The subcultures of obsolete microcomputers
You're at the website conserving defunct software cracking, wares, and Warez Scene subcultures on obsolete Personal Computers. The nature of historic software piracy, with high churn and elusiveness, meant the topic was once undocumented. Defacto2 helps to solve this by hosting digital artifacts, including text files, demos, music, art, magazines, and other projects. Be aware occasional files hosted are NSFW, with lewd commentary or imagery.
The Scene
The Freak Scenemovement of the 1960s. And appropriated by social activists and journalists in the 1970s, who wrote about the groups of technically minded, misfit kids and young adults whom the writers dubbed
phone freaks, aka phreaks, who ran hacks on Ma Bell. The monopoly telephone network of the United States owned and operated by the Bell System, a century-old entity that at its peak was the largest company in the world.
Wares
The spelling of warez with a z is newer. An Apple II user under the pseudonym Rabid Rasta complained in mid-1984 about the alternative spells for wares and their use by a new breed of kids getting online and spamming electronic message boards looking for free computer games.
Message number 3112 is 10 lines from Paul. To ALL at 00:34:21 on 15-Oct-80.
Subject: ALL PHREAKERS / HACKERS
TO ALL PHONE PHREAKS AND COMPUTER CRASHERS : THIS BBS IS BECOMING QUITE A NICE PLACE TO TRADE INFO. I HAVE TRIED GETTING INDIVIDUALS WHO MIGHT HAVE INFO ON HERE TO CONTACT ME, BUT I SEEM TO HAVE BEEN AVOIDED, POSSIBLY, BECAUSE PEOPLE WISH TO REMAIN ANONYMOUS, IF THIS IS THE CASE. IT'S COOL, I UNDER- STAND. LETS TRADE ON THE SYSTEM, THEN. IF YOU HAVE ANY BELL SYSTEM 'PAPERS', I WILL GLADLY TRADE WITH YOU. HAVE LOTS OF COMPUTER ACCOUNTS TOO. LEAVE ME A MESSAGE.
Message number 3794 is 8 lines from Stephen. To ALL at 14:46:55 on 14-Nov-80.
Subject: HP9845 SOFTWARE EXCHANGE
I HAVE AN HP9845 COMPUTER AND WOULD LIKE TO GET A HOLD OF SOME NEW GAMES. I HAVE NEVER PLAYED ADVENNTURE & ESPECIALLY INTERESTED IN IT. I HAVE SEVERAL GAMES ALREADY SUCH AS NIM, STAR TREK, SKI, WUMPUS, RACE, BIORYTHEM, AND OTHERS. I WOULD BE GLAD TO SHARE WHAT I HAVE WITH OTHERS. LEAVE A MESSAGE ON THIS BBS IF YOU TOO ARE INTERESTED. I USUALLY CHECK EVERY WEEKDAY.
Message number 4291 is 10 lines from Barbara To RICK at 23:41:33 on 01-Dec-80.
Subject: APPLE PROGRAM TRADING
RICK — IF YOU WANT TO TRADE APPLE PROGS., THE PERSON TO TALK TO WOULD BE DAN. HE HAS DISKS AND DISKS OF STUFF AND LIKES TO TRADE SO MUCH THAT HE EVEN HOLDS MEETINGS FOR THE PURPOSE... AREN'T THERE A LOT OF APPLE PEOPLE IN THOSE PARTS? BARB
Message number 4324 is 20 lines from Dan. ** All ** at 16:30:20 on 02-Dec-80.
Subject: Apple Software Trading.
As it has been stated in other posts I am very interested in trading software (Apple what else is there) I have been trading for about a year and deal with people in Chicago, New York, Phoenix, Boston, etc. I trade by modem, mail or in person (in person is preferable if feasable). I have access to most major programs packages, so if you are interested joining *The Great Apple American Pass Time* (TGAAPT), leave me a msg. with your name, phone # (optional if your touchy about it), What you are looking for, Size of your library, Where located, and how you wish to trade.
The wares scene as we know it today, originated in the USA, most likely in 1979 or 1980, on the Apple II microcomputer. At this time, US copyright did not apply to software usage, and some industry publishers and authors were looking for ways to limit the copying and free exchange of the programs that they were creating to sell. The mid-1978 offering and rapid popularity of the Apple "Disk ][" floppy drive ecosystem, combined with some experimentation, created the opportunity for the introduction of disk-copying restrictions into commercial software and games.
At the same time, a burgeoning new communications medium was being developed for posting and messaging on early computerized bulletin boards. These were home to computer enthusiasts who had an insatiable desire for new and novel software. And for many, an entitlement that digital goods were for the public domain, which stemmed from a long-held tradition in the computing space. Where hardware was purchased, but the software was given away. All combined, it probably led to a clash of cultures, capitalist vs freedom, and the birth of software cracking was the result. With the computer-savvy using trial-and-error to unlock the programs shipped on floppies containing disk copy-protections, and permit the duplication and swapping of software like it had always been. This newfound knowledge was forever changing, so it got discussed, posted and repeated elsewhere to evolve into digital communities.
This period also saw the delayed introduction of Atari's 400 and 800 microcomputers. Atari felt it was late to the party in releasing its superior line of computers, so it created several non-interactive demonstration software titles with music and animation intended to help sell the machines in-store. To encourage development, Atari formed APX, the Atari Program Exchange, which allowed the company to publish user-written software. Some titles, such as 1981's Graphics/Sound Demonstration, include source code and instructions for various vanity programming effects. To encourage new Atari owners to develop on the computers and demonstrate the system capabilities, much like a Demoscene that later evolved on the Atari machines.
The concept of a Scene spanned the Atlantic to Western Europe in 1984-85 to eventually thrive on the Commodore 64, the all-time, highest-selling microcomputer worldwide. Small collectives of Commodore owners in Sweden, West Germany, and elsewhere would team up to import boxed software from the USA to digitally duplicate, occasionally crack, and repackage titles to share between friends and users. Initially, this was due to the poor availability of microcomputer software in retail, but even after the software distribution improved, many found the communities that formed around exchanging pirated software too compelling.
Late in the 1980s, UK and European game developers and Sceners moved onto the more powerful 16-bit computer platforms led by Atari and Commodore. Due to the emphasis of sound and graphics on both machines, some in the European Scene pivoted to exclusively producing digital artwork and multimedia, creating the Demoscene. In the USA, where Atari and Commodore were based, their 16-bit computers failed in the local marketplace. The failure and other poor decisions eventually finished both companies and their influence. While Apple Computer Inc. was left as a niche player after it ditched its popular Apple II platform to favor the novel and high value, Macintosh computer line.
North American consumers moved on to the business-oriented IBM PC platform, later dominated by Intel and Microsoft with MS-DOS and Windows. Due to its modular and fragmented design, the PC wasn't the best gaming platform during the 1980s and much of the 1990s. And apart from the popular adventure and flight simulator genres in the 80s and the real-time strategy or Doom-clones of the 1990s, there were better choices for game development. Instead, many American and Canadian gamers shifted to the Japanese video game console offerings by Nintendo, Sega and later Sony.
Numerous text file instructions survive for modifying PC software and removing its disk copy protection schemes. Instructions that once were commonplace on CompuServe and bulletin board posts that go back to 1983, possibly earlier. But unlike the Apple II crackers, these unprotect authors were not computing ideologues or kids seeking free games. Instead, these copy-protection removal instructions were created for pricey business software, purchased legitimately, and the cracks were frequently credited to real-life contacts. As the copy protection found in early PC application software often seriously inconvenienced buyers, especially businesses, where damaged or lost disk media could mean being locked out of critical software.
Separately, PC wares distributions did exist early in the IBM PC's lifecycle, at least in North America. Some bulletin boards offered a wide range of commercial and non-commercial PC software. However, they were uploaded as-is and usually without modification. End users of these dubious commercial downloads would presumably remove any copy protection using the freely available and legal unprotect instructions found on public message boards. How popular all this was is uncertain. Most application software from the 1980s is text-based and niche, with an unintuitive design. And really needed the printed manuals included in the retail product to get anything out of the software.
We know that crackers and later pirate groups didn't start modifying and redistributing cracked IBM PC games until 1984, and it didn't pick up and evolve to a national distribution network until 1988 and 1989. Oddly, after the software industry mostly abandoned copy protection on business-oriented software, this became the most common form of pirated software found on the PC 'elite' file sharing boards. Yet, these wares were frequently packaged and distributed anonymously and even contained detailed installation instructions, which their authors often left uncredited.
The proliferation of bulletin boards running on IBM PCs and the sharing of all this software led to an Art Scene. Digital artists using PCs and primitive software competed to create text art for the elite pirate and hacker bulletin board systems. Eventually, like the Demoscene in Europe, the Art Scene artists broke away from piracy to form their own community.
Outside the US and Canada, where the PC was often more expensive and perceived as a business tool, there was little engagement from Europe or elsewhere. Some users from the Netherlands joined the PC Scene community in 1988, releasing demonstrations and software cracks. Others from Norway, Austria, Germany, Sweden, Finland, and Poland, came afterward, with some going all in on the platform but others seeing it as a secondary system.
However, many Europeans avoided the PC platform and moved over to the Japanese consoles. Others only reluctantly migrated to it after it became apparent that their favored systems from Commodore were dead-end platforms and that the software industry had long moved on.
Curiously, this has led to a mistaken mythologization of the Scene in Europe, with many people believing that the online culture, conventions, and vocabulary originated in Western Europe on Commodore and trickled over to North America and elsewhere. Yet, the Apple, Atari, and IBM PC existed well before the famed Commodore Amiga 500 and Commodore 64 microcomputers, and all these machines were designed and launched first in the United States.
Message number 8281 is 6 lines from Joe. To ALL 8086'ERS at 21.50:35 on 14-Apr-81.
Subject: 8086 STUFF
HI: I JUST GOT A SEATTLE 8086 CPU SETUP. 96K RAM(16 BIT). I WOULD LIKE TO TALK AND POSSIBLY SWAP SOFTWARE WITH OTHER USERS/OWNERS OF 8086 SYSTEMS. CURRENTLY I RUN 86-DOS BUT SOON WILL HAVE BOTH 86-DOS AND CP/M-86. JOE
An intertwining of the computer industry and the Scene
The remainder of this introductory page chronologically shows the milestones for the microcomputer industry,
the personal computer, software copyright and piracy, to offer historical insights into that Scene.
In the early days of modern computing, the terms micro-computer
and personal-computer
were interchangeable.
Both referred to the desk-friendly computers that evolved from the refrigerator-sized business mini-computers
of the 1970s.
However, this site uses microcomputer to describe all the consumer-computers that are incompatible with Microsoft DOS and Windows operating systems.
Secrets of the Little Blue Box
Esquire October 1971
Ron Rosenbaum writes the first mainstream article on phone freaks, primarily kids who'd hack and experiment with the global telephone network.
The piece coins them as phone-freaks (phreaks) and introduces the reader to the kids' use of pseudonyms or codenames within their cliques and groups of friends. It gives an early example of social engineering, defines the community of phreakers as the phone-phreak underground, and mentions the newer trend of computer phreaking, which we call computer hacking today.
The first civilian microprocessor
Intel 4004
Intel advertises the first-to-market general-purpose programmable processor or microprocessor, the 4-bit Intel 4004. Its main uses were in calculators, some early automatic teller machines, and other embedded devices.
Busicom (formerly Nippon Calculating Machine Corp) first commissioned the 4004 as part of a chipset for its 141PF Printing Calculator. The 4000 chipset comprises four branded components: the 4001 read-only memory, 4002 RAM, 4003 shift register memory, and the 4004 processor.
The first 8-bit microprocessor
Intel 8008
Intel released the world's first 8-bit microprocessor, the Intel 8008. Despite the branding, it was not an 8-bit extension of the 4-bit Intel 4004 but a new architecture.
Computer Terminal Corporation of Texas commissioned the new Intel chip for their cost-effective Datapoint 2200 computer terminal. Designed as a dumb terminal, CTC realized it could also operate as a programmable device with a central processing unit.
Manufacturing issues with the 8008 and deadlines meant that the Datapoint 2200 ditched the CPU. Instead, CTC followed the common practice of building the internals from discrete transistor-transistor (TTL) logic.
Read The Story of the Intel 8008
Photo by Konstantin Lanzet
CC BY-SA 4.0
Blue boxes
Read about the hackers of the telephone network
Photo by Maksym Kozlenko
CC BY-SA 4.0
The first user-focused platform
The PLATO IV
In 1972, the PLATO system IV network came online as the second iteration of the University of Illinois's class-room education platform. Its concept is to provide computer-based education on various broad subjects, not just computer literacy. This objective affected the network's design, end-user terminals, and software, leading to many computing and computer game design firsts.
The terminals connect to a supercomputer mainframe that eventually could support over 1,000 simultaneous users in various universities, colleges, and schools throughout Illinois and later setups out of state. However, the terminals and the special-purpose programming language used to develop the software make the network unusually special. One cannot overstate how advanced this platform and software is in its time.
Each monochrome terminal supports vector and bitmap graphics and offers an exceedingly high resolution of 512x512 pixels! This was twelve years before the Apple Macintosh System 1 operating system, which only provided 512x342 resolution. The terminals and software provided keyboard text and user-friendly touchscreen input almost 40 years before the modern tablet.
Equally as important was the TUTOR programming language used to develop software on the platform. Designed for non-programmers and educators to build coursework delivered on the network, the language allowed easy access to all terminal and network hardware elements, such as vector and sprite graphics, custom fonts, communication, and touch input.
The photo shows a boy named Reid playing a touch game called PICTURE SHOW. The PLATO IV had an optional audio peripheral that, in a 1977 report, stated it was of poor quality and unreliable. Still, the image has to be one of the earliest examples of interactive multimedia, edutainment software and touch-first design. Also, conflicting metadata makes it unknown if the photo is from 1972 or 1976, but a 1975 photo of a girl of similar age using the same terminal model, headphones and touch exists, maybe interacting with the same software?
Read about the PLATO
Photo by is uncertain; the owner maybe "University of Illinois developer", Raymond Ozzie or a university
source
The first online communities
PLATO IV Notes, Talkomatic and online games
Not long after the rollout of the PLATO IV system to various locations and the creation of specific software, online communities of friends and users started to develop. Most probably a first, people intentionally used the network outside of class or work to hang out, chitchat with others, and play multiplayer games online.
This all began with the August release of Notes by David Woolley, a 17-year-old student and programmer. He was asked to develop an app allowing PLATO users to post bug reports and for staff to reply with back-and-forth communication. A year later, Personal Notes by Kim Mast was released, allowing users to have private notes and, more importantly, to send notes directly to individuals as electronic messages.
Doug Brown released Talkomatic in the fall of 1973. This program allowed multiple people to occupy a chat room and talk in real time. Each user had their own window, and the text characters printed as they typed. After its success, the PLATO staff incorporated a form of direct chat into the system, allowing people to notify and page others for a real-time one-on-one chat like an instant message service.
At the start of 1976, Group Notes became the final evolution of the Notes concept, with the advice and feedback of many users and David's work. Groups allowed unlimited public and private notefiles for broad subject or topic-orientated discussions, such as books, music, movies, religion, science fiction, etc., years before Usenet or the CBBS.
Some people also used notefiles as a form of blogging, such as The Red Sweater's Newsreport or Dr. Gräper's =grapenotes=, and these could be inserted with emoticons.
It seems out of the gate that various students and possibly staff started using the TUTOR programming language in 1972 to create multiplayer games on the PLATO IV. Titles include Chess, Dogfight, Backgammon, LIFE, Darwin1 and Moonwar. In Computer Lib/Dream Machines, Ted Nelson extensively wrote about his visit and use of the PLATO IV in 1973 and dedicated a couple of pages to the games he uncovered on the network back then.
The most famous early multiplayer game on the PLATO was John Daleske's Empire, released in May 1973. The original game supported up to eight players in a competitive strategic economic simulation.
A revised edition of Empire II was released in September and offered 50 simultaneous players in eight teams a new game mechanic: spaceship tactical combat. The older economic simulation game was taken over by Silas Warner and redeveloped as Conquest. John gave an optimization update to Empire II, which became known as Empire III, with the same gameplay but on a much bigger playfield.
Inspired by the 1974 publication of Dungeons & Dragons, numerous authors created fantasy, computerized role-playing games (CRPG) on the PLATO system. Titles such as The Dungeon, The Game of Dungeons, Orthanc, Moria, and various games called Dungeon began in that year or 1975.
Unlike the solo CRPG games that were developed on microcomputers years later, these games, even when played solo, had a solid online component with competitive high scores, active player listings and permadeath. Games such as Moria and later Avatar offered players to play together in co-op as members of a party exploring multiple levels on a large playworld.
Brand Fortner's Airfight from 1974 was a 3D combat flight simulator in which you did your best to take out the enemy being flown by human opponents in a multiplayer death match. The title is believed to be the first of the flight simulator genre. Meanwhile, 1975's Panther by John Haefeli looked much like Atari's arcade Battlezone from 1980, except you played against online humans!
Yet all games created on PLATO were passion projects by their authors. Unlike the pay-the-hour commercial online services that came much later or the physical media sale opportunities that would eventuate on microcomputers, the PLATO author had no means of monetizing if the thought ever crossed their mind.
The first CPU for microcomputers
Intel 8080
Intel released the 8-bit 8080 CPU, its second but far more successful 8-bit programmable microprocessor, and the first mass-produced CPU suitable for personal microcomputing. The 8080 and its later descendants, both from Intel and competitors, meant the 8080 architecture came to dominate the 8-bit CPU market of the 1970s and 1980s.
This CPU became the processing heart of the earliest popular microcomputers, the Altair 8800, the Sol-20, IMSAI, and later in arcade machines, such as the cultural phenomenon that was Space Invaders.
The first popular microcomputer
Altair 8800
The worlds first popular microcomputer appears on the front cover of Popular Electronics in the USA, the Altair 8800 by MITS running on the Intel 8080 CPU. Even for the time, the Altair was a primitive device, requiring toggle on/off switches for input and blinking red LED lights for output, and there was no way to save programs. But it was the first widely available programmable computer that didn't cost an arm, a leg, or a house.
Eventually, with the system's popularity and its use of the modular S-100 bus interface, an upgraded Altair platform allowed for storage, teletype-keyboard input, printer output and displays.
The first microcomputer software
Altair BASIC
Read about origins of BASIC
Photo by Michael Holley
public domain
The first meeting of the Homebrew Computer Club
Homebrew Computer Club
While many technology clubs of this type for sharing ideas were common, this Silicon Valley, Bay Area group became famous for its numerous members who later became industry figures.
Are you building your own computer? Terminal? TV Typewriter? I/O device? or some other digital black-magic box?
Or are you buying time on a time-sharing service?
If so, you might like to come to a gathering of people with like-minded interests. Exchange information, swap ideas, talk shop, help work on a project, whatever...
Read about the Homebrew Computer Club
Photo by Gotanero
CC BY-SA 3.0
Software piracy
An Open Letter to Hobbyists
Bill Gates of Micro-Soft pens a letter to the hobbyists of the Homebrew Computer Club requesting they stop stealing Altair BASIC. However, while US copyright law protected the software author from plagiarism, it did not allow for restrictions to be placed on software usage. For many hobbyists, the copying and sharing of retail software got viewed the same as copying to paper the instructions of a great recipe taken from a cookbook.
As the majority of hobbyists must be aware, most of you steal your software. Hardware must be paid for, but software is something to share. Who cares if the people who worked on it get paid.
Read the letter
Photo by Len Shustek
public domain
The Apple Computer
By the APPLE Computer Company
Steve Wozniak and Steve Jobs released The Apple Computer, later rebranded as the Apple I. It was a single-board device for electronic hobbyists with a MOS 6502 CPU, 4KB of RAM, and a 40-column display controller.
Unlike the far more popular Altair 8800, The Apple Computer wasn't usable out of the box and didn't come with a case. However, it did offer a convenient video terminal, cassette, and keyboard interface, but requires owners to supply peripherals for input, output, and storage.
The board is a commercial failure, selling less than 200 units, and could be considered more of a prototype for the company and third-party investors. The following year, the product line was replaced with circuit boards housing an Apple II.
The choice of the new MOS 6502 CPU showed foresight, as it became the foundation of many successful microcomputers and consoles.
- Atari 2600 1977
- Apple II 1977
- Commodore PET 1977
- Commodore VIC-20 1981
- Commodore 64 1982
- Nintendo Entertainment System 1983
Apple II, Commodore PET, Tandy TRS-80
The second generation of microcomputers
The Commodore PET, Apple II, and the Tandy TRS-80 became the first successful microcomputers marketed to a mainstream consumer rather than an electronics hobbyist. By the end of the year, a potential customer in the USA could walk into a mall or specialist retail shop and walk out with a complete personal computer ready to use. However, in 1977, things began slowly for Commodore and Apple.
In the January 1978 issue of Creative Computing, the article, Home Computers: A look at what's coming, didn't even review the Apple microcomputers; instead, it previewed affordable machines by RCA, Bally, and National Semiconductor, none of which are well known today.
Commodore PET Personal Electronic TransactorCommodore was the first to announce its machine in January at CES, but shipping only occurred in mid-October. Even then, the numbers were tiny, with the end-of-year batches reaching just 500 boxed machines.
Apple IIApple didn't fare much better, as its revenue until the end of September 1977 was just USD 774,000, which includes sales of both the Apple I and the mid-April launch of the Apple II. Its December 1980 stock perspective states, Net sales in fiscal 1977 occurred primarily in the fourth fiscal quarter and consisted principally of sales of the basic Apple II mainframe computer.
Given the expensive Apple II is priced at $1300-2600, the number of machines sold could have been in the hundreds.
Sales of the Tandy were considerable. It was announced at the end of July and priced from $400 or $500, including a display. It was widely available nationally through the thousands of RadioShack retail stores, and took 10,000 unit orders in the first month, birthing the microcomputer revolution! The November 1977 issue of ROM announced, Radio Shack is for real with its realistically priced (if not so named) micro. The ready-to-plug-in-and-run TRS-80 sells for $599.95 complete with a fifty-three-key keyboard, regulated power supply, interfaced cassette recorder, and twelve-inch video display monitor. As if the low price isn’t enough, the real marketing con is the instant availability of five prerecorded programs. For a complete library Radio Shack is still the premier purveyor of ready-to-run systems with something to run. Applications software so far includes the demonstration blackjack and backgammon cassette that comes with the unit as well as a payroll program, a math education program, and a personal finance program. More on the way. All on prerecorded cassettes. At your local Radio Shack.
Creative Computing would report on the sales up to mid-1978, saying Commodore had shipped 15000 PETS, Tandy had shipped somewhere between 8000-20000 TRS-80 machines, and calculated that the secretive Apple had shipped 25000 units.
CP/M operating system
The forgotten origins of Microsoft Windows
Digital Research releases version 1.4 of CP/M, the operating system for the Intel 8080 CPU.
In 1973, Gary Kildall, an occasional consultant for Intel's microprocessor division, began collecting hardware that would form a complete microcomputer system based on the new Intel 8080 CPU. This was in the era before off-the-shelf systems could be found.
Gary needed a way to link all the hardware components together in software, so he wrote a simple operating system in a high-level programming language he had created for Intel, the Program Language for Microcomputers or PL/M. The new operating system was later given the name Control Program/Monitor, more commonly called CP/M.
Gary attempted to get Intel involved in his pet project, but they showed no interest. This wasn't surprising, given the limited availability of microcomputers and Intel's own operating system development for the 8080 CPU, the Intel System Implementation Supervisor.
After the rejection, Gary and his wife Dorothy went out on their own in 1974, forming Intergalactic Digital Research to further develop and market the software. Initially, marketing it directly to hobbyists, but later discovered the new market of hardware manufacturers. In 1975, several small companies were selling microcomputers to hobbyists, which included both custom hardware and their own simple operating systems. However, developing system software was time-consuming and expensive, so many of these small companies adopted Gary's CP/M. By doing so, they could focus on the hardware, and the CP/M platform evolved into a de facto standard.
CP/M was an 8-bit operating system that worked on 8-bit microprocessors like Intel's 8080 and the Z80 by Zilog. However, in 1980, a couple of years after Intel's first 16-bit processor entered the market. It was not Digital Research, but a small hardware manufacturer named Seattle Computer Products, that was one the first to release a purpose-built 16-bit microcomputer operating system, 86-DOS. A scrapy and rushed system that was patterned after CP/M version 1.4, but was incompatible due to the methods it used to handle disk data.
86-DOS would be purchased by Microsoft for a secret IBM contract, and rebranded as PC-DOS for the IBM PC. Microsoft would rewrite the software from scratch and release it as Microsoft MS-DOS v2, but it still kept the same CP/M patterns and commands. Controversially, MS‐DOS would take over the markets of both Digital Research and IBM, and become the basis of Microsoft Windows, later evolving into the Windows Command Prompt. And while there were hundreds of enhancements to MS-DOS, the Command Prompt and the more recent Windows Terminal, for backward compatibility and user muscle memory, Microsoft always kept the original CP/M design patterns. Modern annoyances or features such as drive letters, the use of back slashes, three-letter filename extensions, CR+LF newlines, the end-of-file marker, and commands: DIR, REN, TYPE, etc.
The first computerized bulletin board system
CBBS
Read the Byte Magazine article
Photo by Aeroid
CC BY-SA 4.0
The first x86 CPU
Intel 8086
Intel released the 16-bit programmable microprocessor, the Intel 8086, which began the x86-architecture and Intel PC platform.
In July 1976, the startup Zilog launched its first product, the Z80 CPU, an enhanced, cheaper and software-compatible 8080 clone. Eventually, the Z80 became one of the most successful 8-bit CPUs. Months later, Intel released the 8085, an update to the 8080 CPU line, improving circuitry power requirements and reducing implementation costs.
The development and launch of the 8086, a software-compatible 16-bit implementation of the 8080 and the 8085, is a direct response to the Z80 and the market of clone CPUs. However, the 8086 failed to dominate an industry saturated with more affordable 8-bit hardware.
Read about the Intel 8086
Photo by Thomas Nguyen
CC BY-SA 4.0
The first copy protections
Cassette tapes
While forgotten today, cassette tapes were the popular medium of publishing retail software on microcomputers in the late 1970s. Compared to the more expensive floppy disks, compact cassette tapes were less durable and harder to pirate due to their analog nature, but were terribly slow when used for data.
Andrew McFadden wrote about copy protection program routines found in some of the first Apple II games that were published on cassettes. He discovered the following games had some form of copy protection.
- 1978 Personal Software, Microchess 2.0
- 1978 Softape, Instant Library: Module 6 (Blackjack)
- 1978 Softape, Sargon II
- 1979 Hayden Book Company, Sargon II
Roland Gustafsson, an early creator of disk protection schemes on the Apple II, stated in a 2014 interview that the first copy protection he discovered in the wild was the cassette tape release of Flight Simulator. The game was developed in 1979 by Bruce Artwick and published by subLOGIC in either January or early
1980.
Roland would graduate from high school in 1981 and work freelance to develop custom disk copy protections for SSI, Brøderbund Software, Gebelli Software, and Silicon Valley Systems. And for SSI, he would create RDOS for the strategy game publisher, a custom protected
disk operating system that used a tiny memory footprint and was very fast. A similar, performant self-booting custom disk operating system concept got popular on the IBM PC in 1982.
The correspondence for Creative Computing January 1980 wrote, ...pointed out some software problems that are also appropriate for Apple owners. The particular problem has to do with protected software. That is, software designed to prevent you from making copies or changes, or that destroys itself if you make such an attempt. If software theft is a real problem then there is possibly some advantage to the seller. I say possibly because a good programmer can “fix” the software anyway. And, with special equipment, anything that is recorded on a magnetic surface can be copied onto a magnetic surface. For the most part, the attempts to prevent theft will only cause problems for the purchaser. If the software can’t be copied for back-up then the user has to buy another when the original wears out.
Later in the year, the Creative Computing article, TRcopy and the Pirate
contained, The instruction book stated that TRcopy couldn’t be used to copy itself. Hmmmm. Of course I tried and they’re right. ... That the programmer of TRcopy felt the need to build in a self-defense mechanism says something very interesting about the program ... and about the state of the software industry in general. Let’s face it. TRcopy and the others, Duplik, SYSCOP, COPSYS, Clone, etc. are the computer world’s software answer to the Xerox machine. They are programs designed to violate copyright laws.
I took my TRcopy to a local Radio Shack. With the manager’s help, I managed to copy nearly $200 worth of software onto a $2 cassette tape inside of twenty minutes. TRcopy, thus, becomes an interesting means of shoplifting. It is also curious in that the local Radio Shack isn’t out anything. They’ve made a $2 sale, where they probably wouldn’t have made the $200 sale. Perhaps TRcopy should be illegal. Still, the program is irrelevant. (The Xerox machine isn’t the counterfeiter.) The duplicating programs are inevitable and the fact it can be done means that it will be done.
It is a mark of the maturity of our industry that we have finally produced our own pirate industry.
The first copy protections
Floppy disks
Using the contemporary print media of the era, we can propose that copy protections for floppy disks began appearing in software in late 1979 and became commonplace in late 1980.
The October 1980 issue of Byte wrote, While attempts to eliminate software piracy are commendable, they very often fail because of the cleverness of personal-computer users; many take the anticopy measures as a challenge. The problem lies in making the protection scheme easy enough to be affordable, but complex enough to work.
SoftTalk January 1981 interviews an executive of California Pacific. Good copy protection has a high priority at California Pacific. In areas where Super Invaders was sold on cassette and unprotected, Trilogy (ed: with disk copy protection) outsold Invaders ten to one
. The article writes, California Pacific's Super Invaders hit northern California in mid-October of 1979 and Trilogy* followed in December. *Bill Budge's Trilogy of Games
The debut of HardCore Computing was published in June 1981, with the articles written earlier. Of note is the piece found on page 10, bit copy programs - that will copy the uncopyables
by Karen Fitzpatrick. It writes, A bit-copier is a MUST for anyone who purchases protected
software and goes on to review three floppy duplication programs:
Locksmith by Omega Software Products first published in January 1981.
Back-It-UP by Sensible Software, from 1981 that offered quick & dirty+old faithful.
Copy II Plus by Central Point Software from 1981.
On page 12 the article contains the table Who Copied What? and lists a collection of Apple II software tested, all of which must have some form of disk copy protection.
- 1980 Dec Brøderbund Software, Apple Galaxian
- 1980 Dec California Pacific, Akalabeth: World of Doom
- 1981 Feb Hayden Software, Reversal
- 1981 Apr Highlands Computer Services, Creature Venture
- 1981 May M.D Software, Disc-O-Doc disk utility advertised on page 60 of Softalk May 1981
- 1980 Nov Micro Lab, The Data Factory a database application
- 1980 Dec MUSE, ABM: Anti-Ballistic Missile Game
- 1979 IUS, EasyWriter co-authored by notorious phreaker John Draper
- 1980 Sep On-line Systems, The Wizard and the Princess
- 1980 Dec On-line Systems, Mission Asteroid
- 1981 Feb Personal Software, Zork: The Great Underground Empire
- 1980 Sirius Software, Both Barrels
- 1980 Nov Sirius Software, Cyber Strike
- 1980 Sirius Software, E-Z Draw
- 1980 Dec Sirius Software, Phantoms Five
- 1980 Dec Sirius Software, Star Cruiser
- 1980 Dec SSI, Computer Air Combat
- 1980 SSI, Computer Ambush
- 1980 Sep SSI, Computer Quarterback
- 1981 Mar SSI, The Warp Factor
- 1980 Top of the Orchard, Bill Budge's 3-D Graphics System and Game Tool
The first popular x86 CPU and commercial software
Intel 8088 + Microsoft BASIC-86
Software written for either CPU often gets quoted as 8086/8088 compatible.
Also in June on the 18th, Microsoft published BASIC on the x86 platform. Microsoft BASIC and its many revisions were the first killer applications for Microsoft in its early years. Microcomputers were often sold to enthusiasts or businesses, but the software availability for these machines was lacking. So many owners resorted to building software, and the BASIC programming language had an easy learning curve. Though Microsoft didn't invent the language, its implementation was considered the gold standard.
The early online underground
CBBS, ABBS, and the Apple II microcomputer
Even this early, in the USA at least, there were commercial online services for microcomputers owners with modems being provided by CompuServe and The Source. At the time, they offered real-time chat, electronic mail, sports, news, weather, stocks, and interactive entertainment for a high, hourly fee.[3]
However, for those who didn't want to pay the usage charges of the commercial offerings, the Computerized Bulletin Board System was the primary tool for communication between microcomputer owners. In these early days, the setups allowed people to dial in using their computers to share and read public or private messages with other callers.
The earliest CBBS setups ran off S-100 bus-based computers. These systems shared a common "S-100 interface bus" but otherwise, were incompatible platforms fabricated by many manufacturers of the 1970s. When the Apple II received CBBS-like software in 1979, it was typically called ABBS, an Apple Bulletin Board System or Service. By September 1979, nationwide listings[1] for dozens of bulletin boards were running as ABBS, CBBS, and on other platforms.
1979 also saw the introduction of Corvus Systems and their 10MB hard drive solutions for these same microcomputers. While the drives were prohibitively expensive, in 1981, the units could be shared between numerous microcomputers using a local area network configuration named Omninet.
In the first days of the BBS, the mainstream computer press paid attention to boards, including write-ups[2] and listings of the phone numbers for known underground boards.
The underground terminology may have originated from the CB (Citizens Band) ham
radio communities, which were among the earliest adopters of single-board and micro-computers.
The first boards
Some of the early underground boards and online communities
A very early, underground ABBS is the 1979-1981 New Jersey-based[1] board, Sherwood Forest, created by Magnetic Surfer. It runs off a floppy disk and a Micromodem and became a hub for some active telephone hackers who were early adopters of microcomputers in the New York Tri-state area—many became Scene pirates and notorious computer phreakers and hackers.
Modem Over ManhattanAs its name suggests, MOM, or Modem Over Manhattan (+212-245-4363, +212-912-9141), was based in Manhattan, New York, and probably went online in 1980. It is another famous open board with lax rules that was popular with the New York phreak community.
Pirate's HarborPirate's Harbor was an early pirate discussion board in Boston that also shared cracking techniques, guides and likely later on wares. We know it was online in 1981 due to an article by Mike Flynn in HardCore Computing #3 from 1982 who wrote about the board being frequented by one of the developers of the famous game Wizardry by Sir-tech Software.
Pirate-TrekAn early pirate board, the original Pirate-Trek out of New York (+914-634-1268), possibly run by the famed Apple II cracker Krakowicz, was first announced in 1981.
8BBSThere is also the renowned 8BBS that operated near San Jose, CA, from 1980 to 1982 and ran on a PDP-8 minicomputer. Unlike the other early underground boards, a chunk of the message base has been paperprinted, scanned, and preserved online! So it has its own 8BBS milestone article.
Widespread disk copying leads to copy protections
It's easy to imagine software piracy in the early microcomputer era as online exchanges. Online digital services existed in the late 1970s ~ early 1980s, and one might assume that is how piracy was always done. However, that is not the case, both due to the hardware limitations of the time and the hyperlocalization of computer users. While some modems existed, they were unusable with file transfers for most, and unaffordable hard drives were very rare. Many online providers such as computerized bulletin boards, only facilitated message posting and replying.
Some people did used those online messaging services to coordinate in-person meetups, to converse, share ideas, programming, and of course, exchange commercial software. This coordination wasn't exclusive to online digital services; traditional advertising in newspapers, print magazines, and paper flyers was far more popular, and local computer clubs would advertise themselves, renting out venues and meeting regularly.
The October 1980 of Softalk Pirate, Thief. Who Dares to Catch Him?
is one of the first to document the problem of software piracy, which is described as very young, and it can be stopped.
Just One for My Buddy. Apple ownership calls forth the enthusiastic brand loyalty once only associated with a particular make of automobile. But concomitant with the explosion of products to support the Apple has come an acquisitiveness on the part of many users that threatens the future health of the industry. These owners either become, or trade with, software pirates.
Starting by making copies for enthusiastic friends, some personal computer users move on to cranking out tens to hundreds of copies that they nonchalantly pass on to their friends' friends and mere acquaintances. To those who buy their goods, software pirates are great money savers; to their victims in the industry, they're thieves.
User Groups Under Fire. Many manufacturers and retailers believe that user groups, at least those computer clubs whose members meet to swap information and programs with each other, are the most common perpetrators of unlawful copying. When microcomputers were first introduced to the home, few were able to use them with a great deal of efficiency. Because information and help were scarce, the best way for owners to learn more about their new investments was to meet and share ideas with other owners. As computers gained popularity, user groups expanded in size and proliferated. Exchanging information and homemade programs was fine; the problems arose when group members began trading commercial software as freely as they did their own.
Piracy in the Retail Ranks. Although the vast majority of retailers depend on software sales as much as computer sales to make their nut and would easily see the long-range consequences of ripping off their suppliers as disastrous, a few do not, and these few cause painful times for manufacturers. Some dealers won't order a new product; they won't risk money on products they have to buy sight unseen, especially when, as .is the policy of most software companies, they have no recourse if they cannot sell what they purchase.
Instead, several retailers chip in and purchase one original from which they make copies for themselves. The dealers who like the product after running their copies may decide to place orders. But some dealers, even when they consider a program a winner, still won't purchase any for their stores. What they might do is make and sell copies of their copies.
Lipson of Progressive thinks retailers are the major perpetrators of software piracy. He refers to several retailers who never fail to order one copy of any new software product he produces. But none of them ever reorders a program. A customer on the brink of buying a system says he'll buy it if he can have this or that program with it. Naturally, the retailer agrees, and the computer sale is made. But instead of taking financial responsibility for the plum and throwing in the program at his own expense, the retailer makes the customer a copy and retains the original.
The first software crackers
Disk copy protection hackers and crackers
We have yet to learn who started cracking, when, or why, but it was certainly anonymous and probably born from curiosity and for the technical challenge of breaking and unlocking protected software. Yet cracking was also a response to the insertion of copy protection into software, likely first done on the Apple II.
Andrew McFadden wrote about early copy protection on software cassette tapes in 1978 and 1979, but, they were unusual. However, the July 1978 retail debut of the Disk II floppy drive ecosystem with the first Apple Disk Operating System was significant. It offered new benefits for software developers, including speed, reliability and complete control of the floppy drive hardware using custom software. A critical mass of floppy drive owners with the new capabilities encouraged developers to use the media and embed novel disk copy protection methods into their software intended for sale. Interestingly, these ancient protection schemes are still problematic for computer historians today.
Roland Gustafsson an early pioneer in creating disk copy protections answered a question about the discovery of the novel approach to using the disk drives. Initially by disassembling the Apple disk I/O routines and trying to figure out what they did. Also, quite significantly, I met Steve Wozniak after a San Francisco Apple Core Users Group meeting in a deli and he happened to be standing next to me in line waiting to order a sandwich, I picked his brain on how the disk mechanism worked. The brief 5 minutes of questioning there was enough for me to go and get started!
The December 1980 issue of Softalk magazine has Jeffrey Stanton commenting on crackers,
An interesting sidelight to the computer piracy game has resulting in people buying protected software for the challenge of breaking it. This concept may seem strange considering the price of software, but these people thrive on the most sophisticated protection schemes. To them, it is the ultimate "adventure game."
I've met many Apple owners who have spent much more time breaking a game disk than they ever spent playing the game. And a good portion of these people purchased that disk. In some cases, particularly among the more addicted experts, friends will gladly loan them any program in exchange for an unprotected copy that they can use for trading purposes. Hence, the danger of widespread trading or piracy of a disk doesn't always lie with the person who breaks the disk, but with their loss of control once their friends obtain a copy.
The October 1980 issue of Byte also reaffirms the existence of crackers, While attempts to eliminate software piracy are commendable, they very often fail because of the cleverness of personal-computer users; many take the anticopy measures as a challenge. The problem lies in making the protection scheme easy enough to be affordable, but complex enough to work.
Jeffrey's portrayal of a loss of control could help to explain why some crackers started to inject their name or persona into their unprotected software in the form of digital graffiti and filename disk hacks
]CATALOG
DISK VOLUME 254
T 012 SAVEGAME
* S 000 ********************
* S 000 * THIS UNPROTECTED *
* S 000 * COPY PROVIDED BY *
* S 000 * PIRATED SOFTWARE *
* S 000 ********************
T 064 LIST1.MW
T 036 LIST1.MW
* A 002 HELLO
]#
The birth of wares
It began on the Apple II microcomputer
Without software, expensive microcomputers of the era were mostly useless machines. Getting them online with modems was also challenging.[2][5] So understandably, the micro owners who were into computing would befriend fellow hobbyists, form communities, share information, and exchange software.
How did this come about?1979 saw the sale of the first Apple II modem peripheral, the Hayes Micromodem II and later, the Novation CAT. These modems and the development of usable modem software such as ASCII Express in 1980, enabled Apple owners to connect to electronic message boards, communicate, and even exchange files remotely using the telephone.
One problem with telephones was that the expense of making calls outside the caller's local area was charged by the minute. So, combining a slow microcomputer with an even slower modem on the phone network often led to a prohibitively costly phone bill. But phone phreaking had been a well-established, anti-corporate movement, allowing callers to trick a phone company into misbilling or giving away expensive, long-distance phone calls.
So when was the birth of wares[1] and a Warez scene? There's no exact answer, but a good guess would be sometime in 1980 in the United States, maybe in Greater New York, Greater Boston, San Francisco Bay Area, or elsewhere. By then, microcomputer owners exchanged details to meet in real life and online to duplicate and exchange software collections. And, importantly, to find ways to remove Apple II disk copy protections and show off the results. The pirates, also often identified as phone phreaks, removed or cracked disk copy protection on the Apple II and were dating their activity towards the end of 1980[3] and in 1981. Likewise, many modified, cracked
, or broken
ingame title screens exist for games published in those years.
In a 1991 interview[6] for The Humble Review, Byter briefly talks about his early time on the Apple II scene he discovered in 1981. He states in those early Apple II days the boards were mostly message systems and occasional file transfer systems. However, the limited storage and slow modem speeds in those days meant most people chatted rather than pirated software. He goes on to confirm "In those days there wasn't any such thing as cracking groups... most everything which was cracked was credited solely to individuals."
As for the other microcomputer platforms, the far more popular TRS-80 from Tandy had a modem peripheral available at the end of 1978. However, there is no evidence of an underground culture developing on the machine. A modem didn't sell for the Atari 400/800 until 1981, with its first dated cracks appearing in 1982.
safter the dictionary spelling.
killer app, was only published in the last few months of 1979.
Read and browse the Apple II crack screens
Photo by Jason Scott
8BBS
(408) 296-5799
Nearby San Jose, CA, 8BBS#1 (eight-BBS number one) came online in March 1980. It is one of the first electronic message boards that early microcomputer hobbyists used, and is home to posts by some early hackers, pirates, and named-drop phreaker personalities of the era[1]. But what stands out about the board today is that we have survived thousands of posts from the earliest open online community that anyone in 1980 with the proper hardware could access from home—allowing for a more relaxed conversation that may not have been available in a work or academic environment. These posts exist before Reddit, the web, Usenet, or the Internet.
8BBS VER 5.5 03-FEB-81 19:53:44 PHONE: (408) 296-5799, 24 HOURS A DAY, EVERY DAY. 110, 150 & 300 BAUD SUPPORTED. * * * WELCOME TO BERNARD AND DICK'S * * * 8BBS#1 / SANTA CLARA, CA * * * THE WORLD'S FIRST PDP8 BASED BULLETIN BOARD SYSTEM. * * * IN OPERATION SINCE MARCH 15, 1980
Message number 3964 from CHUCK HUBERT
To ALL at 12:52 on 20-Nov-80. Subject: CP/M BBS AND SOFTWARE EXCHANGE
Message number 4177 from Kevin O'Hare
To SF (SAN FRANCISCO) PHREAKS at 23:54 on 28-Nov-80. Subject: HELP?
Message number 4311 from Len Freedman
To RICK BYRNE at 11:02 on 02-Dec-80. Subject: PROG. TRADING
Message number 4496 from Susan Thunder
To Keith Johnson at 03:39 on 07-Dec-80.
I HAVE BEEN A PHONE PHREAK FOR MANY YEARS AND I WOULD LOVE TO TRADE INFO WITH YOU!!
Message number 7303 from DAVID LEE
To APPLE USERS at 16:51 on 15-Mar-81. Subject: APPLE SOFTWARE
Message number 7434 from WALTER HORAT
To DAVID LEE at 22:22 on 18-Mar-81. Subject: SOFTWARE
Message number 7853 from Sara Moore
To DAVID LEE at 05:08 on 02-Apr-81. Subject: SOFTWARE
- A login capture from 3-Feb-1981.
- Realtime text chat with the system operator.
- The ridiculous costs of calling from long-distance.
- 8BBS (thing) writeup from 2006.
- tl;dr: I was given some old BBS session logs and I scanned them.
The first operating system for x86
Seattle Computer Products QDOS
Tim Paterson worked on a project at Seattle Computer Products to create an 8086 CPU plugin board for the S-100 bus standard. Needing an operating system for the 16-bit Intel CPU, he programmed a half-complete, unauthorized clone of the CP/M operating system within four months. He called it QDOS (Quick and Dirty OS), and it sold few copies.
Initially, QDOS got bundled with an Intel 8086 CPU and hardware package for the S-100 bus. But after poor sales, the OS was promptly renamed with the more business-friendly 86-DOS.
SCP 8086 Monitor 1.5
>B
☺︎
86-DOS version 1.00
Copyright 1980,81 Seattle Computer Products, Inc.
Enter today's date (m-d-y): 01-01-80
COMMAND v. 1.00
A:chkdsk a:
19 disk files
245760 bytes total disk space
146944 bytes remain available
0 bytes total system RAM
1036448 bytes free
A:edlin news.doc
EDLIN version 1.00
End of input file
*_
Motorola 68000 16-bit CPU
Available in November 1980, the famed Motorola 68000 is the 16-bit successor to the 8-bit 6800 CPU from late 1974. The Motorola series competed and operated in parallel with the incompatible Intel chips for the burgeoning microprocessor market. And like Intel, Motorola found its 8-bit chip designs reversed-engineered, enhanced, and undercut by its other competitors.
But the 68000 was the 16-bit chip of the 1980s, powering everything from the Sega Megadrive/Genesis, the Sega 16, the SNK NeoGeo, and various arcade games.
Significantly, it was at the heart of a future generation personal computing platforms, the Apple Lisa 1983, Apple Macintosh 1984, Atari ST 1985, and the Commodore Amiga 1000 1985. These incompatible systems offered high-resolution graphics and their own mouse-driven GUI operating system as standard. At a time when the typical microcomputer or PC relied upon dated, user-hostile text interaction.
A>_
The earliest dated software crack and text art
So far, Cyber Strike broken by The Tornado
The earliest-dated crack is probably on the Apple II. A likely example is Cyber Strike broken by The Tornado
in November 1980. The static crack credit and text art is loaded at the start of the game before the game's title screen.
The game is authored by Nasir Gebelli and published by Sirius Software, a company formed in 1980 and known for their disk copy protections. The game also entered the Softalk Bestsellers November 1980 charts at position 6, meaning the game likely went on sale in October or November.
Other dated cracks include- Pulsar II / Worm Wall 1981, Sirius Software for Apple II
Sliced by -The Razor- April 1981
- Crush Crumble & Chomp 1981, Automated Simulations for Apple II
Broken by The Pirate 09/26/81
- Submarine Commander 1982, Thorn EMI for Atari 400/800,
Cracked 1982 by The Code Cracker
- Alien Swarm 1982, Inhome Software for Atari 400/800,
Copyright Disks Ahoy 1982
- Dung Beatles 1982, Datasoft for Apple II,
Broken by Black Bart March 1982
- Apple World 1980, United Software for Apple II,
(c) cracked 1982 by The Mulcher ][
- Flockland Island Crisis 1982, Vital Information for Apple II,
cracked (c) 1982 by mr. krac-man
- Type Attack 1982, Sirius Software for Apple II,
(B)1982 Broken by Krakowicz NY
- Hard Hat Mack Oct 1983, EA for Commodore 64,
cracked AD 1983 by Oleander
- Space Sentinel 1983, T&F for Commodore 64,
broken by mike freeze 830915
Computer Software Copyright Act
Software is defined in US copyright laws
Signed as an amendment to law by President Jimmy Carter, computer programs are defined by copyright law and enable authors to control the copying, selling, and leasing of their software.
But the law was confusing as software documentation and software source code are protected, but the object code or the compiled software that ran on the computer hardware is probably not.
The screenshot shows a heavy-handed copyright 1979 notice for an Apple Computer published game. It is missing the notices that software copyright infringement is illegal and criminal. In the day, Apple could only threaten to sue for civil damages; however, even that is mostly scaremongering.
The game was sold on an audio cassette tape, making it feasible for a radio or TV station to broadcast the software over the air for duplication, so Apple included the "duplicated or transmitted" assertion.
The first groups
Possibly late 1981, but probably 1982
Discussions of cracking groups from the Apple II era often claim they were around in 1980. However, of the cracks that survive today, the ones by actual cracking groups are for games that got published for Christmas 1981 and in 1982. While there are many 1980 and 1981 cracks with authorship, these were released by individual crackers rather than in a collaboration as part of a cracking club or group.
Some of the famous, first
cracking groups from the Apple II era are, Super Pirates of Minneapolis, The Apple Mafia, The Software Pirates, Digital Gang, The Dirty Dozen, The Untouchables, and Apple Pirated Program Library Exchange aka A.P.P.L.E..
In a 1991 interview[1] for The Humble Review, Byter talks about the early Apple II scene. He confirms, "In those days [a decade ago] there wasn't any such thing as cracking groups... most everything which was cracked was credited solely to individuals." He continues, "As for cracking groups, they're changed as well. Apple ][ cracking groups (when they weren't simply individuals), were always small. Only members essential to the groups activities were members. This included (at times) a leader, a cracker or two and sometimes an artist and a programmer. It was rare for a group to have more than five members. Suppliers were never part of the group, nor were sysops or boards."
The Apple Mafia, The Untouchables, The Dirty Dozen
In 1986, Red Ghost posted The Apple Mafia Story, claiming The Untouchables, The Apple Mafia, and The Dirty Dozen were some of the first-ever pirate groups. But he admits he wasn't there and wasn't even into computers then. He grew up in Queens, New York, and suggests that is where many original phreakers and pirates originated. But that is debatable, as he was probably unaware that phone freaking was a nationwide activity in the 1960s and 1970s. The YIPL July 1971 newsletter wrote, Blue Box is linked to phone call fraud - After interviewing engineering students around the country, I found that the blue box....
And of the pirate groups mentioned, they only show cracks for games from 1982 and 1983.
A Brief History of the Apple Mafia
In the named post from late 1983 or early 1984, The Godfather states he founded The Apple Mafia in 1980, first as a joke, then as a serious project in 1981. Maybe the name was used for phone phreaking and later shifted towards piracy? Or maybe he was suffering from some memory bias? BRIEF HISTORY OF THE APPLE MAFIA. FOUNDED IN 1980 BY THE GODFATHER AS A JOKE. REDONE IN 1981 AS A SEMI SERIOUS GROUP. KICKED SOME ASS IN '82. BLEW EVERYONE AWAY IN 83, AND WILL DO MUCH BETTER IN 84. ...IS CURRENTLY THE OLDEST ACTIVE GROUP, NEXT (OF PEOPLE WHO WOULD STILL BE AROUND) ARE THE WARE LORDS ('83 I BEILIEVE) AND THE 1200 CLUB ('83 ALSO, I THINK). THAT'S IT.
The Apple Mafia, the first WAreZ gRoUP
Phrack Magazine issue 42 has a 1993 interview with hacker and former Apple pirate Lord Digital. The interview claims around 1980, he and some New York friends traveled to the AppleFest conference, discovered some other Apple owners. And afterwards, formed The Apple Mafia to make it the first warez group for the Apple II. However, the story is inaccurate, as AppleFest was first held on June 1981[3], in Boston. I played around with various things, ... until I got an Apple II+ in 1978. I hung out with a group of people who were also starting to get into computers, most of them comprising the main attendees of the soon-to-be-defunct TAP[2] meetings in NYC... Around 1980 there was an Apple Fest that we went to, and found even more people with Apples and, from this, formed the Apple Mafia, which was, in our minds, really cool sounding and actually became the first WAreZ gRoUP to exist for the Apple II.
firstcracking group, who knows?
Super Pirates of Minneapolis
The Super Pirates were a famous, early group from outside of New York. A claim suggests the Super Pirates were around in 1980, the same year the game Cyber Strike from Sirius Software was published (in the forth quarter). However, associating Super Pirates with this year should be viewed with skepticism, as their known cracks are for games with ©1982.
The 1st ware I got was back in 1980. It was Cyber Strike. Along with about 35 other disks, most cracked by the Super Pirates! says The Incognito in the Pirate History
repost found on the Red Sector A BBS (313) 591-1024 and also in the Board Simulations 2 text from 1987.
Anecdotal evidence suggests the Super Pirates were involved in the first-ever BBS bust. The members left to form or joined the Midwest Pirate's Guild, a group strongly associated with the cracker Apple Bandit and his Minneapolis-based board, The Safehouse (612) 724-7066.
For the first time ever, a computer show devoted exclusively to the Apple computers. Applefest '81advert in the April 1981 issue of Washington Apple Pi.
The earliest cracktros
Mr. Xerox's Starblaster, and Sliced by -The Razor-
Cracktros and crack intros are programmed and animated vanity title screens that gives credit to the removal of disk copy protection schemes.
It is challenging to place early pirated releases for the Apple II, Atari, or PC. Many early crackers didn't date their releases, and the systems themselves didn't track time or stamp the files. But given the proliferation of broken
and cracked
by texts injected into Apple II software during 1980, 1981, and 1982, it can be assumed the early cracktro evolved on this system.
Candidates
The prolific Apple II cracker Mr. Xerox probably created one of the first proper crack-intros and uses a vertical and horizontal scroller in his animated cracked-by introduction for StarBlaster. When compared to the startup of the original game, the Mr. Xerox animation clearly involved additional code injected by the cracker. Confusing, there were at least two games named StarBlaster. The game cracked by Xerox is from Piccadilly Software and has ©1981 but was announced as available at retail by June 1982 in the computing press.
The Apple II cracker The Copycatter may have vibed the first horizontal scroller found in a release of Pro Football The Gold Edition, however, it is not a true crack-intro, but a text edit using a hex editor. Pro Football was not a game, but an expensive application to predict the results of Gridiron football matches. The Gold Edition update was announced and advertised in Softalk June 1982. The crack scrolls the following message,
BROKEN BY -\[THE COPYCATTER]/- THANKS STOSH.
So far, a two-frame animated loader for a pair of Apple II games is the earliest dated intro known. Credited to -THE RAZOR- and dated to April 1981, the intro was used for the games Pulsar II and Worm Wall, both of which were sold as a single floppy at retail. -The Razor- sliced
and likely cracked the games as two separate releases. The games are authored by Nasir Gebelli and published by Sirius Software, both were known to do early copy protection, also making this is a possible crack-intro.
Atari's Graphics/Sound Demonstration
The first PC
IBM Personal Computer
Read about the IBM PC
Photo by Rama & Musée Bolo
CC BY-SA 2.0 FR
The first published PC game
Microsoft Adventure from IBM
Microsoft Adventure is an IBM PC port of the text game Colossal Cave Adventure.
Adventure was a highly influential and popular text-only adventuring game of exploration and puzzle solving for mainframe computers of the 1970s. Will Crowther wrote it in FORTRAN for the PDP-10 system and Don Woods at the Stanford AI Lab in California later expanded it. The game created the interactive fiction genre, which later led to graphic adventures and story narratives in video games.
Read about Microsoft Adventure
Photo by Jack Lightbeard & MobyGames
© MobyGames
The first demo
So far, Merry Christmas by CB'81, on the Atari 400/800
The earliest known demo or demonstration program is probably this great but untitled animated Christmas greeting created on the Atari 400 or 800 and signed as CB'81
. CB is believed to be Claus Buchholz, a known hardware hacker for the platform. We presume this software got shared at Atari-centric computer clubs, by retailers, or on computerized bulletin boards in late 1981.
Earlier demonstration software existed for various machines, including 1978's Apple Vision, 1979's Dancing Demon on the TRS-80, and 1980's Atari In-Store Demonstration Program. However, these were commercials created by Apple, Radio Shack, or Atari employees and designed to demonstrate the machine in a retail store.
The untitled Christmas greeting by CB is the earliest known demonstration software created by a hobbyist with no commercial intent.
MS-DOS
MicroSoft Disk Operating System v1.25
In 2014, the Computer History Museum published the source code for this operating system edition, and Microsoft later made a GitHub repository.
Read about MS-DOS 1 and 1.25
Photo by Brian R. Lueck
public domain
Third-party PC games
The first set of published games on the PC platform is sold without IBM's involvement.
Some early publishers include- Brøderbund was one of the major publishers of the Apple II.
- The Avalon Hill Game Company is the famed war and strategic board game publisher.
- Strategic Simulations, Inc. acquired the Dungeons and Dragons computer game license and became a pioneer of the CRPG genre.
- Windmill Software was one of the first developers to create games exclusively on the PC.
- Orion Software created some of the earliest games on the PC.
- Spinnaker Software
The following year saw some major arcade and video game publishers release software on the PC. Despite the business-centric marketing of the platform, game software sold on a floppy disk was a popular seller. For publishers, it is less risky than manufacturing the expensive cartridges required by some other game systems.
- Atarisoft was the publishing arm of the computer, console, and arcade game maker.
- Infocom founded by the Massachusetts Institute of Technology staff and students to create story narrative games.
- Datasoft created licensed film, television assets, and arcade ports.
- Mattel was the creator of the Intellivision console and numerous games.
- Sierra On-Line became one of the biggest PC publishers of the 1980s and the flag-barrier of the graphic adventure genre.
The great online reboot - the birth of an inter-network
APRA Internet
Flag Day,the event required all systems associated with the US military network to reconnect using a new TCP/IP protocol. The replacement protocol decentralized the network's operations and is somewhat inspired by the earlier French CYCLADES packet-switch network. By demanding that the connected hosts handle data delivery and error correction, connecting various academic, research and commercial computer networks is possible, removing ARPAnet's excessive expense and inability to scale.
Later in the year, due to a fear of civilian hackers, the systems associated with the US military were to disconnect again and join a new isolated Defense Data Network (MILnet). The few remaining non-military systems that adopted the TCP/IP protocol standard formed the basis of the new ARPA internetwork or APRA Internet.
The other alternative networks of the era:
- BITNet 1981, a cross-continental, research center and university network for file transfers and messaging.
- EUnet 1982, the first public wide area network of Europe.
- Janet 1984, an extensive UK academic network.
- Corporate networks from Xerox Internet, DEC Easynet and IBM VNET.
Commercial Disk Copy Protections
PROLOK and the end of software piracy
PROLOK, the first heavily marketed disk copy protection ecosystem for Apple and PCs, was shown at the CP/M '83 conference held in January 1983 in San Francisco. CP/M by Digital Research was a major PC operating system predominantly used by businesses.
Creative Computing reports, Urban Pacific Data Service came out with Prolok, which they say will all but eliminate piracy
. Here's how it works. Software producers and others buy Prolock disks, which have a built-in fingerprint, that is, a series of random program encryptions and other devious programming techniques,
which protect the program.
There's no confirmation of this, but it seems likely Urban Pacific Data Service was or became Vault Corporation, and in May 1983, filed the trademark for Prolok. The ecosystem was heavily advertised in the tech press, often with the bold claims of the end of software piracy
, and became very popular, with thousands of customers at its peak. However, at the end of 1984, the reputation of Prolok was destroyed after the company began promoting the idea of a Plus
update to the tool, which enabled malware-like behavior.
Other tools, duplication services and protections from the era,
- Copy-Lock by Formaster for Apple, Commodore, IBM PC
- SUPERLoK by Softguard Systems used by Lotus, Ashton Tate, Sierra On-line
- Xelok by XEMAG for Apple, Commodore, IBM PC
- SECURE-WARE by Remote Systems Inc.
- COPYLOCK by Export Software International (UK)
- Software Protection Device by CSLabs
- Interlock by Electronic Arts used internally for their PC games of 1984-87
Microsoft DOS v2, ANSI, and the PC clones
Origins of ansi art on microcomputers
March saw the release of the Microsoft DOS version 2. Reprogrammed from scratch to ultimately distance Microsoft from its 86-DOS licensing contract with Seattle Computer Products, as well as any conceivable claims of code theft of Digital Research's CP/M operating system, which was the inspiration for 86-DOS.
MS-DOS 2 included a new special device driver, ANSI.SYS, to allow the IBM PC to view ANSI escape control formatting and color text on the microcomputer. However, the implementation was incomplete, and in typical Microsoft fashion, future updates deviated from the documented standard.
Also, the month saw Compaq Computer Corporation release the first unauthorized IBM PC compatible computer, the Compaq Portable. And Compaq would use Microsoft's operating system.
Microsoft Windows announced
Around this time, GUI for microcomputing was all the hype within the technology industry and media. In hindsight, this premature announcement from Microsoft aimed to keep customers from jumping ship to competitor platforms and GUI offerings.
It took a decade before graphical interfaces on the PC replaced text in business computing with Windows NT 1993 and even longer with Windows 95 1995 before it became commonplace in the home. Other microcomputer platforms, such as the Apple Macintosh 1984, Commodore Amiga and Atari ST 1985 came with a GUI as standard.
Earliest Unprotect texts
So far, Unprotects for Lotus 1-2-3
123.UNPThe January release of 1-2-3 from Lotus became the killer application for the IBM PC and helped the platform dominate in business and the home in the USA. Like VisiCalc on the Apple 2, it was a spreadsheet application running on the powerful IBM personal computer that allowed for a more extensive feature set and usability.
All the early editions of the 1-2-3 came with floppy disk copy protection, which allowed for hard drive installation but required the original purchased floppy disk when loading the program. The loss or easy damage of this key disk left a buyer unable to use their expensive 1983-$500 software.
Many Unprotect texts provide instructions on how end users can hack and edit Lotus 1-2-3 to remove its copy protection. It seems that so many people were frustrated with this copy protection that Lotus eventually abandoned it. However, it is not sure if 1-2-3 is the origin of Unprotect on PC or if it merely popularized. But the form of removal was also used on the Apple 2, such as in this 1982 log.
The first 16 color PC game
King's Quest
The first PC game to use 16 colors, King's Quest, is created by Sierra On-Line and released by IBM. IBM PC graphics cards are limited to monochrome or 4 colors, but the game is released for the new IBM PCjr that displays upto 16 colors. The other pioneering aspect of the game was the pseudo-3D landscape. The player controlled a human avatar from a 3rd person perspective and could use it to walk around set pieces, both in front and from behind, and interact with the onscreen objects.
King's Quest did not run off the PC's disk operating system; instead, the game floppy disk had its own self-booting loader, today referred to as a PC booter. For the time, the game had aggressive copy protection using Formaster's Copy-Lock.
The earliest information text on PC
So far, Software Pirates Inc. - ZorkTools 1.0
INFOCOM.DOCInformation texts were documents stored as plain text and included in a release describing how to use a utility program or game. While the texts were common on the Apple II, it took years for them to appear on the PC.
The author of this document is part of Software Pirates Inc., one of the earliest known groups on the PC underground, dating back to at least 1984. Whether an individual or collective, the brand was prolific in writing documentation and coding utilities for the PC but kept themselves anonymous.
May 1985 saw the release of the ARC archiving and compression tool that immediately caught on with the PC BBS community. It also allowed pirate groups to package releases with multiple files, such as information texts. This SPI release of The World's Greatest Baseball Game, packed in December 1985, includes a BASEBALL.DOC textfile describing the game and how to run it.
EGA graphics standard
The new Enhanced Graphics Adapter standard from IBM uses:
- 16 colors onscreen
- 64 color palette
- maximum 640 x 350 resolution
- 80x25 character text mode
With the odd exception, most PC games that use EGA only ever support 160x200 or 320x200 resolutions with 4 or 16 colors on screen. There were complications with EGA and its expensive monitor displays, plus the expensive memory requirements needed for higher resolution graphic modes with 16 colors.
IBM would also create the first demo program on the PC, Fantasy Land EGA, is released to demonstrate the new EGA graphics standard. The idea of a demo is to have the program run automatically, without user input, to show off the capabilities of the hardware.
The earliest PC cracked releases
So far, The Duplicators and 'public domain'
This modified, tagged, or graffitied title screen is a crack screen and was a typical way for crackers on the Apple, Atari microcomputers, and the IBM PC to credit themselves. Crackers altered games and removed disk copy protection from software to permit copying and redistribution.
The earliest examples we have on the IBM PC are cracked games from mid-1984, attributed to (C) 1984 The Duplicators. The plurality in the name suggests it was a small group, but it could have been a solo cracker. And they probably did some prior cracks on the Apple II such as a crack for Track Attack.
Also, an oddity on the PC are the anonymous cracked games where the copyright information gets replaced with text proclaiming the game is public domain, such as this 1984 example of Stargate. The reasoning for this is uncertain.
The year of the Commodore 64
Computers goes mainstream
While the Commodore 64, or C‐64, would first hit the market in August 1982, manufacturing constraints and quality control issues would result in a tiny number of machines solely in the USA and Japan. At year's end, there were around 50,000 Commodore 64s worldwide or back-ordered, and one million Commodore VIC‐20 microcomputers, the less capable precursor. Of that million, 800,000 were sold in the USA, almost 200,000 in Europe, with half in the UK.
The C‐64 problems are reflected in the press of the time, with Creative Computing reviewing a pre-production unit for the January 1983 magazine, which praised the machine but complained about build quality, especially the television output. The issue features a prime C‐64 advert from Commodore. However, in the subsequent magazine issues, Commodore replaced the new C‐64 ad with advertising for the older VIC‐20. A citation in the April 1983 issue may suggest why, According to Neil Harris, in 1980, 10,000 Vic 20 units were sold nationwide. Toward the end of 1982, Commodore was manufacturing 10,000 Vic 20 units per day. And the new machine, the 64, is back-ordered in the tens of thousands of units.
Another issue that plagued the C‐64 in the USA was the unavailability of the disk drive. Creative Computing wrote in August 1983, You could make an investment in the speed, convenience, and reliability of a disk drive. The only problem with this approach is cost, which in some cases exceeds that of the computer itself. But if you chose not to part with $400 for a drive, you were stuck with the very dreary prospect of cassette storage. Compute! December 1983 would report, We are hearing that 1541 drives are virtually unavailable, and that many drives purchased before the supply dried up suffer from reliability problems and later confirming the nearly total absence of 1541s from dealers' shelves in August and September. A problem for most buyers wanting the drive, [C-64] sales with disk drives are running at 90 percent.
However, the biggest problem for the platform throughout 1983 was the lack of software availability, which was emphasized in many publications. Compute! wrote in August, Although the Commodore 64 has been around for almost a year now, software is still scarce. There are many good programs available, but merchants and customers are frustrated that there aren't more. Ahoy! of January 1984 claimed, The C-64's main failing point has been the relative scarcity of software, and while the computer's sales success is changing all that, the gap between a 64 owner's selection and a IBM PCJr/PC's is wide and not soon to be bridged-if ever.
But Creative Computing was more optimistic, in October 1983 reporting, Sierra On-Line has entered the slowly maturing Commodore 64 software market with three converted Apple games. And in December writing, Not to slight original efforts for the 64, but frankly, the best software packages available for the Commodore 64 right now are translations from the Apple and Atari [game ports]. The top-notch houses, including Sierra On-Line, Sirius, and Synapse, are working night and day to translate their hits for the 64.
While 1983 was an amazing year for Commodore, it was likely due to massive sales of the VIC‐20. It would take until 1984 for the Commodore 64 to solve many of the supply issues, to improve quality control, and continue to see reductions in prices. 1984 would launch or see the start of several dedicated magazines, including RUN and Ahoy! in the USA; 64'er and Input 64 in Germany, and UK's Your Commodore. But importantly, in 1984, the Commodore 64 would see wider support from software publishers, with the new year opening with Electronics Arts Comes To The Commodore and other majors, like Strategic Simulations Inc., following.
The Commodore 64 became the all time, best-selling microcomputer, with many millions sold.
The Berlin Bear controversy
Commodore 64
For a while in the 2000s, many in the Demoscene argued that a 1982
Berlin Bear image drawn for the Commodore 64 cracker group Berlin Cracking Service was the first ever Scene intro. However, in hindsight the claim was outlandish for multiple reasons, and either it was fabricated or a memory bias. Unfortunately, memory bias and conjecture are quite common when reflecting on the early Scene.
The Scener, Jazzcat wrote of the cracktro, the group for some time claimed the glory of having the first real crack intro which was the famous screen. Of the image itself, the picture was discovered to be in Paint Magic format which did not appear until 1983.
Paint Magic by Mark Riley, was a drawing program for the Commodore 64 that sold for $50 by Datamost based in north-west Los Angeles. However, despite a ©1983 found in the print manual, the program was likely published in 1984. Given that it was showcased at the 1984 International Winter Consumer Electronics Show held in Las Vegas, and the software reviews and reseller ads are only found in the press of 1984 and 1985.
Also, the Berlin Bear image gets used in cracks for games published in mid-late 1984. These happen to be ports of Activision titles that were advertised as Introducing Activision For Your Commodore 64 in the August and September issues of various magazines. Ahoy September 1984 wrote, Activision's Pitfall II: Lost Caverns, forecast in these pages in July, is now available, which dates the use of this Berlin Bear picture.
Regardless of when the Berlin Bear image was created, there are numerous examples of earlier drawings and intros. Today, the obvious counterpoint are the Apple II disk copy-protection cracks that existed years before the Commodore 64. There's the text artwork loader by The Tornado from November 1980. The animated loader created by ‐The Razor‐ for a game repack dated to April 1981. And the Apple cracking groups such as the Midwest Pirate Guild who were using custom logos in their game hacks.
First, dial-up Internet connections
Rick Adams created the Serial Line Internet Protocol (SLIP), the industry-standard protocol to connect dial-up modems to the Internet. This protocol allowed for the creation of Internet Service Providers, which provided Internet connections over standard copper telephone lines.
In 1987, Rick would also go on to found one of the earliest ISPs, UUNET. Which in the following year would offer the first commercial connection to the Internet.
Below is a mockup, using SLIP in 1993 to connect to a Western Australian university provider.
WELCOME
login: defacto2
Password:
Last login: Tue June 28 18:44:50
SunOS Release 4.1.3 (CSI) #2: Mon Mar 8 13:58:16 WST 1993
Welcome to cleo.murdoch.edu.au, Academic Services Unit, Murdoch
For user support via email, email to userhelp@cleo
ELECTRONIC MAIL: To access your email, type the command "pine".
LIBRARY CATALOGUES: To access remote library catalogues, type "nis".
GOPHER SERVER: To access the gopher information server, type "gopher".
WWW SERVER: To access Murdoch's WWW servers, type "lynx".
You have new mail.
cleo>█
- Atlanta, Connecticut, Miami
Against Software Protection ASP - The Duplicators
- Chicago
The IPL - Texas and Sunnyvale, CA (?)
Software Pirates Inc SPi - Faked 'public domain' releases
The release of ARC
The file ARChive utility
Authored by Thom Henderson and released sometime in March 1985, ARC quickly took the PC BBS scene by storm by allowing boards and users to use a single application to both archive and compress a directory of files into a single package. The adoption was rapid, with contemporary texts claiming it was in widespread use by the year's end.
Its impact on the scene allowed groups like Software Pirates Inc. to bundle additional help and description files in their releases and would later leave the opinion of including separate BBS ads, intros, cracktros with the release.
ARC - Archive utility, Version 3.10, created on 05/01/85 at 22:34:50
(C) COPYRIGHT 1985 by System Enhancement Associates; ALL RIGHTS RESERVED
The earliest text loader on PC
So far, Spy Hunter cracked by Spartacus
Loaders are bits of code that crackers and pirate groups insert to promote themselves and their game releases. As the name suggests, they are loaded and shown before the game starts. Loaders originated on the Apple II and later the Commodore 64 piracy Scenes.
While text loaders and ANSI art look similar, the execution is entirely different. ANSI art relies on plain text files encoded with ASCII escape control codes. In contrast, text loaders are computer applications that use the computer's text characters stored in the system graphics card ROM, acting as a text programming interface.
Little is known about the Imperial Warlords that released this 1984 PC game port, though the two BBS advertised are from San Francisco and Minneapolis, which suggests a national group.
And now... Presenting... the fourth of the series...
\/\/\/\/\/\/
▓▓▓▓▓▓▓ ─┬─ ─┬─ \/ / \ \/
▓▓▓▓▓▓▓▓▓▓ ├────────┴─┐ \/ \/\ /\
▓▓▓▓▓▓▓▓▓▓▓▓ │SPY HUNTER│ ═ ═ ═ ═ ═ ═ \/ / / /
▓▓▓▓▓▓▓▓▓▓ ├────────┬─┘ \ \/ /
▓▓▓▓▓▓▓ ─┴─ ─┴─ \//\
Cracked by
! _________ !
\ / \ /
!--X SPARTACUS X--!
/ \_________/ \
┌───────────────┐ ! !
┌─┘ LOADING GAME └─┐
│ PLEASE STAND BY │ Of the
└───────────────────┘
╔══════════╗
║ IMPERIAL ║
║ WARLORDS ║
╚══════════╝
The earliest PC ASCII art
So far, How to WIN at KING's QUEST from The Illinois Pirates
The Illinois Pirates walk-through for the PC exclusive game King's Quest released the earliest known PC ASCII art or Codepage 437 art. The ASCII text logo uses block and line art characters that were exclusive to the IBM PC platform.
/////////// How to WIN at KING's QUEST \\\\\\\\\\\\\\\
\\\\\\\\\\\ on the IBM PC/PCjr ///////////////
as tabulated by
The ███████ █ █ ▀ ██ █ ██████ ▀ █████
█ █ █ █ █ █ █ █ █ █ █
█ █ █ █ █ █ █ █ █ █ █████
█ █ █ █ █ █ █ █ █ █ █
███████ ████ ████ █ █ ██ ██████ █ █████
╔════╗ ╔═════╕
║ ║ ══════╦══════ ║ │
║ ║ ║ ║ ║
╠════╝ ╠══╗ ╔═══╗ ║ ╔═══ ║
║ ║ ║ ║ ║ ║ ║ ╚═════╗
║ ║ ║ ╠═══╣ ║ ╠═ ║
║ ║ ║ ║ ║ ║ ║ │ ║
╚═══ ╘═════╝
Earliest ANSI ad
So far, The Game Gallery
The earliest ANSI advertisement is for the Manhattan based BBS, The Game Gallery (+212-799-6987). ANSI art is a computer art form that became widely used to create art and advertisements for online bulletin board systems.
The output uses ANSI escape codes, a standard Digital Equipment Corporation (DEC) pioneered for its minicomputer video terminals. Later, it was used on IBM and other PCs using software drivers and video terminal emulators.
Hi score 212-799-6987
╔════════════════════════════════════╗
║∙ █ ∙ ██ THE GAME GALLERY∙ ██ ∙ █ ■║
║ ∙██ ∙ █ ∙∙∙ 300 1200 ∙∙∙ ███∙ █ .║
║∙∙ ██ ∙∙∙∙∙∙∙∙∙∙ ██████ . ███ ∙ ∙█ .║
║∙∙ ███ █∙ ██████ ∙∙∙ ██ ...∙∙∙ ███ .║
║∙∙∙ █∙∙█∙∙ █∙∙ ████ ∙ ∙ ██████ .║
║ ...................║
║∙∙ ∙∙∙∙∙ ∙ .███ ███.█.... █ .███ .║
║∙█∙ ████ ∙.█ █.███████ .█ ...║
║∙██ ███∙ .█ █.█ .......█████║
║∙███ ██∙∙.███████.....█ .█......║
║∙∙∙∙ ██ ∙∙∙∙.........█████ .█. ████║
║∙∙∙∙∙ █ █∙███████████ ....█......║
║∙█ ███ █ ..... ███.║
║∙█∙∙∙∙∙∙ 300 1200 ...██... █.║
║ ∙ ██ ██ 212-799-6987 █████. ███.║
║∙∙∙∙ █∙∙ 24HRS WEEKDAYS .......■.║
╚════════════════════════════════════╝
For those who use the computer for
recreation. THE GAME GALLERY.
Razor 1911 is named
On the Commodore 64
Razor 1911, the oldest and most famed brand in the Scene, was founded in Norway and has three members. The group released demos and later cracked exclusively for the Commodore 64 and then the Amiga. Co-founder Sector 9 took the brand to the PC in late 1990.
The distinctive number suffix was a fad with groups of the Commodore 64 era[1].1911
denotes the decimal value of hexadecimal $777.
Read about the early days of Razor 1911
Photo by CSDb
© Dr.Jekyll, Sector 9 of Razor 1911
Initial release of Microsoft Windows
Windows 1.0
Earliest, "proto" NFO text
So far, Software Pirates Inc
NFO information text files are usually distributed with pirated software to provide usage instructions, promote the release group, and occasionally encourage group propaganda.
Software Pirates Inc may have released the earliest NFO-like document for the late 1985 packaged release of The World's Greatest Baseball Game.
Welcome to the Software Pirates, Inc. version of Baseball
If you are new to the Software Pirates concept of DOS
files of your favorite protected program then you can help
us. Send us your favorite protected diskette and we will
return it as DOS compatible file(s). We hope you can help
this worthy cause. We offer an exclusive money back
guarantee and warranty for the life of the program, if it
should ever fail you. If you are not new to the SPI
concept, we still welcome donations of your protected
diskettes.
Instructions for playing Baseball.
Baseball is a 3 file set, including this documentation
file. The other two files are 1. BASEBALL.COM, the
loader and diskette emulator, 2. BASEBALL.SPI, the
diskette image These files are distributed under the ARC
format, to retain their consistency.
Starting
Change the DOS default prompt to the drive containing
BASEBALL.SPI and execute the command BASEBALL.
...
The earliest PC "DOX"
So far, Dam Buster documentation by Brew Associates
DAMBUST1.DOCDOX is an abbreviation for documentation, which are text files that provide instructions on playing more complicated games. Games not in the arcade or action genre were usually unintuitive and relied on printed gameplay instruction manuals sold with the purchased game box to be usable.
The primary reason for the writing of this file is the fact that people may not be fully appreciating the Dam Buster game. I have seen some documentation out, but it is lame at best. What I have given you here is the actual text of the actual documentation distributed with the game. Enjoy!
Dam Buster is a misname of The Dam Busters, a 1984-85 game published by Accolade.
Piracy groups had been including forms of gameplay instructions as text documents for the more complicated game releases for years, so it is unlikely this example is the first PC DOX. An oddity is that for much of the 1980s, the PC was not the primary development platform for games. This instead occurred on the Apple, Atari, and later the Commodore microcomputers, and afterwards the games were ported to the PC. Pirates on the PC would often reuse the "DOX" documents that got authored for those microcomputers rather than writing their own.
PC clone sales pickup in Europe
The Western European market is dominated by Acorn, Amstrad, Commodore, Sinclair but the PC clones produced by local electronic manufactures gain popularity. Popular machines include the Amstrad PC1512, the Philips P2000T and the Olivetti M24.
Read about the PC clone market
Photo by Federigo Federighi
CC-BY-4.0
The first PC virus
Brain
Read about the Brain virus
Photo by Avinash Meetoo
CC-BY-2.5
The first 16 color EGA game
Accolade's Mean 18
Read the moby games entry
Photo by Trixter & MobyGames
© Accolade
The earliest PC loaders
Loaders acted as they were named, given that they would be the first thing to load and display each time the cracked game was run. These screens were static images created in PC Paint in the early days, and sometimes contained ripped screens from other games. Some users found these annoying and a cause of unwanted file bloat.
The first static loaders originated on the Apple II underground, such as this example by The Digital Gang for the crack release of Championship Baseball that likely came out in 1983.
- Arizona
ESP Pirates - Minnesota
Five-O - Chicago and San Francisco
T.O.A.D.S. TOADS - Buckaroo Banzai
Cracking On the IBMpc
Fairlight is founded
On the Commodore 64 and Amiga
Read about the early days of Fairlight
Photo by CSDb
© Woodo of Fairlight
VGA graphics standard
The new Video Graphics Array standard from IBM uses:
- 256 colors onscreen
- 262144 color palette
- maximum 640 x 480 resolution
- 80x25 character text mode
Music audio standard
AdLib Music Synthesizer Card
Read about the AdLib sound card
Photo by TheAlmightyGuru
GNU FDL
- Texas
Bentley Sidwell Productions (BSP) - Virginia and D.C. region
Boys from Company C (BCC) - 🇨🇦 Ontario
Canadian Pirates Inc (CPI) - Maryland
-=C&M=- - 🇨🇦 Ontario
KGB - Illinois
The PTL Club
The first 32 color VGA game
Arcadia's Rockford: The Arcade Game
Rockford is a strange game. It is a port of the arcade game of the same name—a machine created as a port of the then-popular microcomputer video game series, Boulder Dash.
More unusual is the use of 32-color VGA for a home computer port of an arcade game on the PC in an era when ports were done on the cheap using the lowest common denominator four-color CGA graphics. The crossover of players who owned expensive VGA graphic cards and monitors in 1988 who were playing arcade ports was low.
Read the discussion
Photo by 486pc & MobyGames
© Arcadia
Earliest, standalone "elite" BBS ad
So far, Swashbucklers II
While novel in 1988, BBS adverts like this README.!!! text file would plague releases as spam in the years to come, with boards injecting numerous texts and tagging the releases with their names, often under the guise of documentation or readme texts.
Another Quality Ware Downloaded off:
S W A S H B U C K L E R S I I
Home of PTL/CPI
100 megs Online!
85 megs Offline, Request!
All PTL/CPI Cracks FREE
All other Major Groups cracks Always Online
Ask your local Sysop for the number..
We are a private system, but do accept the occasional new GOOD user. If you have something to offer, call us. Once on, you won't have to call any further.
If all you want are the Latest warez FIRST call us we have them, or we've just cracked them.
The earliest PC Scene drama
So far, TNWC accusing PTL of stealing a release
The earliest scene drama known so far involves a release by The North West Connection (TNWC) for the game Paladin. The drama accuses PTL Club of stealing and re-releasing
an early game released by TNWC. Scene drama often involves texts that call out other groups for poor behavior, breaking commonly accepted rules, or being lame.
DO NOT TAKE THIS FILE FROM THE ARCHIVE!!!!
Well unlike PTL I won't sacrifice some game code to put up a fancy title screen for the group that released this (TNWC). This is officially out third release, but really it's our second major one since PTL took Paladin and "re-released" it by taking off the doc check.
Anyway - on with the game. This game is a great role-playing game with some of the best graphics I've seen in an RPG (which is not what you'd expect from Infocom) so enjoy it.
- Colorado
Crackers in Action (CIA) - 🇳🇱 First Dutch group on the PC
Future Brain Inc. (FBi) - Florida
Miami Cracking Machine (MCM) - Ohio and 🇨🇦 Ontario
Sprint - Michigan
The Grand Council (TGC) - Washington
The North West Connection (TNWC) - The Sysops Association Network (TSAN)
The first 256 color VGA game
688 Attack Sub from Electronic Arts
Read the mobygames page
Photo by Defacto2
© Electronic Arts
Earliest ANSI loader
So far, The Rogues Gallery
ANSI loaders were text files with ASCII escape control characters to provide color and cursor movement. However, a specific display driver on IBM and other PCs often needed to load at boot before viewing the texts. So, to avoid this, Sceners converted their ANSI artworks into simple, self-displaying applications or loaders.
The Rogues Gallery (+516-361-9846) was a BBS based in Long Island, New York.
Earliest PC intro
So far, First intro by Sorcerers
An intro, or the later cracktro, is a small, usually short, demonstration program designed to display text with graphics or animations. Oddly, the First Intro
was written by some teenagers in Finland, a country not known for using expensive PC platforms.
Intros on the other popular 16-bit microcomputers had a higher creative expectation, with the machines offering much better graphics and audio capabilities than a common 1980's PC using a 4-color graphics adapter.
Earliest PC cracktro
So far, Future Brain Inc.
Future Brain Inc., a group from the Netherlands that was among the first to release a cracktro on the PC platform, released this for the game Lombard RAC Rally.
Early cracktros on the PC lacked music and were usually a simple screen of text and a logo. On other microcomputer platforms, the Commodore 64, Amiga 500, and Atari ST, cracktros offered music and graphic effects that were easier to create due to their unified hardware.
First issue of Pirate magazine
The earliest known scene newsletter for the Scene on the PC
Created in Chicago, Pirate magazine was a bi-monthly text newsletter for the Scene on the PC platform and distributed through bulletin boards. It ran for at least five issues between June 1989 and April 1990.
What's a pirate? COMPUTER PIRACY is copying and distribution of copyright software (warez). Pirates are hobbyists who enjoy collecting and playing with the latest programs. Most pirates enjoy collecting warez, getting them running, and then generally archive them, or store them away. A PIRATE IS NOT A BOOTLEGGER. Bootleggers are to piracy what a chop-shop is to a home auto mechanic. Bootleggers are people who DEAL stolen merchandise for personal gain. Bootleggers are crooks. They sell stolen goods. Pirates are not crooks, and most pirates consider bootleggers to be lower life forms...
Pirates SHARE warez to learn, trade information, and have fun! But, being a pirate is more than swapping warez. It's a life style and a passion.
- The beginning of The Art Scene
Aces of ANSI Art (AAA) - California
American Pirate Industries (API) - 🇫🇮 The first mainstream PC group
Future Crew (FC) - MCM, NYC, NCC
International Network of Crackers (INC) - New York
New York Crackers (NYC) - 🇳🇴 First Norwegian group on the PC
Norwegian Cracking Company (NCC) - Pirates Sick of Initials (PSi)
- 🇫🇮 First PC demo group and Finnish group on the PC
Sorcerers - BCC, Bentley Sidwell Productions
The Firm - The Underground Council (UGC)
- PTL, PSi, Sprint, UGC
Triad
".NFO" file extension origins
The Humble Guys
The .NFO file extension denotes a text file containing information about a release. Still in use today, the dot nfo file contains information about the release group, the release itself, and how to install.
While disputed, it is not too important which release from The Humble Guys is the first to use the dot nfo
file extension. The timestamps of the release files and BBS tape backups suggest there were a number of THG game releases that predate Bubble Bobble by weeks. But famed THG founder and former cracker, Fabulous Furlough has often stated Bubble Bobble was the release that first used the naming standard.
It happened like this, I'd just usedUnguardto crack the SuperLock off of Bubble Bobble, and I saidI need some file to put the info about the crack in. Hmmm.. Info, NFO!, and that was it.
Bubble Bobble was the more notable game of the period and may have been a more memorable game title when recalling the event.
KNIGHTS.NFO WHITEDET.NFO STUNT.NFO TRUMP.NFO DEJAVUII.NFO AJAX.NFO TERRAIN.NFO BUBBLE.NFO TREK.NFO CRMEWAVE.NFO STRIDER.NFO GUNBOAT.NFO 1989STAT.NFO ...
Earliest PC cracktro with music
So far, The Cat's M1 Tank Platoon
The Cat released this cracktro for the game M1 Tank Platoon. It is the first known cracktro on the PC platform to feature music. But music is in a loose sense, as it relies on the terrible internal PC speaker to produce the melody.
While 8-bit consoles and some microcomputers offered dedicated music audio chips, most famously the Commodore 64 with its SID chip, the IBM PC, which targeted business, did not.
Digital audio standard
SoundBlaster
The Sound Blaster audio standard came about in 1990 after the Sound Blaster 1.5 audio card was released by Creative Labs, with the box proudly proclaiming it The PC Sound Standard
. It was the first digital audio standard for the IBM PC to be widely adopted on the PC platform, despite its poor quality, mono 8-bit digital audio. Previous audio standards such as the AdLib and the MT-32, were limited to FM synthesis or MIDI-like samples.
The Sound Blaster was the first audio standard widely adopted by the PC platform and was the de facto audio option in games for many years.
CD-ROM multimedia
Mixed-Up Mother Goose
The first widely available enhanced PC game on CD-ROM was Mixed-Up Mother Goose, announced by Sierra On-Line in 1990 and released in 1991. The children's game was a high-technology remake of a fun title from 1987, but the CD-ROM remake featured new, enhanced VGA graphics and interface, digital audio with speech, singing, and music.
With the newest technology and a lack of standards for CD media, the box came with two identical discs, one red and one blue. The red disc supported Red Book CD audio, while the blue disc supported lower-quality digital playback samples.
- Aces of ANSI Art
ANSI Creators in Demand (ACiD) - 🇵🇱 First Polish group on the PC
Katharsis - New York
National Elite Underground Alliance (NEUA) - 🇩🇪 First German PC group, Red Sector Inc.
🇺🇸 Public Enemy (PE) - California
Software Chronicles Digest (SCD) - 🇸🇪 First PC group from Sweden
The Dream Team (TDT) - Tennessee
The Humble Guys (THG) - 🇩🇪 Red Sector, then in 1991 Skid Row, TDT
🇩🇪 Tristar & Red Sector Inc. (TRSi) - Ultra Tech (UT)
The first application and utility groups
Nokturnal Trading Alliance and IUD
The PC's first dedicated application and software utility groups emerged at the beginning of 1991. Groups such as Nokturnal Trading Alliance, and later, The Hill People and IUD International Network of Crackers Utility Division start to package, crack and exclusively release commercial applications, system utilities and productivity software.
Yet this form of software piracy dominated the elite bulletin boards for the PC and had done so for a long while. Typically, individuals compiled these "app" releases anonymously or for upload to their local bulletin boards instead of under a Scene group for competition. Was this solo anonymity the legacy of do-it-yourself cracking and Unprotection documentation common on the PC in the 1980s, or maybe a fear of big tech and their lawyers?
The most famous application group, Pirates with Attitudes (PWA), also was founded in 1991 but focused on game titles for their first two years.
A typical PC piracy BBS from the 1980s would mostly have system utilities and the occasional application uploaded with no individual or group credited and no additional help textfiles.
IBMSPLIT.ARC 9200 01/05/89 Get WARPUTIL instead - handles MFM too!! COPY606.ARC 28672 01/18/89 NODMON25.ZIP 45028 01/18/89 DSZREG.ARC 9216 02/12/89 Registers your DSZ. Press space when flashes DSZ0223.ARC 81870 02/23/89 Latest DSZ HELP33.ARC 140596 02/26/89 This is a nice utility to have around for | DOS 3.3 PRODOR29.ZIP 170833 03/01/89 ARC601.EXE 138807 03/16/89 Latest vers. of IBM ARC - run to unpack.. PKZ092.EXE 102499 03/16/89 Latest vers. - run to unpack... OPTUNE.ZIP 74741 03/17/89 OPTune Disk Optimizer From Gazelle Systems PROD30B1.ZIP 88688 03/22/89 PCB PRODOOR V3.01B COBOL.ZIP 163831 04/05/89 AM42.ZIP 115180 04/13/89 Arcmaster 4.2 VARISLOW.ZIP 1922 04/20/89 Slow down the AT toplay games.. NORTCOM.ARC 54070 04/21/89 Norton Commander TDRAW320.EXE 189659 04/27/89 DRDOOM1.ZIP 269384 05/25/89 DRDOOM2.ZIP 340992 05/25/89
Earliest BBS VGA loader
So far, XTC Systems BBS
XTC-AD.COM
This VGA loader is an advert for the well-known bulletin board XTC Systems in Dallas, Texas. It served as the World Headquarters for the famed art group ACiD Productions and as a distribution board for Fairlight, Razor 1911, and some popular magazines.
The contemporary PC cracktro
The Dream Team Presents Blues Brothers
Earliest "elite" PC BBStro
So far, Splatterhouse BBS
Splatterhouse, or Splatter House, was a San Jose, California bulletin board heavily affiliated with the International Network of Crackers, the art group ACiD Productions, and the designers of this BBStro, Insane Creators Enterprise.
While there were many earlier PC BBS ads, this was the first that combined music and animation.
- HiPE
- Insane Creators Enterprise (iCE)
- 🇸🇪 Fairlight PC (FLT)
- DREAM
Licensed to Draw (LTD) - Licensed to Draw
Mirage - California
Nokturnal Trading Alliance (NTA) - Michigan and Minnesota
Pirates with Attitude (PWA) - 🇳🇴 Razor / 🇪🇺 Skillion
🇺🇸 Razor 1911 (on PC) (RZR) - Razor Dox (RZR)
- Relentless Pursuit of Magnificence (RPM)
- 🇪🇺 Skid Row (on PC) (SR)
- 🇩🇪🇨🇭 Scoopex (IBM)
- MAi / Maximized ANSi Designers
Silicon Dream Artists (SdA) - 🇮🇹 First PC group from Italy
The Cracking Lords (TCL) - The Humble Guys F/X (THG-FX)
- The Humble Guys
United Software Association (USA)
Earliest CD release
Battle Chess MPC
The first known release of a game on CD was probably Battle Chess MPC (multimedia PC) released by International Network of Crackers on the 3rd of March 1992. Being a novel medium for software distribution, the INC release was a mess requiring the user to have access to 28 floppy disks and then a third party tool to copy and "splice" the disks to a hard drive. Copying to this many floppy disks for a single game would have been slow, tedious, and expensive, both in time and hardware.
Later in the month on the 22nd, Razor 1911 would release Stellar 7 CD-ROM (now lost) that was reviewed in DMZ Review #4 and $yndicate would release the CD ROM edition of Wing Commander that didn't have complex installation process, and INC would attempt some other MPC titles. But in 1992, CD piracy didn't make sense or take off.
However in late 1994, scene personalities, The Renegade Chemist and Zeus would team up to form ROM 1911 : Razor 1911 CD-ROM Division. An early or possibly the first CD release from this pair was a game named Slob Zone, an 8 floppy disk release. But because game publishers often didn't add copy protection on their CD titles, Razor 1911 didn't want any scene credit for the release.
First SuperVGA / VESA game
Links 386 Pro
The first widely available SuperVGA game was Links 386 Pro from Access. Here, another popular golf simulation pushed the baseline PC gaming requirements with the need for higher-end hardware. The 386 in the title stated the minimum requirement of an Intel 386 CPU when 286 systems were the commodity.
The problem for consumers is that ordinarily, most PC software never took advantage of the enhancements offered by the more expensive Intel 386 or 486 CPUs.
Some caveats to the first SVGA/VESA claim: we are talking about a retail, boxed game requiring a resolution/color depth that a standard VGA setup cannot handle, so at least a constant 600x400 resolution with 256 colors.
Read the mobygames page
Photo by Servo & MobyGames
© Access Software
- Fairlight
Artists in Revolt - Damn Excellent ANSI Design
Damn Excellent Art Designers (DeAD) - Silicon Dream Artists / NC-17
Graphics Rendered in Magnificence (GRiM) - HYPE
- Pyradical
- 🇩🇪 Superior Art Creations (SAC)
- New Jersey
The One and Only (TOAO)
First mention of "CD-RIP"
So far, TDU-Jam!
A play on the media, CD-ROM, the earliest mention of CD-RIP (later simplified to rip
) release, was by TDU-Jam! for the game Great Naval Battles 3 "CD-RIP" released on 8th February 1995. But, this was probably derived from the word strip, where in the November 1994 release of Lemmings they wrote In order to send you this CD release, we took the liberty to strip a couple of the large animations.
Great Navel Battles would describe, What is this CD-RIP? Contains the full game, with sound effects, and What is a FULL CD? The full game, including EVERYTHING, playable from the hard disk (and cracked, of course).
The CD RIP type came about due to CD-ROM-only games being unable to get a proper Scene release. For PC game publishers, CD-ROMs were cheaper to produce and had far more storage capacity than the standard floppy disks. However, large hard drives were too expensive to store the content of complete CD images. So, for many pirates to play a game published on CD, the disc's content had to be ripped and repackaged to a hard drive, but with the removal of the game's fluff, such as intro videos, music, and speech.
Copyright infringement legal precedent
No criminal liability for the sharing of software
In April 1994, David LaMacchia, a 20-year-old junior at the Massachusetts Institute of Technology, was indicted for conspiring to commit wire fraud. A 1950s law intended to stop defrauding another out of money using the U.S. landline telephone network.
David ran two anonymous File Service Protocol sites using MIT's internal network connected to the Internet to share software with users without financial gain. The primary site, Cynosure, offered downloads, while Cynosure II also permitted uploads with requests.
Months later, David's defense lawyers filed a motion to dismiss, LaMacchia contends that the indictment invents a criminal charge, primarily by distorting the wire fraud statute, in order to circumvent Congress's decision not to apply a criminal sanction to LaMacchia's alleged conduct.
And just days after Christmas, the motion to dismiss was allowed by District Judge Stearns.
The Court dismissed the indictment, holding that there was no clearly expressed Congressional intent to permit prosecution of copyright infringement under the wire fraud statute. There was no allegation that LaMacchia infringed copyrighted software for commercial advantage or private financial gain.
Windows 95 warez release
Drink or Die
Drink or Die became notorious for releasing the CD media for the box retail edition of Windows 95 two weeks before the official worldwide release.
In an era when global, same-day product launches were logistically costly and uncommon, this operating system launch was probably the most hyped Microsoft consumer product ever. Over a decade before Apple cemented the marketing tactic, Windows 95 had fans queuing at midnight in retail stores worldwide.
The release also highlighted a significant problem for software and game publishers: for pirates to get access to the retail packaging weeks before launch meant some company employees were either members of these warez groups or receiving kickbacks.
Years later, competitor Pirates With Attitudes would release the Windows 98 media five weeks and Windows 2000 two months before the official launches! However, a global, coordinated law enforcement effort would take down both groups in the following decade.[1]
The other Microsoft-sourced releases from DOD during these two weeks were the Windows 95 floppy edition, upgrade edition, Plus Pack, Microsoft BOB, and Word.
Windows 95
Worldwide retail release
Microsoft's biggest and most hyped mainstream product release was hugely successful in the market and finally began the PC's transition away from the archaic IBM and Microsoft DOS (Disk Operating System).
Windows 95 had been a long time coming, over a decade late, and offered a fully graphical user interface as the default. It also introduced the famed Start menu concept that would later become favored by many Windows and, ironically, desktop Linux users.
- Hybrid
Eclipse (ECL) - Hoodlum (on PC) (HLM)
- Ohio and 🇳🇱 The Netherlands
Prestige (on PC) (PTG) - Week in Warez
Inquisition (INQ) - The Naked Truth (NTM)
- Reality Check Network (RCN)
- The Week in Warez (WWW)
The Scene merch
Razor 1911 Tenth Anniversary CD-ROM
The first major Scene merchandise was selling a CD-ROM by Razor 1911 to celebrate their 10th anniversary. The disc was a collection of their PC releases from 1991 to 1995 and, including worldwide postage, sold for $40 each, or about the cost of a full-priced, boxed PC game. Before online or consumer digital transactions, buyers had to post the physical cash and an order form in an envelope to a PO Box in Florida.
The disc was controversial as reselling scene-released software was criminal and frowned upon. But its success meant other group merchandise soon followed suit, with the most popular items being branded t-shirts. Though the t-shirt merch was probably first introduced on the PC scene by The Dream Team with their 1992 T-Shirt Series #1.
First release standards
Standards of Piracy Association
The Standards of Piracy Association (SPA) was formed by the groups Prestige, Razor 1911, Mantis, Napalm, and Hybrid.
For the prior 15 years, PC publishers used 5¼ and 3½ inch floppy disks to distribute software, whereas the CD-ROM was now the standard medium for boxed retail games. But CD-ROMs were too large for the Scene to copy, crack, and spread properly. After several confusing and broken releases, an association of groups created a set of standards for releasing CD-RIPs. While floppy disk distributed releases always included the complete and cracked game, ripped CD releases were playable but missing key gameplay features, such as cutscenes, music, instruction manuals, and speech.
CD ripping made an incomplete but technically playable game accepted as a valid pirated release, as this was not the case prior.
the SPA is an agreement between the 5 top PC games groups that lays down the official "rules of engagement" to be used in the battle to release the most
The first popular 3D graphics chipset
3Dfx Voodoo 1
The Orchid Righteous is available in retail. Later, cards from other manufacturers, such as the Diamond Monster 3D, quickly followed, and within a year, the 3Dfx chipset dominated the market.
Before the 3Dfx Voodoo release, consumer PCs' fragmented 3D graphics market needed more software support. 3Dfx coordinated with publishers to target their Glide API with new game releases so gamers had confidence in their Voodoo card purchases.
3Dfx also extended the life of existing PC hardware and broke the endless cycle of aggressive, expensive CPU upgrades to support the current generation of games. A new 3Dfx card would double the resolution, add fantastic color support, and even improve the frames-per-second on what would otherwise be an older machine.
Release standards broken
Hybrid presents Diablo
Founding member Hybrid is the first to break the CD-RIP standard rules set by The Standards of Piracy Association with the release of Diablo.
Less than a year prior, SPA had agreed that CD-RIPs should be ripped to a maximum permitted size and titles that weren't possible should be skipped. Release groups often passed over significant games such as Sierra's Phantasmagoria due to their massive size and gameplay reliance on un-rippable video and audio content.
Earliest ISO release
So far, CD Images For the Elite (CiFE)
A formalization of an ISO trading scene occurred sometime in late 1997, but it took years before the medium became the dominant format in the Scene.
Overnight, Warez becomes criminal
No Electronic Theft (NET) Act
The NET Act was signed into law by President Clinton in December 1997, making it illegal to reproduce or distribute copyrighted works, such as software programs and musical recordings, even if the defendant acts without a commercial purpose or for private financial gain.
The law is a response to the failed prosecution against David LaMacchia from a few years earlier. The dismissal of his case brought attention to the legal anomaly named after his win, the LaMacchia loophole.
Under the new law, if the defendant reproduces or distributes 10 or more copyrighted works that have a total value of more than $2,500, he or she can be charged with a felony, and faces a sentence of up to 3 years imprisonment and a fine of up to $250,000. A defendant who reproduces or distributes one or more copies of copyrighted works with a value of more than $1,000 can be charged with a misdemeanor, and face up to one year in prison and a fine of up to $100,000.
Online keys
StarCraft by Blizzard
A significant gameplay component was its online multiplayer mode through Blizzard's Battle.net. The service required player registration and a unique unlock code in each copy of the game, making StarCraft the first retail game to issue CD keys.
Photo by MES392
©
Starcraft
Razor 1911
Razor 1911 and famed cracker Beowulf were credited with the release of StarCraft. Together, they released a CD-RIP of the game. However, the package took time to compile and lacked the unique CD keys required to play the desirable online multiplayer.
Well, what can I say. This has got to be one of the hardest titles I have ever ripped. The crack was trivial, but ripping this game involved understanding and coding utilities for Blizzard's file packer. It is ...a veritable nightmare.
ISO scene picks up steam
The ISO scene is still in its infancy but snowballs after some top groups start releasing with the file format.
Some key events of 1998.
- Razor 1911 merges the separate ISO division back into the Razor 1911 label.
- Fairlight returns after 4-years and is exclusively released with the format.
- The famed couriers RiSC created RiSCiSO to become one of the largest ISO release groups.
- PDM ISO is the ISO division of Paradigm and Zeus.
- DVNiSO is the ISO division of Divine.
- SHOCKiSO is the ISO division of Shock.
Other early users of the format include CD Images for the Elite (CiFE), Kalisto, ISOlation, In Search of CD, and CaLiSO.
Paradigm - we do rips, we do ISO - we do it all with style
- DVNiSO / Deviance
- Fairlight returns after a few years absent
Fairlight (FTL) - Origin (OGN)
- Rise in Superior Couriering
RiSCiSO
3Dfx vs. Nvidia
1999 was a complex year for PC gamers
The market pioneer, 3Dfx, with its Voodoo 3 GPU, had abandoned OEM manufacturers and decided to produce both the chips and graphic boards in-house. The change, intended to boost profits, led to manufacturing and global distribution shortages and decreased retail shelf space for 3Dfx products.
In the same year, Nvidia released its TNT and GeForce series of GPUs and became the go-to supplier of chips for OEM card manufacturers. Unlike 3Dfx, Nvidia was API agnostic and happy to prioritize Direct3D and OpenGL.
For gamers, the new 3Dfx cards were more challenging to obtain but offered the best compatibility for 3D games of the past few years. Plus, current games ran fast with better frames per second.
The high-end Nvidia products offered improved resolutions and graphic feature sets but poorer compatibility for older games developed primarily for the proprietary 3Dfx Glide API. But by the end of 2000, 3Dfx was bankrupt, having taken on too much debt and railroaded themselves into a dead-end architecture. By April 2002, the company's assets and intellectual property were owned by Nvidia.
The giveaway safe habor is over
The end of Pirates with Attitude
The US Department of Justice indicted 17 members of Pirates with Attitudes who got caught up in a honey pot scheme where, for months, Canadian law enforcement had taken control of the primary PWA FTP distribution site, Sentinel, running out of the University of Sherbrooke in Quebec. A day later, PWA published its final release, a farewell NFO by the fugitive Shiffie out of Belgium.
Of the US defendants, 13 pleaded guilty. Five members were active employees of Intel Corp, and one was an employee of Microsoft Corp. Less than a week later, Christian Morley, aka Mercy,
a former senior organizer of PWA, became the first person to be found guilty under the No Electronic Theft (NET) Act and the first to be guilty of conspiracy to infringe software copyrights.
PWA Sites[1]
┌──────────────────────┬─────────────────────┬────────────┐
│ FTP Site Names │ Status ············ │ SiteOP ··· │
├──────────────────────┼─────────────────────┼────────────┤
│ Sentinel ·········· │ World HQ ·········· │ Xxxxxxx ·· │
│ The Rock ····· │ US HQ ············· │ Xxxxxxx ·· │
│ Major Malfunction · │ EURO HQ ··········· │ Xxxxxxx ·· │
│ MidNite Resistence· │ World Courier HQ ·· │ Xxxxxxx ·· │
Direct3D, the 3D graphic standard
DirectX 8.0 (4.08.00.0400)
The release of Microsoft's Direct3D 8 for all active editions of Windows from 95 through to XP was the beginning of the dominance of the proprietary 3D graphics API, as it is the first release offering compelling features for game developers.
For Microsoft, this helps to lock in Windows as the only operating system for modern PC gaming. Since 1996, prior editions of Direct3D have been clumsy and lacking features compared to the competing proprietary 3Dfx Glide or the industry OpenGL standard. Direct3D was instead a hardware fallback API for developers to support.
The global takedown of Drink or Die
Operation Buccaneer
Operation Buccaneer was the first global effort to target a specific warez group for criminal prosecution. Because of the nature of warez groups on the Internet, members operate in numerous countries and time zones. The operation needed multiple law enforcement agencies in the USA, UK, Australia, Norway, Sweden, and Finland to coordinate the execution of 70 search warrants.
The target, Drink or Die is singled out for its multiple pirate releases of Microsoft Windows 95 that occurred back in August 1995, over six years prior with a different group membership.
Digital only scene releases
Counter-Strike: Source Final from Emporio
Counter-Strike Source, the online multiplayer title, was exclusively distributed on Steam, Valve's digital distribution platform. As no physical media was available, this became a dubious release within the Scene, and many groups didn't acknowledge the Emporio package as a legitimate retail
product or a final
release. The release of Steam-only games was poorly received due to the ease of supply and constant online patching.
SOME may contend the fact that this is BETA. This is the version that is released on STEAM AS FINAL. You cannot do any better than this. The ... thing with STEAM is they can easily release many patches BUT EXPECT the EMPORiO crew to bring each and every patch CRACKED to your doorstep!
Digital distribution and online activation
Half-Life 2
Half-Life 2 was one of the most anticipated games of the decade, and it was the first major game to use Steam, Valve's digital distribution platform. Steam was a massive shift in how games got distributed, and it was the first time a significant game required online activation. Steam often was not well received by the gaming community, but it was a big success for Valve and paved the way for other digital distribution platforms. Half-Life 2 was released simultaneously on Steam, DVD, and CD, but all three formats required Steam activation.
Half-Life 2 *Retail*
Vengeance
Half-Life 2 was one of the most anticipated games of the decade, and it was the first major game to use Steam, Valve's digital distribution platform.
Vengeance is the first attempt to crack the Steam activation, and it used an unusual Steam client and activation emulator. But while playable, their pirate release of the game suffered with slower frame rates, load times, and the lack of multiplayer gameplay. Vengeance would release the DVD *Retail* version with a tweaked crack two days later.
End of the line for RIPS
Farewell © Myth
Farewell © Myth is the final release from Myth, a group founded as Zeus, then Paradigm in 1996 and focused on ripping PC games from CD and later DVDs. By the mid-2000s, broadband use was widespread, and the desire for ripped CD or DVD games with missing content was dwindling. Myth's longtime rival, Class, had already quit in early 2004, and the other major competitor, Divine, finished up the following year.
We believe that the rip scene is one of incredible skill. Not only is there the cracking talent needed to be successful like that of ISO, you must have dedicated coders and rippers to fully complete the task. Much time is needed to perfect a rip like that of Neverwinter Nights. (We'll never forget you old friend) With the faster speed of the internet, equates to less usage of rips and just makes it not worth it. When you are releasing upwards of 30 games a month some months, and you know not many people are downloading them. It hardly gives you the rush of winning the title. We see groups throw out games now with stolen cracks and are completely non-working. These titles are not nuked, as no one even notices anymore, indeed a sad time in the scene.
The twilight of the cracktro
The first decade of the 2000s was the last time original-quality cracktros were common in the Scene, primarily thanks to a few nostalgic Demosceners and warez crackers. However, the number of people who could and were willing to create a decent cracktro dwindled as the skillset requirements got more specific and complex. So, cracktros were often forsaken by more straightforward methods of displaying the release information and branding.