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Copy protection for computer software, especially for games, has been a long cat-and-mouse struggle between publishers and crackers.These were (and are) programmers who defeated copy protection on software as a hobby, add their alias to the title screen, and then distribute the "cracked" product to the network of warez BBSes or Internet sites that specialized in distributing unauthorized ...
A cloud gaming server runs the game, receiving controller input actions from and streaming audio and video to the player's thin client. cloud save The player's saved game is stored at a remote server. This may provide a backup, or enable access from a different game system. See also cross-save. clutch. Also clutching the game and coming in clutch.
Among these partners, Nintendo listed major publishers such as Activision, Bethesda, Electronic Arts, Sega, Square Enix, Take-Two Interactive, and Ubisoft. [41] [301] [302] Nintendo had previously relied more on providing its own internally developed tools and libraries that third-party developers would use to develop games for earlier systems.