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When Sony released the PlayStation, the first
commercially successful game console to use

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the compact disc as its storage medium, they
had a problem on their hands.

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Using a CD gave them all sorts of advantages,
but the CD burner and CD-R presented a challenge.

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What’s to stop someone from making illegal
copies of our precious intellectual property?

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Well, they thought of a solution.

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If I take this copy of Parappa the Rapper
and pop it in my computer’s CD drive, it

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can see what’s on there.

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And it will gladly make a copy.

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My duplicate disc has exactly the same files
on here.

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Awesome!

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It should work!

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And yet, it doesn't.

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The PlayStation knows that this is a counterfeit
disc, and it won’t play it.

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Why?

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Well, the data on these two discs may be exactly
the same, but this disc is missing something

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which cannot be replicated by a CD burner.

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Now, it’s actually pretty easy to get around
this.

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Mod chips and disc swapping were two well
known ways to bypass this copy protection.

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And of course these days, there are emulators,
so using the console itself isn’t even required.

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Now I’m not going make a comment on the
pitfalls of DRM or the people who circumvent it.

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Sony has valid reasons for using it, and there
are also perfectly legitimate reasons for

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an individual to use a copied disc--for example
to provide a backup of your software library.

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But in this video, I’d like to suggest a
way that Sony could have made the PlayStation

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discs almost impossible to copy.

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There’s a certain quirk in the design of
these consoles that suggests they might have

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had this in mind, but abandoned it.

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So first, let’s take a quick look at the
history of the console, as well as how the

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copy protection actually works.

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The original Sony PlayStation was a groundbreaking
product in a number of ways.

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Though not the first video game console to
use the compact disc for data storage, it

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was the first to achieve widespread success.

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There’s a fascinating history as well as
a juicy tale of corporate backstabbing behind

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the PlayStation’s creation which I won’t
go into here in much detail.

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But if you weren’t aware, the PlayStation
started as an accessory for the SNES.

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Yep, Nintendo hired Sony as a hardware accessory
partner, and after deciding that the terms

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of the contract weren’t to their liking
in regards to software rights, Nintendo just

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shoved Sony aside and instead announced a
new partnership with Philips.

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Rather than just abandon their work, Sony
decided to make their own game console as

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the ultimate F.U. to Nintendo.

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Using optical storage for game data had tons
of advantages over the then standard ROM cartridges.

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They were cheaper to make, could hold MUCH
more data, were smaller, more versatile, and

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due to that extra data, allowed for things
such as CD-quality audio alongside gameplay.

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The CD-ROM’s biggest disadvantage was that
of a slow load time, as the data being read

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from the disc isn’t coming in particularly
quickly.

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A ROM cartridge could be read at any point
randomly and with higher data throughput,

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allowing many games to load nearly instantly.

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Oh, and the CD was also pretty fragile, so
there’s that, too.

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And, uh, early consoles suffered from a poorly
designed CD reader, so…

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well they weren’t perfect.

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Even though the original PlayStation only
has a measly 2 megabytes of RAM, a normal

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CD only outputs 1.2 megabits per second.

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The CD-ROM drive in the PlayStation could
operate at 2X speed, but even then it would

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take 6.5 seconds to fill the RAM completely.

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But of course, it usually took longer than
that, as the laser would have to dart around

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the disc to get all of the data it needed
to load the next environment.

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Want to play a skirmish in Twisted Metal 4?

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You’ll be staring at this screen and listening
to this for a good while.

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[Sound of console seeking data on CD]

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Anyway, though there were downsides, the CD-ROM
is arguably what made the original PlayStation

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so successful.

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But it also introduced that unique problem for
Sony.

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All cartridge based video game systems are
essentially immune to counterfeit copies being

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made of their games.

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You’d need to have awfully specialized equipment
to duplicate one of these, and then you’d

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need to track down a blank cartridge with
writable memory.

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So, it was pretty much never done.

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But the CD-ROM, well that’s easy as pie
to copy!

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Although they were pretty expensive at the
time, the CD Burner was very much a thing

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when the PS1 was released, and so was the
CD-R. Obviously worried about the potential

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for piracy, Sony engineered a pretty clever
trick into the system to ensure only legit

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discs could be played.

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However, it wasn’t actually that clever.

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OK, well, the actual feature is, but the implementation
wasn’t.

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Like I said before, in reality it was pretty
easy to get around the copy protection.

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So then, how does the copy protection on the
PS1 discs work?

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First, let’s get it out of the way and say
that the black color of the disc has nothing

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to do with it, whatsoever.

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Though one promo video about the PlayStation
suggests that this could be the purpose, it isn’t.

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This is just for looks.

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[NARRATOR: Black ink is added to the plastic
to give the CD its distinctive, “cool PlayStation-only look.”

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This also helps protect the CD from illegal
copying.]

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Actually, it’s not even black, it’s a
very deep purpley-blue.

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This is a similar color of plastic to what's
commonly found in front of infrared light

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sensors on a device with a remote control.

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It’s completely transparent to infrared
light, but mostly opaque to visible light.

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There was nothing special about the PlayStation’s
CD-ROM drive that allowed it to read these discs.

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The infrared light of a normal CD laser will
read it just fine.

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Side note--In my last video, I made an error
in suggesting that DVD players don’t have

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an infrared laser, and use their red laser
to read a CD.

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This is not true, in fact many early DVD players
have two complete laser pickups on a single

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sled, and later devices used the same laser
with two diodes.

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The wavelength of light is pretty important
for reading an optical disc correctly--it’s

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tuned to the size of the pits--so a second
infrared laser diode is necessary to read

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a CD.

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I had completely forgotten about the importance
of wavelength, and thankfully the comments

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set me straight.

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One commenter noted that CD compatible DVD
laser pickups usually have two adjustment

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pots on them, one for the IR laser, and one
for the red laser, and sure enough,

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there they are!

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Anyway,

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What Sony actually did was to add two things
to the disc during mastering that weren’t

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normally there on a garden variety compact
disc.

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Well, actually, it was one addition that accomplished
two tasks.

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To understand what they did requires a little
bit of knowledge into the laser pickup system

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of any optical disc format.

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It’s impossible to produce a CD, DVD, Laserdisc,
Blu-Ray, or economic policy that is exactly perfect.

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There will always be some imperfections.

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The discs aren’t usually completely flat,
so the distance between the disc and laser

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lens is constantly fluctuating.

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The disc is also never exactly centered, so
the pits usually move back and forth with

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each rotation.

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To handle this, the objective lens is sort
of floating, and electromagnets can lift it

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(or lower it) as well as wiggle it left and
right it to make sure the pits are in focus,

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and that it’s following the data spiral.

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To see this in action, it’s actually easiest
to look at a Laserdisc.

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This disc is badly warped, and towards the
edges the laser is bouncing pretty wildly

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to keep its focus distance constant.

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Though almost never this extreme, a CD player
or PlayStation needs to do this, too.

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In fact, here’s the laser of a PlayStation
wiggling back and forth ever so slightly to

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read the data from this Audio CD.

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This clip also shows how the laser carriage
only moves for coarse tracking in steps.

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Notice how it moves outward, but the position
of the lense relative to the disc doesn’t change.

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Now, the laser’s movement is only there
to maintain tracking on the data stream.

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A CD player couldn’t care less about what
the Laser is doing,

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it just wants to see the data.

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Any wobbliness of the track is irrelevant
to its goal of reading the data; so as long

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as the wobble isn’t too extreme, its presence
is of no consequence.

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Generally, the circuitry in charge of this
tracking and focus is part of the laser pickup assembly.

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This task is done at the hardware level, and
can be considered automatic from the perspective

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of the circuitry that actually processes the
data itself.

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There’s a really great paper linked in the
description that goes over how this is actually

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accomplished.

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What Sony did was introduce a way to actually
keep track of how the laser lens moved.

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The hardware would monitor the horizontal
movement of the objective lens, and it was

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looking for a specific wobble in the data
it’s reading.

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As part of the mastering process in PlayStation
discs, the very first sectors of data in the

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pregap are recorded with a wobble of a specific
frequency.

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Rather than a smooth spiral, the track looked
something like this.

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The wobbling was also used for encoding which
region the disc was for.

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The region code was amplitude modulated into
the wobble itself, and if the code on the

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disc didn’t match the console’s BIOS,
it would not play.

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The reason this worked was that any ordinary
CD drive would just ignore this wobble.

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Actually, ignore isn’t quite the right word.

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It was unaware of the wobble.

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The tracking circuitry in its laser pickup
would just do its job and keep the laser in

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line with the data stream.

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It didn’t matter how the data wobbled, or
even if the data wobbled.

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Its job was just to get the data.

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When you made a copy, that copy would be missing
the wobble.

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When the CD drive is reading the disc to make
an image file for burning, it isn’t even

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aware of the wobble.

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The data captured during the disc read is
all that matters for burning the disc.

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Now, a CD burner is looking for a wobble
on a CD-R, but for a very different reason.

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A CD-R has a premade wobble molded into the
polycarbonate--that’s the plastic the disc

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is made of.

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This wobble contains the ATIP, which tells
the CD burner the properties of the disc such

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as its capacity and maximum write speed, and
throughout the rest of the disc it wobbles

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at a constant frequency.

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A CD burner is looking for this wobble as
it writes to a disc both to maintain proper

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tracking as it writes on it, as well as to
maintain the proper writing speed.

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Because this wobble is already there on a
CD-R, even if a CD drive could detect the

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region-encoding wobble on a PlayStation disc,
it couldn’t recreate it.

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To recreate the wobble of a PlayStation disc
would require jumping in and out of this premade

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groove, which the burner can’t do.

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Even if it tried, by crossing the premade
lines, the data would likely be impossible

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to read correctly.

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Where Sony failed was by being a little lazy
with how disc authenticity is checked.

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With few exceptions, the console only looks
for this wobble at bootup.

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People figured this out, and by defeating
the lid switch and carefully watching a disc

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spin, you can see when it’s checking for
the wobble and swap in a burned copy for a

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real disc with a little practice.

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The reason this worked is that Sony built
in a healthy bit of tolerance for damaged

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discs; so as long as you are fast enough,
it will just pass the disc off as being scratched,

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thus needing multiple attempts to read the
data.

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But disc swapping was annoying and also could
damage your discs and perhaps even the console,

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so the other option was to install a modchip
that would inject the code into the system

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at the right time, so even though the laser
wasn’t seeing the wobble, the processor

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would think that it did.

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Game developers eventually created ways to
detect a modchip, so this wasn’t completely

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infallible, but it was still a relatively
easy way to play a burnt disc.

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So now that you know what the PS1 does to
determine the validity of a disc, as well

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as why it was so easy to get around it, here’s
where my little theory comes into play.

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I had mentioned there’s a design quirk.

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When you open up the lid of a PS1, you might
notice that the area that holds the CD is

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MUCH larger than the CD itself.

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Could it be that Sony had originally intended
for PS1 discs to be larger than a standard CD?

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Some people think the PS1 discs contain data
outside the range of a normal CD’s laser

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carriage, and that this is how the copy protection
works.

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While this isn’t the case, Sony could have
done that.

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And if they did it by going outside the normal
readable area, they could have really locked

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this down.

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Imagine that the PlayStation discs were an
extra 3 centimeters across, making it a 15

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centimeter disc rather than 12.

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If Sony had extended the rails on their CD
drive in here, the laser could read all the

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way to the edge of this slightly larger disc.

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Not only would this have increased the amount
of data on the disc, but it would have made

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copying them almost impossible.

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Almost every CD drive has a second insert
for 8 cm discs, and top loading drives can

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of course handle them, too.

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The physical size of a CD can be smaller,
and it will still work.

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But if Sony had gone bigger, you could not
physically fit a PlayStation disc into the

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standard five and a quarter inch CD burner
in your PC.

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If would fit fine in here, but there’s no
way it will make it in here.

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If they had done this, the PS1 could still
play audio CDs just fine.

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It wouldn’t remove any functionality from
the system.

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It’s already more than capable of playing
an 8 cm CD OK.

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And if they had always ensured that some of
the game data was written outside the 12cm

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diameter of a normal CD, even on smaller games
which needed less than the 700 megabytes of

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data available on standard CD, a copy would
be impossible to make without the console noticing.

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If Sony had gone this route, can you imagine
how difficult it would be to make a duplicate disc?

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No one was making CD drives capable of reading
a disc that large, and there would be little

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incentive to start doing so.

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Even if a CD burner appeared on the market
which could handle a 15 centimeter disc, how

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easy do you think it would be to get your
hands on a 15 centimeter CD-R?

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Now, it’s obvious why Sony didn’t do this.

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The whole point of using the CD was to make
manufacturing games quick and cheap.

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To make a 15cm CD is really to make an entirely
new format.

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That would require new disc pressing machinery,
or at the very least significant retooling

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of existing machinery.

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Also, a new case design would be needed, with
a physically larger disc being more difficult

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to store.

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The standard CD jewel case already had the
support of countless storage systems.

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But if they had decided to just make the discs
a tiny bit bigger, which the design of the

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early consoles suggests was possible, if not
intended, mod chips and disc swapping couldn’t

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have done a thing.

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A burned PlayStation game simply couldn’t
exist.

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Thanks for watching, I hope you enjoyed this
video.

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00:13:37,029 --> 00:13:40,540
If this is your first time coming across this
channel, please consider subscribing so you

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00:13:40,540 --> 00:13:41,699
won’t miss the next ones.

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00:13:41,699 --> 00:13:45,259
And, you can now follow me on Twitter @ TechConnectify.

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00:13:45,259 --> 00:13:48,560
That’s what happens when you’re late to
the party.

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00:13:48,560 --> 00:13:51,589
Of course, I’d like to take the time to
thank my Patreon supports.

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00:13:51,589 --> 00:13:53,580
Patrons of the channel are what keep these
videos coming.

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00:13:53,580 --> 00:13:57,529
If you’re interested in becoming a patron
as well, please check out my Patreon page.

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00:13:57,529 --> 00:14:01,269
There’s a link on your screen, or you can
find one in the description.

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00:14:01,269 --> 00:14:03,840
Thanks for your consideration, and I’ll
see you next time!

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00:14:11,760 --> 00:14:14,300
[Snaps fingers] And That!... is the end.

