Category Archives: Software Archive

Coming this October: The Vanishing Culture Report

This October, we are publishing The Vanishing Culture Report, a new open access report examining the power and importance of preservation in our digital age. 

As more content is created digitally and provided to individuals and memory institutions through temporary licensing deals rather than ownership, materials such as sound recordings, books, television shows, and films are at constant risk of being removed from streaming platforms. This means they are vanishing from our culture without ever being archived or preserved by libraries.

But the threat of vanishing is not exclusive to digital content. As time marches on, analog materials on obsolete formats—VHS tapes, 78rpm recordings, floppy disks—are deteriorating and require urgent attention to ensure their survival. Without proper archiving, digitization, and access, the cultural artifacts stored in these formats are in danger of being lost forever.

By highlighting the importance of ownership and preservation in the digital age, The Vanishing Culture Report aims to inform individuals, institutions, and policymakers about the breadth and scale of cultural loss thus far, and inspire them to take proactive steps in ensuring that our cultural record remains accessible for future generations.

Share Your Story!

As part of the Vanishing Culture report, we’d like to hear from you. We invite you to share your stories about why preservation is important for the media you use on our site. Whether it’s a website crawl in the Wayback Machine, a rare book that shaped your perspective, a vintage film that captured your imagination, or a collection that you revisit often, we want to know why preserving these items is important to you. Share your story now!

The Easy Roll and Slow Burn of Cassette-Based Software

Patrons come to the Internet Archive’s software collections for many reasons, and among the major reasons are some manner of playing historical software in our in-browser emulation environment. Well over a decade old now, the Emularity gives near-instant access to functional versions of what would otherwise be dormant software packages. If a patron wants to go from idly thinking they’d like to try something to playing a 2011 Pac-Man clone running in an obscure DOS graphics resolution, they can be experiencing it in anywhere from seconds to under a minute.

Naturally, “near-instant” is a nebulous, and inaccurate, portrayal of the time required to spin up the Emularity’s environment – a Webassembly runtime with an emulator embedded in it will come through, followed by whatever the total time to download the software itself afterwards. This playable version of Apple Macintosh System 7.0.1 requires 10 additional megabytes to download the hard drive image it is booting. That data will either snap down instantly on your fast connection, or be achingly slow on a less robust one.

Cooked into everything digital and online this present day is the fact that speed and efficiency win out over authenticity and reality. We go from thinking we’d like to hear a piece of music to hearing it (or never hearing it, as we can’t find it), in brisk flashes, a few clicks and a momentary pause. But listen to a track of music written decades ago, and a mass of assumptions by the creators of how you would experience these works no longer apply.

We’re not indicating the only way to enjoy Dark Side of the Moon is to see it mentioned in a magazine or fanzine in 1973, wander down to your local record store, see them stacked up near the front of a rack, and then buy one and take it home, gently unpacking the stickers and poster while playing the album in headphones or on speakers, cross-legged on your shag carpet.

…but they probably thought you were going to at the time.

Such it is, in the emulated world of software, that the way these works will be primarily enjoyed through all of time to come is as discrete blocks, loaded into a waiting process or slot, and then turned on moments after being selected. This is right and good – it’s a decent argument that many people would not want to sit through the “realistic” amount of time it would have taken to boot up software at the time of its release.

But maybe some of you do.

Most people who use computers know that they once loaded from floppy disks, plastic cartridges with magnetic plastic rings inside that could hold some small amount of data. Slow, weird, but the aesthetic experience of the floppy disk has, to some small amount, bubbled up into the present day. It’s seen as a “save icon”, or a reference to times long past, and there’s even a notable amount of “old floppy disks” found in family storage, where younger generations find them in the same way you might find an old smoking pipe or a saved wedding invitation.

But nestled in a relatively short span of time is the era of cassette-based loading, where actual audio tapes could have data stored on them, and played back to load into computers.

In terms of adoption, the cassette-based software period is marked by people entering it and almost immediately clawing their way out of it as soon as they can afford to. The combination of time consuming playback, limited data storage, and lack of read-write ease ensured that as soon as anything better came along, a user would leap to it.

As a result, it has become the case that not only are there people who consider themselves computer enthusiasts who have only a light glancing memory or awareness of cassette-based software – there are people who are not aware this ever even happened.

So, let us begin.

In the wild and wooly days of kit computers, where one of the major options was to be sent a pile of parts and instructions to screw, solder and assemble them into a functioning beast, the option of saving your code into a cassette tape machine was one of the possible storage options. And by “cassette tape machine”, we’re bringing back a dozen memories of schoolchildren in the 1970s:

And this is exactly what it sounds like, using the headphone and microphone jack of these machines that would normally provide language education and field recordings, and attaching them to circuit boards either recording to or listening to standard audio cassettes.

So, an expensive ($27.99 is $151 in today’s dollars.) machine to hook up but due to the dropping costs of blank cassettes, themselves manufactured in the millions to satisfy a range of customers, you could now tinker and toy on these computer kits and save out your digital creations to a medium with a fairly high chance of recovering them again.

Combine the simplicity of the programs involved, the often-cheap tape medium being bought, and the use of labelmakers to create adhesive labels to describe the inside program, and you get a very memorable, very evocative 1970s-1980s aesthetic that will either confuse the new or warm the heart of the old:


As a side note on our introductory tour, it would be possible to save multiple programs on these tapes, but you had to be very careful about where on the tape counter each program was placed, so your works didn’t override each other, an art far above the head of the impatient or unwilling to rewind to the beginning of the tape and carefully watch a rising counter number to find fresh fields of data.

And the result, not obvious otherwise, are these glyphs providing you a possibly cryptic map of “dumps” (writing of the programs into the tape, following the counter as you would go). Note how in the label, a failed/broken program has to be left where it is on the tape; a combination of hearing the old program under an overwritten one, as well as not being able to predict how many feet down the tape a new program will take, means the road to data dumps is littered with broken memories.


But what is exactly ending up on these audio cassettes (now considered to be data cassettes, or datasettes)?

Particularly curious folks can read up about examples like the Tarbell Cassette Interface and Protocols here in the bitsavers collection. But in more general terms, a variety of standards (and not-so-standards) had emerged where pulses of sound went onto an audio cassette, and these sounds reflected individual data that could then be interpreted coming back off the tape. The distinction is important here – these were not digital signals, but digital information encoded as analog/audio recordings. Think of someone shouting the word “42!” instead of digitally encoding up-down on-off data like “101010”.


The questions that might come to mind are probably myriad.

This sounds like it’s incredibly slow. Why yes indeed. The tarbell format/interface linked above brought in data at a screaming 187 bytes per second, that is, a couple short sentences worth of words. Compare that with a capability of 200,000 bytes per second of an early floppy drive and you can see why people would jump. (Naturally, modifications to the Tarbell format and alternative cassette tape electronics could increase the transfer rate to 540 bytes per second and above, but you’re adding complications.)

What even is a “Tarbell”? Oh, you mean Mr. Don Tarbell, creator of the interface in question, who wrote an extensive article about his work in Kilobaud magazine. (RIP to Mr. Tarbell, who died in 1998.)

Won’t it take a very long time to dump and read this data, at such a slow speed? Why, yes! That is the crux of this already-long article, coming up.

Is this the only way people ended up saving and loading data to cassette tapes? Why, no!


In the late 1970s-early 1980s, a myriad of cassette-tape based storage systems started being sold as an option for the “home computer” market, the plastic-wrapped, cheaper but all-in-one-already-built computers being sold by various companies in a bid to become dominant in the market. (Even the ultimately-winning IBM PC had a cassette port, although the system was generally sold with a floppy drive and it’s unlikely any significant number of people used it.) Each of these systems had slightly different approaches to how they wrote data on tape, and read it back, with speed differing notably between them.

By the late 1980s, it was rapidly becoming unusual to depend on data tapes to read and load to home computers, and the jump to floppies and ultimately hard drives and CD-ROMs came with mass adoption in the 1990s.

But it wasn’t completely gone, either.

In this zone, this Venn Diagram of a market of computer end-users with this exhausting set of possible media input devices, commercial creators had a heck of time. Intent on reaching every market they reasonably could, multiple formats meant multiple releases of the same programs.

Does this mean that Activision had to spend the money to make a floppy disk version and a computer cassette version of the game Ghostbusters for Commodore 64? Yes, in fact they did. (One distributor, HES, even made a cartridge version, which was an Australia-only hack that put the contents onto a cartridge and forced a loading as if it was a floppy.)

For someone playing these games, the choice (or lack of choice) of medium meant their memories, experiences and consideration of the programs was very different, reflections of what configuration they could afford.

All these moments of time, washed away like spools of tape.

…unless you seek them out.

Emulation at the Internet Archive is designed to be fast, easy, and a snap between first thought and trying the software out. In general, this is the case; you decide you want to play a game and a very short time later, you’re playing that game.

This is an absolute gift, if your intention is to browse a lot of obscure, weird, or possibly-bad games, giving them minimal amounts of time while discovering what you were looking for. With a few clicks, you run down the massive lists of potential stops, watch the program come up, and give it a quick regard as to whether it’s worth your time or what you were seeking. As a finding and exploratory environment, it’s the way to go.

This comes at a cost, one which a lot of media/content is experiencing, now – your personal investment (time, patience, effort) is miniscule, meaning you will probably switch away in milliseconds if anything is annoying or non-intuitive. Annoying sound? Hard-to-figure-out key mappings? Slow title screen? Onto the next thing.

Loading cassette tapes of data is slow, slower than a modern person might consider reasonable. By using a variety of tricks, providers of older data tried to mitigate this by converting tape data, which would be a slow drip of data, into a single finished, packed set of instructions. The Z80 format, for example, is the result of a snapshot of the memory banks of a Sinclair computer, so if you visit the stacks of Sinclair ZX programs, you’re not loading in data the “old” way – you’re spinning up an already-loaded machine that is just starting off from the moment it all finally loaded in. Dropped off at the finish line, it still feels reduced in speed from today, but that’s just the (intended) experience of the machine it is running on.

Two platforms at the Internet Archive currently provide the experience of loading programs from cassette tapes: The Sinclair ZX-81 and the Commodore 64. Both of these home computers flourished in the early 1980s, with use of them continuing longer based on the available hardware to users up until the 1990s. The ZX-81 itself faded before the C64, and the C64 saw transition to a (slow-reading) floppy drive that made cassettes fall out of favor as the decade moved on.

In both cases, there is the original data provided in a straightforward file; for the ZX-81 a .p or a .tzx tape data compilation, very small and compact. For the Commodore 64 cassette version, a .tap file with the information less compact, because the programs on the Commodore 64 could be significantly bigger.

To this extent, loading a program on the ZX-81 emulation can be demonstrated on the program One Little Ghost, a 2012 retro-make version of Pac-Man that stuffs a whole lot of game into a very limited system. Going to this emulation and starting it, you are faced with not an instantly loading, black and white remake of Pac-Man, but this:

Incomprehensible! Mysterious! Uninformative! Welcome to home computing in the 1980s!

This is the gap between today’s fast-food version of computer history, and trying to get things running in the original days of the hardware. We’re not even addressing the peculiar aspects of the ZX-81’s RAMpack, an externally attached device for increasing memory, that was legendary for just falling off while using the machine.

To make this interaction of software-emulated machine and actual machine at all clear, instructions were added to the items added to the Archive’s collection, including this intimidating set of movements and keypresses to be able to set a cassette loading:

“Currently, emulation for this item does not auto-start. To load the ‘cassette’ this program is located on, press the following keys: j (which will appear as LOAD), shift-p shift -p (Which will appear as double quotes) and then ENTER/RETURN. Then press SCROLL LOCK on your keyboard, and the F2 key. If all is working properly, the system will bring up a box showing the cassette tape loading into memory. It will stop when complete and the emulation can be interacted with normally. Some games will run by themselves after cassette loading, while others can be started by pressing the r key and ENTER to run.”

As one last piece of intimidation, the instructions have to include a picture of what the ZX-81 keyboard even looked like:

Once you negotiate the instructions, press all the requested commands, and sit back, the emulation rewards you with a screen not unlike this:

What is happening here is an honest-to-goodness cassette loading sequence. The constantly flashing graphics are an ancient hack to allow the end-user to know things are “working”, that the data is being successfully read off the tape. An additional convenience is provided by the emulator: on the top left is an overlay window indicating that it is 16 seconds into the loading of the data, and that there are six minutes and fifty-two seconds of loading to be done, for a total of 412 tape tick counts. Yes, you are reading that correctly: loading this program will take seven minutes of real time.

Perhaps it becomes obvious why so many shortcuts begin to arrive in emulation and why so many people were willing to spend the equivalent of a short vacation to bring their machines into the floppy age.

You can browse the ZX-81 collection of programs and see preview screenshots of the games. The good news is that a human didn’t generate them – a script called SCREENSHOTGUN started up, “pressed PLAY on the cassette player”, and then waited until the whole thing was loaded, and then removed most of the “loading” screenshots to bring you the result. That is a lot of saved misery.

Which brings us to the Commodore 64.

The Commodore 64 stands to live in fame forever as the most-sold, unchanged home computer in history. From 1982 to 1994, with no substantial changes in its configuration or capabilities, the C64 plowed on through multiple generations of industry standards, providing an inexpensive and dependable on-ramp for families and individuals to acquaint themselves with this “computer in the home” nonsense taking over the general populace.

While much can be made of its shortcomings, most of these have faded into a quaint memory of working around them. The breadth of software, the utter domination of understanding of the ins and outs of the machine’s quirks, and the toil of many millions of users means that the Commodore 64 is a giant in computer history.

This long-lived history is reflected in the sheer mass of programs, games, applications and demonstration programs for the Commodore 64, numbering in the hundreds of thousands.

And to that end, a group has been working hard to preserve that most odd, increasingly rare-to-find subset of C64 works: the cassette-based commercial products that flourished in the beginning of its life.

And here we find ourselves, a significant number of paragraphs later, to what inspired this walk down tape-loading memory lane: the forgotten minutes-long time of the experience of loading these tapes on the Commodore 64, and the many different ways that companies tried to keep buyers from restlessly complaining the tapes weren’t “working” and giving up before the long loading times revealed the programs.

The Ultimate Tape Archive is an effort to preserve these cassette-based titles, including the data on the tape, scans of the tapes themselves, and of the cassette case inserts, papers inside the case, that provided instructions or cover art. The group behind this project have been tirelessly approaching the acquisition and preservation for years, and as of this writing, version 4.0 contains over 2,000 individual tapes.

To honor their work and provide the final step in experiencing them, it is possible to visit the Ultimate Tape Archive on the Internet Archive and emulate these items in the browser. Doing so, however, will be committing the slow burn, the steady and time-consuming cassette loading of the programs.

Luckily, for this essay, a machine stepped forward to do the work.

Utilizing the SCREENSHOTGUN program, the thousands of cassettes from this collection were “inserted”, “loaded”, and “played”, over the course of a month, to allow a later quick assessment of the experience of loading them. The reasoning behind this was that companies employed not just clever, but inspiring ways to distract end-users.

What follows are some of the highlights.

In most cases, the loaders will use the same trick we saw with the ZX-81, except with color: a rapidly pulsating, moving set of lines reflecting that something is happening, and data is coming in. A sense of “hold on, everything is working”, not requiring a lot of machine time to provide, and swapping between colors for a few minutes before a burst of music and graphics came at the end of a reward.

The main variations are the use of different lines or arrangement of lines to reflect this. For example, this thinner and more “high resolution”-feeling version:

This was more than sufficient for most cassette-based titles. But some wanted to go a little further to inform the user.

A significant upgrade was adding a sort of “loading screen” to the process, where the lines would still move, but around a “title card” that informed you what was “coming soon” to your computer. Some had nice graphics to accompany them, representing some attempt at recreating the printed artwork on the cassette insert.

An impressive upgrade, but not something to leave well enough alone to a generation of tinkerers.

To give an answer of “are we there yet?”, some titles included calculated countdown timers to tell users how long they had to go before the game would go:

And again, this would have been a favorable solution to the “sit and wait” problem, but a handful of instances exist of the most rare of tape-loading systems: The Loading Games. Games that would be booted up by the system, that would then load the actual programs in the background while you played an amusement, either a song or a smaller game while waiting.

These are harder to discern using the screenshotting system, but a few are clear:


Perhaps not surprisingly, this clear and available innovation in software loading was ignored when Namco created a “play while you load” system in the 1990s, and they were granted a software patent that killed innovation in the bud for years. The epic story of the software patent for a game while waiting for a game to load was covered extensively by the Electronic Frontier Foundation upon its expiration in 2015.

We are, as a whole, incredibly lucky at how the state of in-browser emulation, built on open standards and persisting through most modern browsers, allows us easy insight into historical software and either experiencing or re-experiencing these bright lights of brilliant code. But we must also realize that a lot of what we are interacting with in the present day are, top to bottom, towering piles of shortcuts and “we’ll just skip ahead”, trying to accommodate a type of user that has no time or patience for how things were once. And this new type of user, ignoring or unaware of the lost minutes any choice could be, find it harder and harder to relate to what came before, the environment that those creations were made in.

Perhaps if you have a spare few minutes, a lull in your day, you might consider browsing the stacks of the Ultimate Tape Archive and finding a compelling cassette tape cover, look over the JPG scans of the cassette inlay and printed instructions, and “press play on tape”, feeling some moments of anticipation as another gifted person’s efforts provided you with a chance to experience a very complex joy emanating from a very simple machine.

Meet the Librarians: Alexis Rossi, Media & Access

To celebrate National Library Week 2022, we are taking readers behind the scenes to Meet the Librarians who work at the Internet Archive and in associated programs.


Alexis Rossi has always loved books and connecting others with information. After receiving her undergraduate degree in English and creative writing, she became a book editor and then worked in online news. 

Alexis Rossi

In 2006, Rossi joined the staff of the Internet Archive. She was working on the launch of the Open Library project when she recognized the need to learn more about how to best organize materials. She enrolled at San Jose State University and earned her Master’s of Library and Information Science in 2010.

“It gave me a better grasp of how to hierarchically organize information in a way that is sensible and useful to other libraries,” Rossi said. “It also gave me better familiarity with how other more traditional libraries actually work—the types of data and systems they use.”

Rossi concentrated on web interfaces for library information, understanding digital metadata, and how to operate as a digital librarian. In addition to overseeing the Open Library project, at the Internet Archive, Rossi managed a revamp of the organization’s website, ran the Wayback Machine for four years, founded the webwide crawling program, and is currently a librarian and director of media & access.

“One of the themes of my life is trying to empower people to do whatever they want to do,” said Rossi, who grew up in Monterey, California, and now lives in San Francisco. “Giving people the resources to teach themselves—whatever they want to learn—is my driving force.”

“Giving people the resources to teach themselves—whatever they want to learn—is my driving force.”

Alexis Rossi, Media & Access

Rossi acknowledges she is privileged to have means to avail herself to an abundance of information, while many in other parts of the world do not. There are so many societal problems she cannot solve, Rossi said, but she believes her work is making a contribution.  

“We can build a library that allows people to access information for free, wherever they are, and however they can get to it, in whatever way. That, to me, is incredibly important,” Rossi said. It’s also rewarding to help patrons discover new information and recover materials they may have thought were lost, she added.

When she’s not working, Rossi enjoys making funky jewelry and elaborate cakes (a skill she learned on YouTube).

Among the millions of items and collections in the Internet Archive, what is Rossi’s favorite? Video and audio recordings of her dad, now 73, playing the piano, organ and accordion: “It’s just so good. It’s such a perfect little piece of history.”

Flash Animations Live Forever at the Internet Archive

Great news for everyone concerned about the Flash end of life planned for end of 2020: The Internet Archive is now emulating Flash animations, games and toys in our software collection.

Utilizing an in-development Flash emulator called Ruffle, we have added Flash support to the Internet Archive’s Emularity system, letting a subset of Flash items play in the browser as if you had a Flash plugin installed. While Ruffle’s compatibility with Flash is less than 100%, it will play a very large portion of historical Flash animation in the browser, at both a smooth and accurate rate.

We have a showcase of the hand-picked best or representative Flash items in this collection. If you want to try your best at combing through a collection of over 1,000 flash items uploaded so far, here is the link.

You will not need to have a flash plugin installed, and the system works in all browsers that support Webassembly.

For many people: See you later! Enjoy the Flash stuff!

Others might get this far down and ask “And what exactly is Flash?” or even “I haven’t thought about Flash in a very long time.” For both of these groups, let’s talk about Flash and what it represented in the 1990s and 2000s.

A Short History of of the Rise of Flash

In the early 1990s, web browsers were incredibly powerful compared to what came before – with simple files written in HTML that could generate documents that were mixing images and text, as well as providing links to other websites, it felt like nothing for computers had ever had this level of ease and flexibility. It really did change everything.

But people didn’t stay in a state of wonder.

It quickly became a request, then a demand, then a mission to allow animation, sound, and greater audio/video flexibility into webpages. A huge range of companies were on a mission to make this happen. While looking back it might seem like one or two tried, it was actually a bunch of companies, but out of the wreckage of experimentation and effort came a couple big winners: Shockwave and Flash.

Flash had once been called SmartSketch in 1993, which was rewritten as FutureWave, and was actually a challenger to Shockwave until purchased by Macromedia, who handled creation software and playback software for both products.

Flash had many things going for it – the ability to compress down significantly made it a big advantage in the dial-up web era. It could also shift playback quality to adjust to a wide variety of machines. Finally, it was incredibly easy to use – creation software allowed a beginner or novice to make surprisingly complicated and flexible graphic and sound shows that ran beautifully on web browsers without requiring deep knowledge of individual operating systems and programming languages.

From roughly 2000 to 2005, Flash was the top of the heap for a generation of creative artists, animators and small studios. Literally thousands and thousands of individual works were released on the web. Flash could also be used to make engaging menu and navigation systems for webpages, and this was used by many major and minor players on the Web to bring another layer of experience to their users. (There were, of course, detractors and critics of use of Flash this way – accessibility was a major issue and the locked-in nature of Flash as a menu system meant it was extremely brittle and prone to errors on systems as time went on.)

This period was the height of Flash. Nearly every browser could be expected to have a “Flash Plugin” to make it work, thousands of people were experimenting with Flash to make art and entertainment, and an audience of millions, especially young ones, looked forward to each new release.

However, cracks appeared on the horizon.

The Downfall of Flash

Macromedia was acquired by Adobe in 2005, who renamed Flash to Adobe Flash and began extensive upgrades and changes to the Flash environment. Flash became a near operating system in itself. But these upgrades brought significant headaches and security problems. Backwards compatibility became an issue, as well as losing interest by novice creators. Social networks and platforms became notably hostile to user-created artworks being loaded in their walled gardens.

It all came to a head in 2010, when Apple CEO Steve Jobs released an open letter called “Thoughts on Flash”. The letter was criticized and received strong condemnation from Adobe, and Apple ultimately backed off their plan (although work was done to support alternate tools).

The call-out, even if not initially successful, ended the party.

In November of 2011, Adobe announced it was ending support of Flash for mobile web browsers, and in 2017, announced it was discontinuing Flash altogether for 2020.

Flash’s final death-blow was the introduction of HTML 5 in 2014. With its ground-up acknowledgement of audio and video items being as important as text and images, HTML 5 had significant support for animation, sound and video at the browser level. This mean increased speed, compatibility, and less concern about a specific plugin being installed and from what source – audio/video items just worked and Flash, while still used in some quarters and certainly needed to view older works, stopped being the go-to approach for web designers.

What Are We Losing When We Lose Flash?

Like any container, Flash itself is not as much of a loss as all the art and creativity it held. Without a Flash player, flash animations don’t work. It’s not like an image or sound file where a more modern player could still make the content accessible in the modern era. If there’s no Flash Player, there’s nothing like Flash, which is a tragedy.

As you’ll see in the collection at the Archive, Flash provided a gateway for many young creators to fashion near-professional-level games and animation, giving them the first steps to a later career. Companies created all sorts of unique works that became catchphrases and memes for many, and memories they can still recall. Flash also led to unusual side-paths like “advergames”, banners that played full games to entice you to buy a product. Clones of classic arcade games abounded, as well as truly twisted and unique experiences unfettered by needing a budget or committee to come to reality. A single person working in their home could hack together a convincing program, upload it to a huge clearinghouse like Newgrounds, and get feedback on their work. Some creators even made entire series of games, each improving on the last, until they became full professional releases on consoles and PCs.

Why We Emulate Flash

The Internet Archive has moved aggressively in making a whole range of older software run in the browser over the past decade. We’ve done this project, The Emularity, because one of our fundamental tenets is Access Drives Preservation; being able to immediately experience a version of the software in your browser, while not perfect or universal, makes it many times more likely that support will arrive to preserve these items.

Flash is in true danger of sinking beneath the sea, because of its depending on a specific, proprietary player to be available. As Adobe Flash is discontinued, many operating systems will automatically strip the player out of the browser and system. (As of this writing, it is already coming to fruition a month before the end-of-life deadline.) More than just dropping support, the loss of the player means the ability of anyone to experience Flash is dropping as well. Supporting Ruffle is our line in the sand from oblivion’s gaze.

Credit Where Due

This project is by no means an Internet Archive-only production, although assistance from Dan Brooks, James Baicoianu, Tracey Jacquith, Samuel Stoller and Hank Bromley played a huge part.

The Ruffle Team has been working on their emulator for months and improving it daily. (Ruffle welcomes new contributors for the project at ruffle.rs.)

The BlueMaxima Flashpoint Project has been working for years to provide a desktop solution to playable web animation and multimedia, including Flash. Clocking in at nearly 500 gigabytes of data and growing, the project is located here: https://bluemaxima.org/flashpoint/

A shout-out to Guy Sowden, who first drafted the inclusion of Ruffle in the Emularity before it was refined elsewhere; your efforts set the ball rolling.

And finally, a huge thanks to the community of Flash creators whose creative and wonderful projects over the years led to inspiration in its preservation. We hope you’ll like your new, permanent home.

Bonus Section: Adding Your Own Flash Animations to the Archive!

For the creators, artists and collectors who have .swf files from the era of Flash and would like to see them uploaded to the Archive and working like our collection, here’s some simple instructions to do so.

Please note: Ruffle is a developing emulator, and compatibility with SWF files is continually improving but is not perfect. They have provided a test environment here to see if your SWF file will work. Please take the time to test before uploading to the Archive.

The Archive looks for one mediatype setting (software) and two metadata pairs set (emulator and emulator_ext) to know whether an item can be run in the Ruffle emulator. Here are those two settings:

emulator set to ruffle-swf
emulator_ext set to swf

The emulator only works with a single SWF file at the moment, which should have no spaces in it. With all these conditions in place, the swf item should be offered up to play and the emulator should work.

When uploading to the Archive, accurate or complete descriptions, title, creation date, are all optional but strongly encouraged to provide context for users. Additionally, if you create an image file (jpg, png or gif) and name it itemname_screenshot.ext,, like itemname_screenshot.png, it will become the official screenshot and thumbnail for the item. Notice how we named things here:

https://archive.org/download/flash_loituma

We’re here to help you if you run into any snags or issues. There’s no other location on the internet that does things quite this way, so if you do run into problems, feel free to mail Jason Scott about tech support and whatever assistance can be given will be provided.

Update: Read about how this new adventure of Flash has had an effect on the Web.

Don’t Click on the Llama

WE HAVE ONE SIMPLE REQUEST…. DO NOT CLICK ON THE LLAMA.

Clicking on the Llama will release Webamp, a javascript-based player that mimics, down to individual strangeness and bugs, the operations of the once dominant Winamp, a media player considered to be one of the classic software creations of the 1990s.

To help you avoid this llama, we’ll tell you it’s in the upper right corner of any Internet Archive item that has a music player in it. This means the Grateful Dead recordings, radio airchecks, network record labels like monotonik, and all manner of podcasts now have the capability to be turned into a Winamp-like player that becomes your new default.

(If, by mistake, you click on the Llama, clicking on it again will turn off the Webamp player and restore the default player.)

This all got started because of the skins.

As part of our celebration of all things Internet, the Archive now has a large collection of Winamp Skins, which were artistic re-imaginings of the Winamp interface, that allowed all sorts of neat creative works on what could have been a basic media player. These “skins” were contributed to over the years (and new ones are still created!) and now number in the thousands. In the collection you’ll see examples of superheroes, video games, surreal images and a pretty wide array of pop stars and celebrities.

We have added over 5,000 skins (with many more coming), and then someone had the bright idea to make the Webamp player work within the Internet Archive to show off these skins, and here we are.

Thanks to Jordan Eldredge and the Webamp programming community for this new and strange periscope into the 1990s internet past.

 

Over 1,100 New Arcade Machines Added to the Internet Arcade

The Internet Arcade, our collection of working arcade machines that run in the browser, has gotten a new upgrade in its 4th year. Advancements by both the MAME emulator team and the Emscripten conversion process allowed our team to go through many more potential arcade machines and add them to the site.

The majority of these newly-available games date to the 1990s and early 2000s, as arcade machines both became significantly more complicated and graphically rich, while also suffering from the ever-present and home-based video game consoles that would come to dominate gaming to the present day. Even fervent gamers might have missed some of these arcade machines when they were in the physical world, due to lower distribution numbers and shorter times on the floor.

A somewhat beefy machine and very modern browser will be required to run these games. In general, pressing the 5 key will insert coins, 1 and 2 will start 1 or 2 player games, and the arrow and spacebar keys will control the games themselves.

Let the games… continue!

To visit the new 1,100 additions, click here.

Thanks, as always, to Dan Brooks, for maintaining the Emularity system to allow near-instant upgrading of emulators and additions of new platforms to the Internet Archive collections.

30 Days of Stuff

Jason Scott, free-range archivist, reporting in as 2017 draws to a close.

As part of our end-of-year fundraising drive, I thought it might be fun to tweet highlighted parts of the vast stacks of content that the Internet Archive makes available for free to millions. A lot of folks know about our Wayback Machine and its 20+ years of website history, but there’s petabytes of media and works available to see throughout the site. I called it “30 Days of Stuff”, and for the last 30 days I’ve been pointing out great items at the Archive, once a day.

You won’t have to swim upstream through my tweets; here on the last day, I’ve compiled the highlighted items in this entry. Enjoy these jewels in the Archive’s collection, a small sample of the wide range of items we provide.

Books and Texts

  • The Latch Key of my Bookhouse was one of the first books scanned by the Internet Archive in its book scanner tests, and it’s a 1921 directory of Children’s Literature that is filled with really nice illustrations that came out great.
  • As part of our ever-growing set of Defense Technical Information Center collection, we have The Role of the Citizens Band Radio Service and Travelers Information Stations In Civil Preparedness Emergencies Final Report, a 1978 overview of CB Radio and what role it might play in civil emergencies. Many thousands of taxpayer-funded educational and defense items are mirrored in this collection.
  • Also in the DTIC collection is The Battalion Commander’s Handbook 1980, which besides the crazy front page of stamps, approvals and sign-offs, is basically a manager’s handbook written from the point of view of the US Army.
  • There are hundreds of tractor manuals at the Archive. Hundreds! Of all types, languages (a lot of them Russian) and level of information. Tractors are one of those tools that can last generations and keeping the maintenance on them in the field can make a huge difference in livelihood.
  • A lovely 1904 catalog for plums called The Maynard Plum Catalogue was scanned in with one of our partner organizations and it’s a breathless and inspiring declaration of the future wonder of the plums this wizard of plum-growing, Luther Burbank, was bringing to the world.
  • Xerox Corporation released “A Metamorphosis of Creative Copying” in 1964, which seems to function as both promotion for Xerox and a weird gift to give to your kids to color in.
  • In 2014, a short zine called The Tao of Bitcoin was released, telling people the dream of $10,000 bitcoin would be real.
  • The 1888 chapbook Goody Two-Shoes has lovely illustrations, and a fine short story.
  • Working with a lovely couple who brought in a 1942 black-owned-businesses directory, I scanned the pages by hand and put them up into this item.
  • Inside that directory was an ad for a school of whistling that said it taught using the methods of Agnes Woodward, and a quick scan of the Archive’s stacks showed that we had an entire copy of her book Whistling as an Art!
  • The medical treatise Sleep and Its Derangements, from 1869, is William A. Hammond, MD’s overview of sleep, and what can go wrong. Scanned from the Francis A. Countway Library of Medicine, it’s one of many thousands of books we’ve scanned with partners.
  • Let Hartman Feather Your Nest could be described as “A furniture catalog” in the same way the Sistine Chapel could be described as “a place of worship”. The catalog is a thundering, fist-pounding declaration of the superiority of the Hartman enterprise and the quality and breadth of furniture and service that will arrive at your door and be backed up to the far reaches of time.

Magazines

  • Photoplay considered itself the magazine for the motion picture industry in the first part of the 20th century, and this multi-volume compilation of photos, articles and advertisements is a truly lovely overview.
  • There’s over 140 issues of the classic Maximum RockNRoll zine, truly the king of music zines for a very long time. On its newsprint pages are howls and screeches of all manner of punk, rock and the needs of musicians.
  • A magazine created by the Walt Disney Company to trumpet various parts of Disneyland and its attractions was called Vacationland, and this Fall 1965 issue covers all sorts of stuff about the park’s first decade.

Movies

  • Rescued from a warehouse years ago, a collection of Hollywood movie “B-Roll”, unused secondary scenes often filmed by different crew, has been digitized. My personal favorite is [Western Film Scenes], which is circa 1950s footage of a Western Town, all of it utterly fake but feeling weirdly real, to be used in a western. Don’t miss everyone standing around looking right at you and looking like they agree quite energetically with you!
  • No compilation could be complete without the legendary Duck and Cover, a cartoon/PSA that explained the simple ways to avoid injury in a nuclear blast. Just lie down! It’ll be fine. Please note: This Probably Won’t Work. But the song is very catchy.
  • The very weird Electric Film Format Acid Test from 1990 has a semi-interested model holding up a color bar plate in a wide, wide variety of film and video formats. Filmed just a few blocks away from the Internet Archive’s current headquarters.
  • I snuck in a 1992 interview with the Archive’s founder, Brewster Kahle, back when he was 33 and working at WAIS, a company or two before the Archive and where he is asked about his thoughts on information and gathering of data. It’s quite interesting to hear the consistency of thought.
  • The Office of War Information worked with Disney to create “Dental Health“, a film to show to troops about proper dental care. It’s a combination of straightforward animation and industrial film-making worth enjoying.

Audio

  • We have a collection of hours of the radio show The Shadow from 1938-1939, starring  Orson Welles at 23, at the height of his performance powers, playing the dual main role.
  • For Christmas Eve, we pointed to “Christmas Chopsticks”, a 1953 78rpm record of “Twas the Night Before Christmas” performed to the tune of the classic piano piece “Chopsticks”; one of tens of thousands of 78rpm records the Archive has been adding this year.
  • On Christmas, a user of the Archive uploaded two obscure albums he’d purchased on eBay – remnants of the S. S. Kresge Company, which became K-Mart, and which were played over the PA system for shoppers. He got his hands on Albums #261 and #294.
  • Earlier in the month before the user uploaded those Christmas albums, I linked to a different holiday collection of K-Mart items, a 1974 Reel-to-Reel that started with a K-Mart jingle and went full holiday from there.
  • Before he was a (retired) talk show host, and before he was a stand-up comedian, David Letterman worked and trained in radio. Happily, we have recordings of Dave Letterman, DJ, from when he was 22, at Ball State University.
  • Ron “Boogiemonster” Gerber has been hosting his weekly pop music recycling radio show, “Crap from the Past”, for over 25 years, and he’s been uploading and cataloging his show to the Archive for well over 10 of those years, including all the way back to the beginning of his show. The full Crap From The Past archive is up and is hundreds of hours of fun.
  • The truly weird “Conquer the Video Craze” is a 1982 record album with straightforward descriptions of how to beat games like Centipede, Defender, Stargate, Dig Dug, and more. This album has been sampled from by multiple DJs to bring that extra spice to a track.
  • Over 3,000 shows at the DNA Lounge are at the archive, including “Bootie: Gamer Night“, which combines mash-up tracks and video games. Bootie has been playing at DNA Lounge for years, and puts the audio from one song with the singing from another, and… it’s quite addicting, like games. This night was for the nearby Game Developers’ Conference being held the same week.

Software

  • In 2011, as part of a “retrocomputing” competition, we saw the release of “Paku-Paku”, a pac-clone program which ran in an obscure early PC-Compatible graphics mode that was very colorful and very small (160×100) and was built perfectly for it. You can play the game in your browser by clicking here.
  • Psion Chess is a game for the Macintosh that can play both you and itself with pretty high levels of skill and really sharp and crisp black and white graphics.  It makes a really great screensaver in self-playing mode.

People often overuse a phrase like “Barely scratched the surface”, but I assure you there are millions of amazing items in the archive, and it’s been a pleasure to bring some to light. While the 30 Days of Stuff was a fun way to stretch out a month of fundraising with stuff to see every day, we’re here 24/7 to bring you all these items, and welcome you finding jewels, gems and clunkers throughout our hard drives whenever you want.

Thanks for another year!

Macintosh Collection Hand-Screenshotted… Plus: HyperCard!

The Internet Archive’s emulated Early Mac collection, which was announced last week, has had all its content screenshotted by hand for maximum visual beauty and accuracy.

Normally, we utilize a set of automated scripts that do screenshotting, allowing for a large amount of uploads to be visually described, but the combination of many different permutations of where to click and which folders to open meant we weren’t getting the best shots for each item. Now, they’re doing justice to the unique and interesting early Mac experience.

Like many other cases in computer history, the seeming limitations of black-and-white-only screens on early Macintoshes gave rise to truly beautiful and complicated art, which expressed itself crisply on the 9-inch monitors.

Response to the early Macintosh collection has been resoundingly positive; thanks again to all the volunteers who helped the system work as well as it does. With 60+ titles added and more to come, this is likely to be one of our most memorable and stellar playable software collections on the Archive.

But one more thing….

Throughout the testing process and discussions about emulating Macintosh, a steady drumbeat of requests could be summarized as: “What about HyperCard?”

HyperCard, a hypertext authoring system for the Macintosh, is a legendary environment for creating “Stacks”, which were clickable cards with a wide range of options and features. It is absolutely the inspiration for what ultimately became the World Wide Web.

It was possible to write truly complicated and complete applications in HyperCard, and stacks allowing everything from reference books to games to music – whatever the authors of stacks could come with. It was particularly popular with academics and writers. A great retrospective of HyperCard at its 25th anniversary was written by Ars Technica.

So.. what about HyperCard? Yes, we have HyperCard.

The Emularity Loader utilized by the Internet Archive allows the combining of the content of two items in the Archive’s collections, meaning there can be a “general boot disk” with HyperCard, and then pulling in an uploaded Hypercard Stack.

As of this writing, we’ve added a small number of Stacks to prove the technology, including the “BeerStack” beer-reference, the Adventures of Sean (an interactive cartoon), and a re-created Stack designed by none other than Douglas Adams for calculating the volume of a Megapode nest.

Adding new stacks is relatively complicated, and we’re working on adding more from such sites as HYPERCARD.ORG who have been gathering amazing Stacks for years. If you’re someone who worked on a HyperCard stack in the past, or oversee a collection of Stacks created by others, please feel free to contact hypercard@textfiles.com to receive assistance in adding your stacks, emulated, to the Archive.

We hope this is the start of a large, quality collection of emulated programs at the Archive around the Macintosh, and thank you for spreading the word about it, and the importance of providing instant worldwide access to historical software.

A shout-out to volunteer Stephen Cole who has taken on the mantle of adding new titles to the Macintosh collection over time, including the ingestion of HyperCard stacks. 

Early Macintosh Emulation Comes to the Archive

After offering in-browser emulation of console games, arcade machines, and a range of other home computers, the Internet Archive can now emulate the early models of the Apple Macintosh, the black-and-white, mouse driven computer that radically shifted the future of home computing in 1984.

While there are certainly predecessors to the computer desktop paradigm, the introduction of the Macintosh brought it to a mass market and in the 30 years since, it has been steadily adapted by every major computing platform and operating system.

The first set of emulated Macintosh software is located in this collection. This is a curated presentation of applications, games, and operating systems from 1984-1989.

If you’ve not experienced the original operating system for the Macintosh family of computers, it’s an interesting combination of well-worn conventions in the modern world, along with choices that might seem strange or off-the-mark. At the time the machine was released, however, they landed new ideas in the hands of a worldwide audience and gained significant fans and followers almost immediately.

The story of the creation of the operating system and the Macintosh itself are covered in many collections at the Archive, including this complete run of Macworld magazine and these deep-dive Macintosh books.

As for the programs currently presented, they are in many cases applications that have survived to the present day in various forms, or are the direct ancestors.

While it is a (warning) 40 megabyte download, this compilation of System 7.0.1 includes a large variety of software programs and a rather rich recreation of the MacOS experience of 1991.

Enjoy this (9-inch, black and white) window into computer history!

Many people worked very hard to bring this emulation system to bear: Hampa Hug created PCE (the original Macintosh emulator program). Experiments and work by James Friend (PCE.js) and Marcio T. (Retroweb) ported PCE to javascript via Emscripten. They all provided continued assistance as the Emularity team approached refining the emulator to work within the Archive’s framework. Much work was done by Daniel Brooks, Phil-el, James Baicoianu, and Vitorio Miliano, with Daniel Brooks putting in multiple weeks of refinement.

Those Hilarious Times When Emulations Stop Working

Jason Scott, Software Curator and Your Emulation Buddy, writing in.

With tens of thousands of items in the archive.org stacks that are in some way running in-browser emulations, we’ve got a pretty strong library of computing history afoot, with many more joining in the future. On top of that, we have thousands of people playing these different programs, consoles, and arcade games from all over the world.

Therefore, if anything goes slightly amiss, we hear it from every angle: twitter, item reviews, e-mails, and even the occasional phone call. People expect to come to a software item on the Internet Archive and have it play in their browser! It’s great this expectation is now considered a critical aspect of computer and game history. But it also means we have to go hunting down what the problem might be when stuff goes awry.

Sometimes, it’s something nice and simple, like “I can’t figure out the keys or the commands” or “How do I find the magic sock in the village.”, which puts us in the position of a sort of 1980s Software Company Help Line. Other times, it’s helping fix situations where some emulated software is configured wrong and certain functions don’t work. (The emulation might run too fast, or show the wrong colors, or not work past a certain point in the game.)

But then sometimes it’s something like this:

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In this case, a set of programs were all working just fine a while ago, and then suddenly started sending out weird “Runtime” errors. Or this nostalgia-inducing error:

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Here’s the interesting thing: The emulated historic machine would continue to run. In other words, we had a still-functioning, emulated broken machine, as if you’d brought home a damaged 486 PC in 1993 from the store and realized it was made of cheaper parts than you expected.

To make things even more strange, this was only happening to emulated DOS programs in the Google Chrome browser. And only Google Chrome version 51.x. And only in the 32-bit version of Google Chrome 51.x. (A huge thanks to the growing number of people who helped this get tracked down.)

This is what people should have been seeing, which I think we can agree looks much better:

screenshot_00

The short-term fix is to run Firefox instead of Chrome for the moment if you see a crash, but that’s not really a “fix” per se – Chrome has had the bug reported to them and they’re hard at work on it (and working on a bug can be a lot of work). And there’s no guarantee an update to Firefox (or the Edge Browser, or any of the other browsers working today) won’t cause other weird problems going down the line.

All this, then, can remind people how strange, how interlocking, and even fragile our web ecosystem is at the moment. The “Web” is a web of standards dancing with improvisations, hacks, best guesses and a radically moving target of what needs to be obeyed and discarded. With the automatic downloading of new versions of browsers from a small set of makers, we gain security, but more-obscure bugs might change the functioning of a website overnight. We make sure the newest standards are followed as quickly as possible, but we also wake up to finding out an old trusted standard was deemed no longer worthy of use.

Old standards or features (background music in web pages, the gopher protocol, Flash) give way to new plugins or processes, and the web must be expected, as best it can, to deal with the new and the old and fail gracefully when it can’t quite do it. As part of the work of the Decentralized Web Summit was to bring forward the strengths of this world (collaboration, transparency, reproducibility) while pulling back from the weaknesses of this shifting landscape (centralization, gatekeeping, utter and total loss of history), it’s obvious a lot of people recognize this is an ongoing situation, needing vigilance and hard work.

In the meantime, we’ll do our best to keep on how the latest and greatest browsers deal with the still-fresh world of in-browser emulation, and try to emulate hardware that did come working from the factory.

In the meantime, enjoy some Apple II programs. On us.