementing booby
traps
for pirates miserably failed. No one had ever experienced nor heard
about these measures as they were fully deactivated by the
people who cracked the game. What’s more sad for Rockstar is that
these guys released a cracked game 4 days faster than people could
officially buy it in stores! It seems that Rockstar were pretty
pissed about that, and they went berserk with anti-piracy measures in
Manhunt. How do we know this? Well, just try to play the official Steam version
of the game withou
t any fan made patches or fixes. I bet you heard that this version is
known as the most broken version of the game! And how can you argue with that?!
No one enjoys the game crashing constantly and having to replay the
same stupid level over and over again. Did you hear that only in this
version of the game can the keyboard and mouse controls suddenly become
disabled? Is it an endurance test? Trust me, the unmodded Steam version of
the game makes people suffer and cry. No matter how hard yo
u try, it’s impossible
to even beat the first half of the first level in this version. I’m not even
joking, there are countless reports on Steam about the “gate glitch” and
other moments of irritating weirdness. Well, ladies and gentlemen, it turns out
these are not just some lame bugs caused by mysterious compatibility issues, as
the community always believed. These are anti-piracy measures in all their
glory, intended for pirates. You know, people who decided to not pay for the game.
An
d yet somehow you experience this as soon as you buy the game and launch it on
Steam. How is that even possible??? Well, it’s quite simple, but first I should
explain things. This game has two layers of protection; copy protection
and crack protection. Basically, nothing has changed since
the release of GTA Vice City. The copy protection is once again achieved by
implementing Sony’s famous solution - SecuROM, which requires you to have the original
disc in the tray in order to play the gam
e. The crack protection is an
additional layer of protection made by the developers. Something
like deeply hidden authenticity checks in the code to ensure that the copy
protection is still present in the game. If these checks fail, then this protection
silently activates anti-piracy measures, something that the developers
made to break the game. To prevent this from happening, whoever cracked
the game had to get rid of SecuROM as well as track down Rockstar’s booby traps and disable
thei
r triggers. And they successfully did that. Therefore, someone who didn’t even pay for
the game had never experienced any issues in their pirated copy, something that can’t
be said about those who actually did pay for the official Steam version of the game.
But how did they screw this up so badly? Well, as stupid as it sounds, Rockstar got
rid of copy protection, but they didn’t do anything about their stupid crack protection.
Because of this, the game freaks out and spits out all those ant
i-piracy measures at you as
if you, a paying customer, had pirated it. This is what Rockstar Games have
been selling on Steam for more than a decade! This is how much they care
about the game and its loyal customers. And to understand how bad these booby
traps for pirates are, let’s look at them separately from one another.
This might give you a better idea of exactly how they were meant to
make your experience miserable, not to mention that someone releasing a crack
could probably just m
iss something along the way. To start this analysis off, let’s talk
about the worst measure in this game. It involves opening various doors and
gates, which at some point simply break. And it’s no surprise why the developers
decided to do this. There are tons of doors and gates in this game, and you
have to interact with them starting from within the first minutes of the game,
meaning they have to work flawlessly. Unless the game thinks you’re a
dirty pirate. Because as soon as any door on
a level opens at the maximum
possible angle, the game immediately locks all current and future in-game doors,
prohibiting anyone from using them again. And the sad thing for the pirate is,
there is no way to avoid triggering this measure. By hacking the game we can
perfectly see that the door will always hit the hinge at maximum angle no matter
how strong it was pushed. As you can see, there is even this special and hidden
variable in the door class, which tracks that! As a result, it doe
sn't really matter
for the game who opens the door first; the player or a hunter. The only thing
that matters is that this measure remains active during the play session, or in
other words, until you exit the game. It means if you restart the
level, you’ll see that the gate, which could previously be opened at least
once, is now jammed for no apparent reason. This is exactly where most of the
Steam players got stuck during their playthrough after buying
the game. Just think about it, you’
re only 5 minutes into the game
and already it has serious issues! It might sound obvious, but there
is absolutely no point in using someone else’s save games. You won’t go any
further with the ability to open one freaking door before restarting the game. Every
single time, you’ll end up being trapped, wondering where to go and what to do, wasting
time trying to figure out the impossible. Oh, and don’t even think of saving the game
with this measure triggered. These closed doors will sink
into a savegame, making
them broken and useless on the next load, even for those who have no anti-piracy measure in
their game. What can I say? This is pretty evil. But what if the pirate decides to bypass this
measure by using the famous speedrunners’ “Out of Bounds” glitch? Well, then they
should be prepared to experience some very bizarre and unique moments in
a broken game. Here are some of them. Remember the intense shoutout during the first
minutes of the mission “Kill The Rabbit,” w
here enemies suddenly run out of their cells?
Well, there is no such thing for pirates, as everybody remains locked behind the bars
waiting for you to end their role in their film. You know what’s more ridiculous? The bunny
you’re supposed to chase won’t be able to run very far away from you, because of the same
issue. What’s really funny is that you can just eliminate him right here! But don’t do it,
because later on the game freaks out and crashes, not to mention he won’t drop the
key th
at you need at the end. Just ignore him standing here
and glitch your way further. Fun fact. Firearms won’t deal
any damage to him. I guess the developers wanted to make sure that
the Rabbit will survive till the end. The final cutscene in the mission
“Mouth of Madness” looks goofy, because James is stuck behind a locked
door, and you’re left staring at an empty room… until he materialises out
of the blue, as if nothing happened. And then it happens again. Seeing that
James can’t open ano
ther door seconds later is ridiculous. Luckily, you can still
beat this level without even going through it! You know what looks even goofier?
The mission “Divided They Fall”, where we have to chase Ramirez through a
multistory apartment building and into a yard. This is something that a pirate with locked
doors would never experience, as Ramirez will be trapped in a small room on the floor below,
where he seems to be totally safe from us there! So what now? Well, you have no other choice
besides squeezing in there with the glitch! But be very careful! This room is very tiny
and you have to be very gentle with it. If you succeeded, then what? Well,
you gotta improvise, I guess! But, please, do remember that if the timer runs
out, then more enemies will show up. Do you really think that you’re safe just because they can't
go through the closed gate in a cutscene? No, no, no. The scripts will teleport them
to their positions later in the game, and you’ll still have to deal wit
h them. There is also another way of doing
this sequence. Just restart the game and use the latest checkpoint. If you
manage to survive going downstairs, then you will see that Ramirez
is stuck in front of the entrance door. Much easier to finish the job right here.
See as a pirate you have to improvise a lot! How about this? During the opening scene in the
mission “White Trash”, you’ll see that James can’t open the gates, and you would expect
that the scripts will teleport him anyways. Bu
t nope. In this case, you’ll be trapped in
the out of bounds area with an opportunity to explore this unfinished secret alleyway.
Isn’t that cool? Just don’t go where the road ends. There’s no collision,
and you’ll fall through the map and eventually die. But that shouldn’t
come as a surprise to you. You weren’t supposed to be able to get there, you know?
But hey, at least when you load a checkpoint, you won’t need to use the glitch
anymore. You’re already behind the gate. As you can see, t
his pesky anti-piracy
measure does its job well in stopping pirates from progressing further. But
oddly enough, there are flaws in it too. For instance, during the mission “Drunk
Driving”, the gates, which are opened by Starkweather, are accessible in the first
milliseconds after the scripts unlock them, meaning you just have to run through
them before hearing the buzzer. If you are a second too late, then the
game will lock them up as usual. Furthermore, some doors in the game
do not aut
omatically lock up when the measure is triggered. You can open
them once and continue your journey. Maybe the scripts somehow prohibit
locking them up by measure. No clue. But let’s be honest, no one is that crazy to
play that far into the game with these issues on their end. There’s no way to complete the game
casually, nor play the story seriously. There are too many doors and gates… and even the turnstile
in your way. Rockstar clearly nailed it, no joke. Did you know that they also left
a booby trap
in the painkillers? But how can you blame them, painkillers in this game are like a first
aid kit. They are an item that the player will definitely use at some point in their
playthrough to regain some health. And what they did to them is beyond evil,
but it depends on the situation. The first one is when the player is unarmed.
If they step into the painkillers, then the game would simply crash. Did you really
think that the game would let them heal? This is something that Ste
am players
are perfectly aware of. If they managed to squeeze through these gates and then
eliminate the hunter with a plastic bag, then they’ll be greeted with a tutorial on
how painkillers work in this game. And what do they do right after it? Of course, they’ll
step right into them, and the game will crash. They might try to repeat these steps
over again and over again. See, the developers knew where to perfectly strike! If
only they knew who would really suffer from this… But anyways,
if the player has any
“green class weapon” in their inventory, then the game won’t immediately crash like it
did before. Instead it offers to replace the weapon with… a question mark? Showing that
maybe you’re getting painkillers in return? Should I mention that there is
no such oddity if the game is not rigged? That’s because this is a
trap. As soon as you confirm a change while holding a “green class
weapon”, the game will crash. However, if the player has no “green
class weapon” in the
ir inventory and James is holding something else in
his hands, then they can actually pick up the broken painkillers, and
they’ll waste a spot in the inventory. And this is something unique, because you will
actually see the pills around James’s belt as if it was an ordinary “green class weapon”...
something that never happens in the unrigged game. Just remember to not choose these
stupid pills in the inventory. It will still crash the game unless
you scroll through your items fast, but no
one is that mad to play with fate like
that… unless you want to play Russian roulette. And by the way, don’t forget that sometimes
enemies will drop painkillers, too. Which basically turns the environment
into a minefield for pirates… The most important item in the game
became the most annoying thing on earth. Instead of healing you, its
only purpose now is to crash the game. Another anti-piracy measure was
left in the level loading code, which you can easily trigger
in two different way
s. The first way is quite trivial. All you need to do is to exit any level three times. You
can do that by either completing it, or simply quitting from the pause menu. When
the counter hits 3, the measure is triggered. As soon as the game loads the next level, it
will either crash or be broken and empty. And no, the outcome is not random. It actually depends
on the scripts, which always break a level in the same manner. Here’s a list with all missions
and their possible bugs that I managed
to notice. Sure, the crash as an outcome isn’t
interesting at all, but an empty level is a different story! You usually start at
a level where you aren't supposed to be. There are no enemies around, and no
objectives on the minimap. All you can find are tons of pickups around. And
there’s nothing to really do with them. As expected, the scripts do not work. You’re
just left wandering around on your own, not knowing what to do. In short,
you are once again dead stuck. And when you finally
decide to quit the
level, the game crashes. How lovely. If you triggered this measure right before
the mission “Strapped for Cash”. I bet you would be surprised to see that James’s relatives
aren’t even tied up. They’re just standing around, chillin’. So tell me, how can you resist not
getting into a fight with them? Who can blame you, there’s nothing else to do here anyway.
But if you continue to beat them up, the game will eventually crash.
What else were you expecting? Remember how I sa
id there’s another way of
triggering this anti-piracy measure? Well, all you need to do is to play on a level for at least
5 minutes straight without reloading a checkpoint. In other words, if the pirate is constantly
failing and reloading the checkpoints; they might not even trigger the
measure as the internal counter, which the measure is tied to, resets every
single time they hit the “continue” button. But if the pirate takes their time and isn’t
failing for at least 5 minutes straight,
then the game is more than happy
to enable the measure leading to the same consequences as we discussed before. If you think that it makes no sense to reset the
counter then you are clearly wrong. Less chances to experience weirdness meaning less chances
for a cracker to find and patch the trigger. But what if someone decides to freeze the counter?
Well, then it would lead to game breaking bugs as the game physics break. See, they perfectly knew
where to strike unless it happened by an acc
ident. Just think about it, if both
of these triggers are active, ideally the player with this measure can
complete 3 levels in a row, but only if they were alive for less than 5 minutes between the
checkpoints on each of them. This is so cruel. But what if the pirate is playing very
carefully exploring the level? Well, there’s yet another measure to stop them
tied to the same internal counter as we discussed before. If they’ve been alive
for more than 15 minutes on the same level between
the checkpoints, then the game
will simply disable all in-game controls. As funny as it sounds, the game suddenly stops
processing keyboard and mouse inputs, leaving you with no other choice than to use ALT+TAB,
or kill the game’s process in the task manager. But what if the pirate somehow doesn’t know about
doing either of those? Well, then they might just end up restarting their PC by either unplugging
the power cord or holding the restart button. Most might consider it as a stupid bug, e
specially
seeing that this moment is always followed by the crosshair disappearance, but if anyone
playing just happens not be computer-literate, they might think something’s wrong with
their computer, which is also cruel. Funny enough, if you die having this measure
enabled, then the game will actually allow you to choose “continue” to restart from
a checkpoint or to exit to the main menu. But don't expect a miracle. The controls will
still be busted and you will be stuck as before. Did y
ou know that there’s a second and more
trivial way of triggering this measure? All you need is to make 5 headshots during
the play session, something that you would definitely achieve by loading someone's
save and replaying your favourite moments. As soon as you get the fifth headshot, the game disables the mouse and keyboard
inputs, making you feel like an idiot. Just to be clear, when I say “headshots,” I
mean any elimination that makes their head go boom. This can easily be pulled off by
using the
Bat, Shotgun, Sawn-Off Shotgun, or Sniper Rifle. Another anti-piracy measure was left in the sacred
checkpoint system. Yes, you heard that right! They screwed the cassette pickups that you’ll
usually find at least three to four times on each level. And to understand this measure better,
let’s remember how this system even worked. As soon as you pick up one of
these cassettes, the game saves your current progress into the RAM by making
a so-called “Save Point”. If you fail or die
, the game offers to load it. Funny enough, it
does work for a pirate too. So what’s the catch? Well, the game also gives you an opportunity
to save this checkpoint on the disc, too, so you could return to it at any time you want. And this is what the developers
decided to break. No matter how many times the pirate clicks on
the “SAVE” option in the menu, nothing will ever happen. All they hear is this
annoying clicking sound from spamming the button. I can’t stop wondering why the develope
rs
didn’t just break the saving feature after completing the level. I mean, nothing stops
the pirate from saving their progress on the disc at this point. Were they that
sure that no one would ever get this far and actually complete the levels with
other booby traps enabled? Who knows. Remember the closed doors measure, which
didn’t let you complete the level? Guess what: there’s yet another similar anti-piracy measure,
but this time involving interactive items. These are various levers, w
hich you have to
use to enable or open something on a level. There are tons of them in fact. And don’t forget about the countless number
of buttons, too, which are scattered around the levels. It’s basically the same thing
as the lever, it just looks different. There are also various locks and
padlocks, which you have to break or bust… And there’s ropes that you’ll have to cut… and the ladders, which allow you
to climb up or down somewhere. You can easily identify the interactive
item by s
tanding next to it. If you see this specific status icon on your
HUD in the bottom right-hand corner, then you’ll know it’s an object you can use. If you didn’t know, the game
should also highlight them, but sadly, this feature does not work
in the PC version. So make sure you install the patches from Fire_Head to
bring this back. I highly recommend it! All these items have one thing in common. There
are tons of them scattered around the levels, and we have to interact with them in
order t
o progress further. It makes perfect sense why the developers rigged them. As soon as an interactive item is used for
the first time during the play session, the game immediately disables
them, which is very easy to notice. The game doesn’t show the special HUD icon
anymore, and the items aren’t highlighted anymore. James doesn’t look at them either,
it’s like he’s ignoring them on purpose. Ideally, before triggering this measure, the
pirate can use the interactive item once, only if they d
idn’t interrupt James’s animations.
If they did, then there won’t be a second chance, because the developers hid this booby
trap in the animation. So you’ll have to restart the game and try again,
which obviously won’t help them much. Like I mentioned before, there are way
too many of these items in one level. It’s just a matter of time before a pirate will
eventually be stopped either by a closed door, or by an elevator that won’t work that they
had to use to keep going further in a missi
on. And once again, it doesn’t really
matter who uses the item first; you, or an NPC controlled by the scripts. For instance in the first minutes of the mission
“Kill the Rabbit”, a stupid hunter pulls the lever and closes the gates on your way. Now you know
that nothing else from this point on will work. Sometimes you won’t even see someone using an
item. The mission “Border Patrol” starts us off with an activated booby trap too. But
at this time we should blame the scripts, because they a
utomatically switch a lever
somewhere before we take control as James. But you know what can make things worse? If you
already have the ‘closed doors measure’ enabled. In this case, if an interactive item involves
opening a door, then there will be absolutely no point in using it. Have a look for yourself. If
a normal player sees that the gates are opening, the pirate sees that they remain closed, and
there’s absolutely nothing they can do about it. Imagine how a player feels busting a padl
ock
like the game told them to do, but then it didn’t do anything. The gate stays closed and
you have no freaking idea what to do next. The same goes for the rope too. Of course,
you can cut it, but what did that actually do? Nothing really, because the gates
are still locked as they were before. The game is pretty much laughing at you,
especially if you try to complete the mission “Fuelled by Hate”, where you have to pour gas
into a crane’s gas tank. Can’t do it? Well, that’s because the
gas tank
is an interactive item too. But what if next time you came prepared
and wasted your only try to put gas in the crane? Well then good for you! Now you
won’t be able to get inside the crane, because the crane itself is yet another
interactive item. Not a ”crane day”, I guess. It’s also impossible to complete the
mission “View of Innocence.” First, you need to use a lever to get the electricity
on again. And immediately after that, you have to use a TV to trigger the final cutscene.
How can the pirate do the second thing if he wasted his try on using the lever? I’m
not sure. This might be the place where no glitches or exploits can help you bypass
the anti-piracy measure, but who knows. There is also the mission “Wrong Side of
the Tracks,” where in the opening scene, the SWAT member shuts down the electricity
in the subway. Now how are we gonna get the power back on to move the train, if
the power switch doesn’t work anymore? You would be surprised, but easily.
At thi
s time we can just restart the game from the fresh checkpoint and pull the
lever triggering the measure. Unfortunately, this won’t work for the Steam players
as they have no working checkpoints. Other than that, you can definitely
forget about the optional stuff too. With the measure enabled, it
would be stupid to waste a try on using the generators that are
supposed to distract your enemies. Also, it would be pretty foolish to
open the back of one of these van to retrieve some goodies. He
y, did
you even know about this feature? There are some interesting exceptions
in this measure too. For instance, the crane and ladders are unique. They do not
have animations tied to them, so they can’t trigger the booby trap if you use them. You can
basically use them as many times as you want. However after you trigger the measure, they
become as useless as the rest of those items. There’s also something wrong with the
locks. If the measure isn’t active, then by shooting and breaking th
em, you’ll trigger
the measure, and there is nothing wrong with it. However! If the measure is already activated, then you can still break the lock! That’s
an interesting exception to the rule. And this is how they tried to stop the pirate from beating each level. Yet another
clever measure on their end. I think you would all agree that the
most important aspect of this game is its stealth mechanic. And you might be
asking, what did they break that too? Yes, they did. But they did it very c
leverly by
butchering the so-called “vision” mechanic, one of its core components. Let me explain. The “vision” is something like a player
visibility gradation for the hunter, by which the artificial intellect
adapts their behaviour towards James. In other words, it’s responsible for these
dark spots on a level. Here we can stay in the shadows and hide from the hunters
without arousing any suspicion. So if we see our status icon going blue, then
we know that the hunters won’t see us. And d
on’t forget that if we were spotted
and being chased, this is where we can shake them off our tail too. If you do
it right, they’ll just give up chasing, and rather comically showing that
they have no clue where James went. Moreover, the “vision” utilises
6 different anxiety levels, which you see on your screen right
now, utilised in various calculations. Actually, the “NONE” state isn’t really
an anxiety level, because it’s basically a searching mode, when a hunter isn’t
chasing James, b
ut looking for him. The magic begins when we’re being
pursued. This is when the anxiety level switches back and forth from “VERY_LOW”
to “VERY_HIGH,” and this is how it works. The closer the hunter is to James during
the chase, the more persistent he is in wanting to catch him. And vice versa.
The more James breaks away from him, the less eager he is to continue running
after him and more willing he is to give up. Thanks to that, the chases feel
more dynamic and less clunky. So, this is wh
at the “vision” mechanic is, and this is where the developers
deployed yet another booby trap. What they did was maximise hunter’s
senses by setting them to the “VERY_HIGH” state in every single instance, which
broke the iconic shadows on a level. When the hunters are looking for James, no matter
how good you hide, they will always find him in the shadows. These places become unsafe and
completely useless with this measure enabled. You might as well imagine that every
single corner is lit
up or something. This is how the hunters probably see
them, which is a huge bummer for pirates. But not just the corners, the whole level is
probably lit up for them too. At least this is how it feels now and this is what we tried
to show by hacking the rendering like that. Since there are no more of the other anxiety levels in the middle during the
chases, it made them nightmarish. Firstly, hunters spot James
faster at any distance. Call it a quicker NPC reaction time, if you want. Secondl
y, they’re always very persistent to chase
James down at any distance too. They won’t give up as easily as if they knew where James ran away
meaning it’s now more difficult to shake them off. Usually you’ll end up running around in
circles without seeing an end to the chase, and it’s so annoying. As a result, the whole
“vision” mechanic feels very downgraded and basic. I want to assure you that it has nothing
to do with the hardcore mode and its key features. This difficulty just
slightly
increases a “field of view” for the enemies in the “vision”
mechanic, and that’s it. The anti-piracy measure makes the chases harder than
the “hardcore” difficulty itself. If this measure isn’t deactivated by whoever
cracked the game, then it’s always enabled by default. This means there are no time
counters and no specific actions needed to trigger it. The pirate would never know
that something is wrong with the stealth mechanic. At least I’ve never heard Steam
players mention it. Just mo
re pure evilness. At least the pirates still have an opportunity
to get rid of enemies quietly. I mean, to sneak up from behind and commit an execution,
which is yet another iconic feature of this game. Of course, they intentionally broke this, too. As soon as the pirate commits 3
executions during a play session, the game will silently increase damage taken
by James by 50% from any source of harm. It doesn’t matter if he gets punched or shot.
The game literally enables a damage debuff, whi
ch is almost impossible to notice. I
mean, who would even compare the damage before and after the measure is triggered if
they don’t even know that they activated it? But, as we all understand, the pirate would
enable it quite fast in his play sessions. Usually you’ll end up doing three executions quite fast,
considering that it is a core feature in the game. Even more interesting is how the developers hid this anti-piracy measure quite well in the
code. When Fire_Head was investigating it,
he couldn’t understand what it actually
does and how it affects the gameplay. This is why he thinks the developers hoped for
someone cracking the game to miss this measure in the code and release the game with
the damage debuff, but it didn’t happen. It looks like the developers
enjoyed making these silly debuffs, as they made another one involving disappearing
ammunition. To better understand this measure, let’s divide firearms into two major groups. The first group of weapons are those
which James loads one round at a time. It includes only two firearms;
the Revolver, and the Shotgun. The second group of weapons is basically the
rest firearms using magazines. It includes, for instance, the Assault
Rifle, and even the nailgun. Since the outcome varies, let’s start with the worst one featuring the second
group of aforementioned weapons. If the sum of spare bullets after
reloading a gun can be divided by seven, then the spare bullet count will decrease by two. To demonstrate
this measure, let’s fire off two
rounds with the Assault Rifle. After reloading a gun, a normal player is left with 21 bullets
in reserve, but a pirate is left with just 10. This is because 21 can be divided by 7, so the
game takes all these spare bullets and divides them by 2 and gets 10.5, which they round
down to 10. You don’t even get half a bullet! But there is a huge catch! The booby trap is
sitting in the reload function and for some reason, the game calls it around 40 freaking
tim
es during one single reload! It means, if you get another number, which divides by 7, the spare ammo will be recalculated again
until the conditions do not meet anymore! Just look at this mess. If you get 56 bullets
in reserve after reload, you will get 3 bullets in return and this is an insane loss! The
ammo in this case was recalculated 4 times! To understand the measure better, I made this
table, where you can see when and how many times the ammo is recalculated and how many bullets the
pirate loses with the measure enabled. However despite the fact that the losses look wild,
the measure is actually triggered very rarely. I mean, the number 7 is a relatively big
number in the equation, meaning there is a small chance of triggering it while reloading
a gun. And don’t forget that the player usually has few full clips in spare at best. In this case
their worst enemies are like 3 different numbers. The walkthrough you see on your
screen was re-played by me around 25 times behi
nd the scenes. By randomly reloading the light handgun around 4 times in a run
I triggered this measure only three times! You would be surprised, but we didn’t even know
that the ammo can be recalculated multiple times until I noticed that the game took too much
from me and Fire_Head decided to dig deeper, because it contradicted the
code from the measure. See, it perfectly shows how evil and
sneaky these measures can be! But don’t forget that there is also the first
group of weapons I bri
efly mentioned before. In their case every single time when the sum
of spare bullets after reloading a gun can be divided by three, one spare bullet will vanish,
making it even less noticeable, but more frequent. Let's say I fired the last bullet in a chamber
having 29 in spare. After reloading a revolver, a normal player gets 23 bullets
in reserve, but a pirate 20. This is because 27, 24 and 21 can be divided
by 3, thus the game took one bullet away three times. And losing three bullets wo
uld be
the worst case scenario with a revolver. Since the shotgun has more shells to fire,
you can lose 4 shells per one full reload. So the more bullets you have to load in
these guns, the more spare ammo you lose. And no, it doesn’t have anything
to do with the reload function I mentioned before. The game calls it once per
bullet reload and, to be honest, we have no idea why those weapons act differently.
Maybe it was done on purpose, who knows. In either way, don’t you find it hilarious
that the developers decided to secretly steal ammo from people who pirated their game? I
wonder what they were thinking back then. If a game cracker didn’t get rid of this
measure, then it would be always enabled by default. I guess this is what
they were aiming for, but failed. Do you know what else a pirate should
avoid doing in this game? Dragging items from one place to another. Something
you can do with both gasoline cans, and fallen enemies, which many consider
to be a pointless th
ing to do anyway. To remind you, these exact items or
activities can be easily identified by this unique status icon on your
screen in the bottom right hand corner. If you see it and the game thinks that you’re a
pirate with the specific measure enabled, then don’t pick any objects up, it’s just another trap!
Because as soon as you put it back on the ground, the game is tasked to stop cleaning its virtual
memory. It becomes clogged, and the game crashes. Just think about it, the developers
coded a memory leak on purpose, something that others try to avoid at all
costs. And they hid it in the camera’s code to make sure that it definitely
would eventually crash the game. But how can you avoid using this feature, if at
least three missions require you to utilise it? The first mission where the pirate will definitely
face this crash is the fifth mission by the name of “Fuelled by Hate”. As we established before,
this is where we have to put gas in the crane. And in order to do t
hat, you need to drag a
gas can from another part of the junkyard. Sadly, this scripted scene with
James throwing away the gas can initiates the memory leak too,
so expect the crash very soon. However if the pirate is quick
enough, they can enter the crane and the memory clogging will stop. That’s
because it changes the camera mode, which doesn’t “leak”. But as soon as you exit,
it will continue to drain the memory and crash. If a pirate used someone’s savegame and
skipped that moment, th
en they’ll face the same issue during the 11th mission, too.
In the mission “Mouth of Madness,” the gas can is used to blow up a doorway
that’s been bricked up. And without it, there is no other way to break the
obstacle and go further… unless you are a cheater and you know the right corner
to use the glitch. As you can see, I didn’t. In this very mission, don’t even think of showing
the Smiley’s body to Starkweather. If you forgot about the measure, then watch how James throws him
on the g
round later in the cutscene. As funny as it looks, the game will crash seconds before you
complete the level and get to save your progress. Fortunately, this exact crash can be
easily avoided by just showing the Smiley’s head instead. This is actually an
alternative way of completing the mission, and you’re rewarded by Starkweather
in the future. So it’s canon as well. The next time the pirate will encounter the
problem is while solving a puzzle in the 13th mission, “Kill The Rabbit.”
At o
ne point during the mission, we encounter these closed gates, which we
can open by putting someone on a platform. If the pirate doesn’t know about the glitch, they
have no other choice than to push an NPC onto the platform and maybe even eliminate him there
and run inside while the gates are open. But the truth is, I think, it is nearly impossible
to do unless you have a God mode or something. If you think that it is possible to lure
them on the platform, then you are wrong. The pirate will
quickly realise that they stay in
one place for the most part. Hats off, Rockstar. As you can see, if the game cracker didn’t
patch this measure, the pirate would face these problems mainly in the middle of
the story. And if the rumours are true, people cracking games don’t usually play
them for that long. Luckily for everyone, it was fully deactivated, but it doesn’t
mean that this measure isn’t cruel. The next anti-piracy measure we’re going
to look at is a weird one. You see, every sin
gle time we change weapons by
picking up something else, we create a pickup on the ground. Funny enough, the game
keeps track of how many of them were created during a game session. This is something
that the measure is eagerly tracking too. As soon as the pirate creates 8 pickups
like that, the game enables a booby trap. Now, every single time an enemy drops a pickup, it will vanish after 10 seconds as
on this footage I am shoving you. As you can see, this is something that
the game even
warns you about by informing you that “Dropped item marked to delete in 10
seconds”. And it definitely begs the question, why would they inform you about
this in such an obvious way? Under normal circumstances, such pickups stay on
the ground for a while. So nothing is stopping you from picking them up later in a playthrough,
which is something we all did in the past. So the developers probably thought,
"Why should we wait for a pirate?" If they want to get an item, then they’d better
get
it as fast as they can. This, of course, makes them take more risks, and do more
stupid things, which would probably lead to them failing a mission more often. I guess
now it’s more wise to sacrifice these pickups. You know what’s clever about this measure? You’ll
probably create 8 such pickups quite late in the play session, meaning there will always
be a delay before you enable this measure, meaning less chances to spot it for
a game cracker. In theory, of course. But remember how I said
that
it’s a weird one? Well, this is because the developers slightly screwed it.
First of all, it doesn’t break the special dropped quest items in a light green sphere such
as the key in the mission “Kill the Rabbit”. No joke, it would be a perfect place to
strike. After you get rid of the rabbit, the scripts activate this unskippable cutscene, which lasts more than 10 seconds. Luckily for
a pirate, the key stays on the ground forever while his shotgun has already disappeared.
That’s a miss
ed opportunity, Rockstar! The same thing can be said about the dropped
painkillers. They don't seem to disappear either, which is a good sign unless these are not
stupid mines, which can crash your game. What’s more weird is that if you step on such
an item and the game offers to replace it, then the despawn timer resets and it
won’t vanish after 10 seconds as the text warned. Makes it much easier for
a pirate to save an item for later. Thanks to this oversight, it would be much
harder to
get stuck on the second mission “Doorway into Hell”, where we have to get
a crowbar and bust a padlock on a gate. Of course, it’s still possible
to make the crowbar disappear, but who wouldn’t walk into it to pick
it up after the game asked you to? The same thing can be said about the
knife in the mission “White Trash”. It’s even harder to screw the 12th mission,
the one by the name of “Doing Time”. Since you have no Red Class
Weapon from the beginning, you pick it up automatically. So not
hing will stop
the pirate from completing Starkweather's task. You know what’s more strange?
They coded the heads to be excluded from despawn, but they did it poorly.
Despite the fact that you still see the warning during the executions, the head will never vanish
from the level. And you might ask, what was the point of making this strange exception, especially
for a thing that should ruin an experience? The truth is, there wasn’t any. According to the
game’s code, some pickups in this game
vanish after 60 seconds, and this is where they coded
an exception for the heads. Don’t ask me why, but this is why they won’t ever disappear
from a level during a playthrough. As simple as it is, the developers
just reused this chunk of the code and decreased the despawn time for a measure. So we thought maybe this weird
exception was done on purpose, so we removed two flags from this item
and made the head disappear by simply creating a pickup. Stupidly enough, we saw
absolutely nothing
suspicious afterwards. This item just disappeared from a level and
that’s it. Not sure why we tested it though. But anyway, I still don’t understand why they
decided to inform pirate players about the pickup deletion. It’s always shown in English,
even if you play in a different language. This is because this string is stored in the
executable, and not in the text container. What if this hint was a debug leftover?
Something like a hint for a developer that the measure is triggered
to see
that it really worked? Or what if it was done on purpose?
Fire_Head thinks that by hiding this measure under the gameplay’s code, it would be
much harder to find and clean it from there. Or what if they were in a rush and
didn’t finish this measure? Who knows. And now we’re done looking at all anti-piracy
measures, which are present in the game without having the SecuROM. Just to remind you, we’ve
been looking at them separately. In reality, all those measures are present in the game
all a
t once, as it is in the Steam version. The developers expected that the person cracking
the game would analyse the code manually and remove them one by one if noticed. So, to make
their life more miserable, Rockstar decided to implement 3 more unique measures, which are
actually disabled by default in the code. The idea was that whoever cracked it
would find and enable them thinking that they actually disabled them.
Call them the “inverted” measures, if you like. They were meant to fool
th
em into releasing a broken crack. The first “inverted” measure was sitting
in the painkillers code. If enabled, and if the game sees that the painkillers do work,
then it waits for a command to break them again. You would never guess. As soon as the pirate steps
into the cassette pickup, the painkillers become broken again, meaning the player would experience
the same issues that we discussed before. In other words, you can eat as many
pills as you want until you step on a VHS tape. Isn’t t
hat hilarious? It seems
like the developers tried very hard to prohibit people from using the sacred
painkillers, and there’s no wonder why. The second “inverted” measure was
left in the code, which executes the text you see in the upper lefthand
corner, better known as a “help box”. If the measure is active, as soon as the
game displays a mission related hint for you, it immediately stops cleaning
the virtual memory. Once again, it becomes clogged and the game crashes
when there is no fr
ee memory left to use. This inverted measure initiates the exact
same memory leak we discussed before, hidden in the camera code, just triggered in
a much different way a cracker had to enable. And just to be clear, I am not talking about the
ordinary hints telling you how to swap a weapon… Or a warning that you’ve hit a save
point by picking up a VHS cassette. I am talking about the mission related hints, which is something you see quite a lot
by playing the first levels of the game. This
measure is so cruel that it makes them
crash in the first seconds after you finally take over James' controls. And you might
ask, wouldn’t it be that obviously for a cracker that something isn’t suddenly right
in their game? Well, it isn’t that simple. If someone gave them a save game, and they
loaded a level from the scene selection screen, then they would see far less mission related
hints during their playthrough, meaning there would be a smaller chance to experience the crash
and highe
r possibility to release a broken crack. Even if a cracker does experience a crash, it
would be an impossible task to debug it and find the cause. If you want to know why, be
sure to read Fire_head’s thoughts about it. The third and last “inverted” measure was
once again left in the beloved checkpoint system. If the measure is enabled, the
game will always create a broken save point. As a result, every single time
the game tries to load it, it’ll crash. As obvious as it sounds, there is
no
point in saving it to a slot, either. There’s no chance for the game to
load to it, even if you restart the game. For the most part you don’t even need
to pick up a cassette to make a broken save point. The game already creates it
for you as soon as you start a level, so expect the crash if you failed and loaded it. Fortunately, if you want to avoid
a crash, you can simply exit to the main menu and reload the scene. All of
that means that you have only one try to complete the level and you
might say, why
even bother trying to complete the level? You will be surprised, but this measure doesn’t corrupt your save games made
after completing the mission. This is because the developers break very
specific pieces of data in save games, something that’s used only by the checkpoint
system. If you want to read more about it and also Fire_Head’s thoughts about his measure,
be sure to pause the video right now. With that being said, we have now covered
all anti-piracy measures left by
Rockstar in Manhunt. As Fire_Head told me, this
time around the developers tried their best to make it nightmarish for both people
cracking the game and people pirating it. The developers expected the person cracking it
to analyse the code and remove these measures one by one if they noticed them manually. But
even if they did, the developers made sure that it would be very hard to deactivate them, and
they made everything as cryptic as possible. The developers also thought that someone
c
racking it would definitely make some mistakes or miss something and release a
semi-functioning game without even knowing it. For instance, someone playing a pirated
version might not have the closed doors measure and broken interactive
items, but they might have damage debuff and disappearing bullets, because
whoever cracked it didn’t notice them. What I’m trying to say is that it doesn’t
necessarily mean that you might have all of these surprises, maybe there’ll
be a couple, or even just
one or two. Most of the stuff I showed can’t be experienced
while having other measures enabled. It’s just impossible to get there unless some measures
are deactivated or somehow bypassed. This is why I showed them one by one, to give you a
better idea of how bad they are even separately. But was it really worth all that time and
effort spent on making these measures? You might be surprised, but the answer was clearly NO. You see, this technique would only stop
the newcomers from cracking
their game. For the veteran warez groups, it was
a piece of cake. These guys were too experienced to be fooled by some
lousy crack protection and SecuROM. The game was fully cracked on the European
launch day by the famous warez group “Razor 1911”. It was just 3 days after the launch
day in North America. No one even knew about the existence of these anti-piracy measures, as
all triggers were found and fully deactivated. And you know what’s even dumber? The game was
cracked in the same man
ner that “FairLight” did with GTA Vice City: This was by emulating
trigger behaviour by giving an answer to the game every single time that the SecuROM wasn’t
tampered with, even if it isn’t true at all. In other words, there was ABSOLUTELY no point for the developers to waste more time and
effort by making these measures worse, if the crackers once again didn’t do
anything in their code to disable them. It’s like how there would be no point in
putting multiple sophisticated locks on a gate
if you can just walk around
it. That’s what I am trying to say. Ironically, these anti-piracy
measures pretty much wound up being made for those who would
buy their game on Steam in the future. Now let’s finally talk about how
they managed to screw that up so badly! First, let's keep one important fact
in mind. Razor1911’s crack wasn’t that perfect. It didn’t work on Windows
Vista and higher operating systems due to newly added security measures around Data
Execution Prevention in the Wi
ndows core. But honestly, you cannot blame them. At that time, Windows Vista didn’t even exist
until almost 3 years later. And it was specifically a problem
in the crack. The disc version with SecuROM worked flawlessly on newer
operating systems. Keep that in mind. Now a few years fly by, and the Steam
version officially releases on January 4th, 2008. This was about one year after
Microsoft launched Windows Vista, and what did players notice? This release
didn’t work on the new operating s
ystem, which led to loads of people on the Steam forum
asking for a solution on how to make it work! Luckily for them, after some time the fix was
found. All they had to do was to change one value in the executable with a hex editor, and then the
game would finally launch on Vista. And now the important thing. The same fix can be applied to a
crack from Razor, which already sounds suspicious. A couple more years went by, and on May
11th, 2010, a user under the name “Liamaj” noticed that the
Steam version of Max Payne
2 uses a crack from the warez group “Myth”. Because how else can you explain the existence
of their logo in the official Steam executable? Of course, the news went viral. So viral that
on the second day people noticed an update, which replaced the controversial executable.
In other words, they were covering tracks in using the crack. But they did it very strangely.
The old executable was still left in the game, just under a different name. Now it was
called “tes
tapp.” As of this recording, it can still be found in the root folder.c Nine days after the weird Max Payne 2 update,
they suddenly released an update for Manhunt. People immediately noticed that the old tutorial
on how to fix the game for Windows Vista didn’t work anymore, as the hex value you needed
to change was different. Luckily for them, there was no need to do it anymore,
because now the game started to work on both Vista and Windows 7 right out
of the box. Which is a good sign, righ
t? Well, not really. People began to complain about
how it was impossible to complete the game, reporting closed doors, countless crashes and
other annoying bugs. People basically reported experiencing the game’s anti-piracy measures, and
Rockstar Games did absolutely nothing about that. But at least they decided to keep an old
executable, too, by renaming it to “testapp”, and this is where the fun begins. If we open it with
a hex editor, we can find a freaking watermark from Razor 1911 in
the field “TimeDateStamp”!
“RzR” is their short name around the scene! Need more proof? In the encrypted area of the RAM, we can find this message from them too! “Razor
1911: Sharper than a blade, or your money back!”, which probably has something to do with their
slogan “Sharpening the blade since 1985”. Just think about it, Rockstar Games used
a freaking illegal crack for the official Steam release, which was never compatible with
the newer operating systems in the first place! And we eve
n have an answer why! This
is because there was another secret signature in the code. This signature
later screwed their old cracks on the newer operating systems. If you want
proof, be sure to pause the video! And to prove that even further, I installed
Steam on Windows XP using a trick, and then I launched the game via the “test app”
executable. As you can see from this footage, it works flawlessly, something
that you can’t say about the game when it’s running on Vista or anything
highe
r, where it doesn’t even start up. So, what do we have? As soon as someone caught
Rockstar for illegal cracks in their official digital version of Max Payne 2, they suddenly
decided to cover tracks in Manhunt as well. It seems that they found an executable in
their archives before applying SecuROM, then they just launched the game to see if
it worked and called it a day. This is the same freaking executable as the disc version,
but without the copy protection. They didn’t experience their o
wn anti-piracy measures because
they didn’t even try to play the game for at least 5 minutes. There’s no other explanation
I could think of for how this happened. Thanks to this carelessness, legitimate
players who actually spent money on the game have now been experiencing
anti-piracy measures for 13 years, thinking that these are just stupid bugs caused
by incompatibilities on newer operating systems. And how can we blame these people?
If you browse this game on Steam, you can see a warn
ing that the game is from
2004 and that it does not support Windows Vista, 7 and 8, and you can guess that the
same applies to Windows 10 and 11. You know what’s even dumber? They added Windows
8 to this list after that stupid update. And, for some reason, it’s only in English. So instead
of getting rid of this warning because it became false for years, they added another operating
system to the list. One that’s actually supported with the new executable too! But it doesn’t
mean that the g
ame is free of any issues. You still need community made fixes to make it
playable on modern PCs and operating systems as the rest R* classics. You can, for
instance, use the famous “Manhunt Fixer”. And here is what is funny. If you choose the Steam
release, then it takes the “testapp” executable, patches two bytes in it to make it
run on all newer operating systems, and then replaces it with the main executable. After that the patcher puts a
few crucial plugins in the root folder to fix th
e major issues in the
game, present in every single version. All these years we were fixing Razor’s
crack making it bootable on newer operating systems. And hey, did I mention that Rockstar
shipped the crack having the Steam Stub DRM? Even the author of this famous patcher didn’t know
the real story behind the Steam version and its weirdness. It was much easier to use a less broken
executable and this is what he told me directly. The community in general had no freaking clue that
they were
fooled by Rockstar, which is a shame. I actually started to wonder
if it’s possible to complete the game with anti-piracy measures
enabled. Just think about the new speedrunning category by playing the
unmodded Steam version of the game. First condition: The player has
to use the “out of bounds” glitch, because it’s otherwise
impossible to progress further. Second condition: The player can waste no more
than 5 minutes on a level between the checkpoints, otherwise the next level breaks and
you
lose precious time restarting the game. Third condition: It’s important
to save a game after completing every single level and restart the
game after completing 3 levels. Fourth condition: Don’t do headshots,
otherwise the game will disable your controls. Fifth condition: Be prepared
to experience crashes, but since we know how to trigger
them, you can basically avoid them. Right now, I’m not sure about one thing.
How can you complete the mission “View of Innocence” if you can’t use
the TV after
switching on the electricity. The game requires you to use two interactive items,
but in this version you can use only one. But this is the speedrunning community
we’re talking about here. I would not underestimate them, since they
do incredible stuff in games. The rest of it is not a problem,
since you can skip most of the broken things. Is it possible to make such
a speedrun? Time will tell, I guess. As always, I want to give a huge thanks to
Fire_Head for helping out with
this video. He managed not only to find
these booby traps in the game, but also to activate and explain them
in detail, so we could show them to you. He also managed to disable these
anti-piracy measures in the Steam version of the game. So if you want
to make sure that they were selling us a game filled with measures,
be sure to check his github. For more videos on Rockstar Games be
sure to check out my channel “Badger Goodger” right here on Youtube. And don’t
forget to follow Vadim and
I on Twitter. This has been Badger. And I hope you have
a great day out there. Peace out, everyone.
Comments
This video is voiced by Badger Goodger. Check out his channel Youtube channel as well! https://www.youtube.com/badgergoodger ●What Is Carcer City Based On? https://youtu.be/n2oIhPnHZ18 ●GTA V Beta - Changed & Cut Radio Content https://youtu.be/8qGRrMJtP3s
Its kinda funny how anti pirate measures always backfire on paying customers and ironically pirates have always a better experience in almost all games, since decades.
“Anti piracy countermeasures working only on people who bought game legit” is peak rockstar tbh.
the insanity of breaking a game on purpose as a joke for the few people who pirated it ending up breaking the game for everyone entirely is like locking the fire escape because a few employees keep using it to go out for smoke breaks
The fact that Rockstar literally has the legal version broken and hasn't fixed it for over a decade perfectly describes Rockstar as a company
How has Rockstar not been sued yet for releasing countless unplayable ports and breaking games through updates?
When the anti-piracy measures more torture than manhunt itself
Broken measures? Ohhh, we have to delist the game and make Grove Street Studios remake it!
Rockstar's laziness isn't strictly tied to Houser and Leslie leaving and the Definitive Edition outsourcing fiasco, it dates back as far as this game does, and this video is solid evidence of that.
These are by far the most brutal anti-piracy measures I've seen for any video game ever. it is for once, Literally unplayable.
I'd be interested in seeing someone separate the x1.5 damage, 10 second item despawns and very high "anxiety levels" for enemies measures and making a "very hard mode" mod out of them. Sounds like a huge pain to play, but I'm sure some masochist would leap at the chance to do a challenge run with those.
this guy uploads a video every 3 months and they are worth the wait 🔥
Rockstar never fails to disappoint us.
A 50-minute long Vadim M video with Badger Goodger's narration? Does it get better than this?
The first thing I thought when hearing about these measures was "I wonder if someone could speedrun it with all these measures on". Glad I wasn't the only one thinking that!
I always wondered if a game with anti-piracy ever activated on a legit copy. Anti-Piracy sucks for legit copies and abandonware games.
Anti piracy ruining games for legitimate owners 🤔? Thats a shocker.
I never expected a 50 minute long video about Manhunt from Vadim, but damn it feels good
I wonder, is it possible to sue Rockstar for releasing a defective product like this one, using all those code situations as evidence? Because they are essentially robbing people for that.
Anti piracy measures keeps proving that it hurts the legitimate customers more than people who pirate