Using the techniques listed above within a \"bottom-up\" development methodology process, the re-created source-code of a game is able to replicate the behavior of the original game exactly, often being \"clock-cycle accurate\", and/or \"pixel-per-pixel accurate\". This approach is in contrast to that used by game engine recreations, which are often made using a \"top-down\" development methodology, and which can result in duplicating the general features provided by a game engine, but not necessarily an accurate representation of the original game.
Reflecting the increased complexity of real-life soccer teams in the years that followed the end of the Second World War, the game engine was often given a multi-team option. Most of these teams were fictional, like the fictional Bayern Munich or Real Madrid. It was unusual for the original team names to be retained in the recreated source code. The engine's developers, however, sometimes declared an intention to release the code as open source. The middleware game Total Football, offered by the UK developer, Total Sports Productions, reputedly became open source after the original developer had released the source code.
With a view to preserving the evocative quality of the recreation process, source code was typically sold in the old, pre-digitalized media (e.g. cloth or tin), and was often \"full of handsigns\". Much software, such as the software sold to the public under the Microsoft Windows operating system, was distributed to customers via CDs, then later released as digital downloads. Several players reported reorganizing the upload from the original compact disc to modern storage media, by which time the players had discarded the original discs that served as the repository for the game's code. 7211a4ac4a