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 Scene is often used to describe a digital and online community. But, this old descriptor was probably lifted from the bohemian and counterculture The Freak Scene movement 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

At the same time, wares, including software and hardware are used to describe goods. We can make a good case that the wares scene was probably coined by phreakers or the microcomputer enthusiasts, who shared the same online spaces on early computer operated bulletin boards. And needed to differentiate their posts, to split the phreak scene discussions of the phone network from those wanting computing goods or wares, who'd met up in person to swap hardware and software media.

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.

Some of the trading messages posted in 1980 to 8BBS#1 near San Jose, CA:
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.

Apple II and the birth of cracking

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.

Atari and software demos

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.

Europe and the 16-bit microcomputers

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.

IBM PC and the x86 platform

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.

An ancient post on 8BBS#1 to swap software for the Seattle 8086 microcomputer, months before Microsoft DOS or the IBM PC
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.

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.

Read The Story of the Intel 4004

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
Inspired by The Secrets of the Little Blue Box article, Steve Wozniak and a teenage Steve Jobs team up to build and sell dozens and dozens of the Wozniak-designed blue boxes to the students of the University of California, Berkeley. The devices allowed users to hack and manipulate the electromechanical machines that operated the national telephone network—enabling them to call anywhere worldwide without incurring the typical prohibitively expensive costs.

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.

Read about PLATO emulation delivered over the Internet

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.

Read about The Intel 8008 and 8080

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.

Read about the Altair 8800

The first microcomputer software
Altair BASIC
Paul Allen and Bill Gates program and sell Altair BASIC for the computer they first saw a month prior. BASIC (Beginner's All-Purpose Symbolic Instruction Code) was a programming language conceived by John Kemeny and Thomas Jurtz of Dartmouth College in early 1964 to be as approachable as possible.

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

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

Read about the Apple-1

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 Transactor

Commodore 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 II

Apple 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.

Tandy TRS-80

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.

Read about the Apple II, Commodore PET and Tandy TRS-80

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.

Read The History of CP/M

The first computerized bulletin board system
CBBS
Ward Christensen and Randy Suess create the first bulletin board system (BBS), the Computerized Bulletin Board System (CBBS) in Chicago. The software was custom written in 8080 assembler language which ran on a S-100 bus computer together with the brand new $300, Hayes 110/300 baud modem. The digital bulletin board became extremely popular, with callers from around the world after articles and logs were published in both Byte and Dr. Dobb's Journal magazines later in the year.

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.

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.

Read Andy McFadden's article

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.

Month, found in a Softalk magazine advert or review.

Read the Who Copied What? table

The first popular x86 CPU and commercial software
Intel 8088 + Microsoft BASIC-86
Intel releases a lesser 16-bit microprocessor, the Intel 8088. While fully compatible with the earlier Intel 8086 CPU, this model is intentionally "castrated" with an 8-bit external data bus. The revision is an improvement for some buyers as it needs less expensive mainboard support chips and is compatible with the more readily available 8-bit hardware.

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.

Read about the Intel 8088

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.

Read the October 1980 issue of Softalk

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
*_

Read about QDOS

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>_

Read about the 68000

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

Read about and emulate the crack

Atari's Graphics/Sound Demonstration
Under its Atari Program Exchange (APX) label, Atari publishes the Graphics/Sound Demonstration, a mail order title containing a diskette and manual with instructions on running several graphic and sound demonstrations on the Atari 400/800 line of computers. The disk also includes the assembly and BASIC source codes, allowing programmers and hobbyists to adapt these vanity effects in their software.

Read the Graphics/Sound Demonstration manual

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

MS-DOS
MicroSoft Disk Operating System v1.25
Microsoft releases the first edition of MS-DOS v1.25, readily available to all OEM computer manufacturers. Prior releases were exclusive to IBM. The next release, MS-DOS 2, is also sold boxed at retail and will help Microsoft to become the de facto operating system provider for personal computers.

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

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
On January 1, 1983, the US Department of Defense coordinated the massive shutdown of its existing experimental wide-area network, ARPAnet. Referred to as 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.

Read the Notable computer networks

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

Read the PROLOK deep-dive for MartyPC

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.

Read about MS-DOS ANSI.SYS

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.

Read the announcement

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.

Read the game manual

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.

Read How 16 colors saved PC gaming

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.

Read about the Commodore 64

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.


Photo by Jazzcat but flipped by us  

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>

Read about SLIP

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

Read about the tool

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.

Read and view the file

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.

[1] Other named examples include, 1001 Crew, 1701 Crackware, The Gamebusters 1541, The Professionals 2010.

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
Microsoft Windows 1.0 was released but failed in the market. The expensive, minimum hardware requirements and a lack of software led to lackluster sales. It will take a decade and multiple releases before Windows becomes dominant.

Read about the failure of 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.
...

Read the file

PC clone sales pickup in Europe
While the Commodore, Apple and IBM are common platforms in the US, the European market doesn't always share the same popular platforms. Import duties, slow international distribution channels and a lack of localized software and hardware often hampers the adoption of some platforms.
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
The first PC virus, Brain, infects the boot sector of floppy disks. It acted more as annoying spam than a nefarious application, but it did have the unwanted consequence of slowing down the systems it infected.

Read about the Brain virus
Photo by Avinash Meetoo   CC-BY-2.5

The first 16 color EGA game
Accolade's Mean 18
It may seem strange today, but golf games were popular in the 1980s and 1990s. Real-life sports were aspirational for many white-collar US and Japanese workers, so it isn't surprising that video game golf simulations targeting expensive computer platforms and arcades have become popular.

Read the moby games entry
Photo by Trixter & MobyGames   © Accolade

Fairlight is founded
On the Commodore 64 and Amiga
Fairlight, one of the oldest brands in the Scene, is founded in Sweden with just three members. The group cracked and released demos exclusively for the Commodore 64 and Amiga platforms before expanding to consoles and the PC in February 1991.

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
Unlike IBM's other 18-bit color standards, VGA is the first standard to support 256 colors onscreen, resolutions up to 640x480, but also maintain backwards compatibility with software for CGA and EGA. However, it would be years before game developers fully adopted the improved color palettes. Initially it was used to mimick the Commodore Amiga, 32 of 4096 colors in game ports, before games on PC embraced all 256 colors onscreen around 1990, give or take a year. Both, with the use of digitalized photography, scanned images in game, and later multimedia games released on CD-ROM. But VGA games using the 640x480 resolution would be less common.

Read about the VGA graphics standard

Music audio standard
AdLib Music Synthesizer Card
The Music Synthesizer Card sound card is released. It was the first sound card to use FM synthesis and the first widely adopted by game developers. AdLib's success was short-lived, as competitor Creative Labs released the Sound Blaster in 1989, a clone of the AdLib card that included a simple digital sound processor for speech and sound effects.

Read about the AdLib sound card
Photo by TheAlmightyGuru   GNU FDL

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.

Read the file

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.

Read and view the file

The first 256 color VGA game
688 Attack Sub from Electronic Arts
Driving, flying, and military simulation games were once a popular genre of video games on the PC. Before dedicated GPUs existed, this genre created demanding open-world landscapes requiring expensive CPUs and even co-processors! Which was great for those with high-end hardware who wanted to show off.

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.

Read and view the loader

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.

Read the issues

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.

Read about and view cractrko

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.

Read The Sound Blaster Story

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.

Read the catalog listing the game

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.

Read the loader

The contemporary PC Demoscene
Future Crew's Mental Surgery

Read about and view the demo

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.

Read about and view the BBStro

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

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.

Read about the release

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.

Read about the day in history

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.

Read the order form

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

Read the public announcement

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.

Read The Voodoo That They Righteously Do

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.

Read the release

Online keys
StarCraft by Blizzard
StarCraft was a hugely hyped and popular real-time strategy game by Blizzard Entertainment.
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.

Read about the release

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

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.

Read a short story of 3dfx - 5 steps to fall

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.

Read the press release

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!

Read the release

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.

Read the and view the Steam page

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.

Read the release

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.

Read the release