Lenslock
The hated prism
The physical copy protection device that required players to decode on-screen codes through a plastic prism - universally despised for inconvenience and failure-prone design.
Overview
Lenslock was a physical copy protection system used in the mid-1980s that required players to hold a plastic prism device against their television screen to decode a two-letter code. Intended to be uncopyable (you couldn’t photocopy a 3D optical device), it became universally loathed for being inconvenient, easy to lose, and prone to failure on different television sets.
Fast Facts
- Era: 1985-1987
- Developer: ASAP Developments
- Platforms: Spectrum, C64, Amstrad, others
- Method: Physical prism decoder
- Games: Elite, TT Racer, others
- Reception: Universally hated
How It Worked
| Step | Action |
|---|---|
| 1 | Game displays scrambled code |
| 2 | Player holds Lenslock to screen |
| 3 | Prism reveals two-letter code |
| 4 | Player types code |
| 5 | Game proceeds (if correct) |
Why It Failed
| Problem | Impact |
|---|---|
| Easy to lose | Tiny plastic device |
| TV variation | Different displays, different results |
| Inconvenient | Every game start |
| Frustrating | Misreads common |
| Damaged easily | Scratched prisms useless |
Notable Games
| Game | Platform | Outcome |
|---|---|---|
| Elite | Spectrum/C64 | Player complaints |
| TT Racer | Spectrum | Negative reviews |
| Others | Various | Similar reception |
Player Reactions
The gaming press and players united in hatred:
- Magazine reviews penalised Lenslock games
- Players complained loudly
- Publishers faced backlash
- System abandoned quickly
Cracker Response
Ironically, Lenslock:
- Was relatively easy to crack
- All codes were in the program
- Just required finding the lookup table
- Cracked versions more convenient than originals
Legacy
Lenslock demonstrated that copy protection could be so annoying that it damaged legitimate sales. Players preferred cracked versions not because of price but because they were easier to use. The lesson—protection shouldn’t punish paying customers—took the industry decades to fully learn.