Some Sierra titles were a little tricky only because the protection was so deep in the game with it stored in big files.
Delphine's interpreter protection on Operation Stealth/James Bond, Future Wars is well documented as being tricky as it wasn't written in 680x0 code, it was written in the games own interpreter language.
Most Readysoft games were tricky by virtue of their size squeezing them onto lesser capacity disks.
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