346 lines
17 KiB
Plaintext
346 lines
17 KiB
Plaintext
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=====================================
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A HISTORY OF THE SCENE
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Written by Ipggi (April 20, 1999)
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A Product of http://www.defacto2.net
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=====================================
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Shunted over to ASCII by Jason Scott of TEXTFILES.COM
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INTRODUCTION
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Ever since there has been the ability to store data on a personal
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computer and commercial software for sale, there has been the
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existence of pirating. Pirating, cracking and even pirate scenes
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go all the way back to the late seventies, and maybe even earlier.
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By the early eighties some machines (such as the BBC Macro in Europe)
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where so riddled with pirates that the programming companies gave up.
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They discontinued producing and porting software for the affected
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computers because there was simply no money to be made.
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This report like this webpage is designed with the PC scene in mind.
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WHEN DID THE PC SCENE BEGIN?
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Of all the many 8bit computers and scenes of the early eighties
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(the golden age?) most people will agree that the Commodore 64
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was the biggest of them all. The Commodore 64 scene started back
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in 1982 (mainly by a lot of young teenagers). While the PC was
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released earlier to the public it would be the Commodore 64’s
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pirate scene which would introduce many of the standards that today
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we take as granted. During this time on the PC there were some small
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groups with people releasing and cracking, but these cracked programs
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usually remained local. The international PC scene did not take off
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until 1987. This was when people started to trade software with
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cracks over longer distances and overseas which formed the basis
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of the now old school BBS scene.
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EARLY NFOs AND CRACKTROS
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Unfortunately for us the eighties PC scene is one of the lesser
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known and least documented. Due to the limitations of the PC at
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the time, cracktros where extremely rare (unlike the Commodore 64,
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Amiga or Atari ST) and text files to document the releases were
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usually never created.
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In the eighties many cracks where usually created by individuals
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rather then groups (groups being a collection of people who work
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under the same name). These individuals would normally leave a
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signature in the release to identify themselves as the cracker.
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For example on a game's title screen you might see in the bottom
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corner "cracked by Lord Blix". By the end of the eighties it was
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the groups who where cracking releases rather then just individuals.
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And with groups being a more prestigious lot they would sometimes
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insert a custom title screen designed especially for that release
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(simular to today’s installers). Bentley Sidewell Productions,
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a famous cracking group of the late eighties would usually use
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a CGA picture or animation to show that they cracked the title.
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While International Network of Crackers would use a less
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captivating ANSI graphic.
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It's worth noting that Bentley Sidewell Productions animations
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were probably the first cracktros and intros for the PC. So
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technically the origins of the PC demo scene goes back to the old
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PC cracking scene.
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It was the hacking groups of the eighties that first started to
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use acronyms to encrypt their names. This was often used to
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confuse unwanted people from differentiating the different hacking
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groups but it's main benefit was the addreviated typing. Typing
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abbreviations is a lot easier then typing the complete group
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name. But the standard three letter acronym was not really
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considered standard until the PC's emergence in the early nineties
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(groups on other computers had up to five or six letter acronyms).
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This was due to DOS's limited file naming capability of only being
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able to handle eleven characters (eight . three) per file.
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When crackers wanted to add last minute notes or information
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about their cracks they would include a small text file into the
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release. Eventually groups started adding regular text files to
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their releases. Information in these files would usually state
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a note from the cracker, some information on how to play the game
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(keyboard keys etc) and maybe a member listing or some BBS numbers.
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It was about this time that the groups started to implement a set
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naming format to these text files. This format use an eight letter
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abbreviated form of the program title followed by .DOC (short for
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document). Other groups decided to replace the .DOC acronym with
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one based on their groups name for example SIMCITY.CIA, SIMCITY.INC
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or SIMCITY.PTL. Hence the standard group three letter acronym was
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formed.
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To the best of knowledge The Humble Guys in 1990 introduced the now
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standard .NFO acronym. One assumes NFO was created to be the three
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letter acronym for the word information or info. The initial format
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was the standard eight letter game title abbreviation followed by
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.NFO before it eventually evolved to the now current standard of
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GROUP.NFO.
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COURIERS
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The earliest long distance couriers started off under a
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different title, Phreakers. Most phreakers where usually involved
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primarily in the HPAV (Hacking, Phreaking, Anarchy, Virus) type
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scenes with pirating being a second priority. This made the scene
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very defragmentated and slow, it would take weeks for releases to
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be spread continentally. The problem was that not many pirates
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knew how to phreak and paying for long distance phone calls was
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out of the question. Thankfully in around 1988 a new phreak group
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was created. North American Pirate Phreak Alliance (NAP/PA) was
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the group and it's goal was to spread the How To's Of Phreaking
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to the pirates. Many of the top boards of the time quickly
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became affiliations of NAP/PA, which made the information available
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to the right people. This information literally helped the scene
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come a closer and a little more united.
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By the early nineties many people had less respect for couriers
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compared to that of the crackers, sysops and packagers. This
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opinion was usually formed because courering was not the most
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challenging of tasks, almost anyone could do it. It was more of a
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matter of how much you where willing to risk or spend rather than
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a person’s skill. At one point The Humble Guys even named their
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couriers, slaves. Couriers would have to log onto The Humble
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Guys BBS’s as slave 1, slave 2 etc. This caused an uproar in
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the scene but at the time The Humble Guys where the big guys
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and could generally do what they wanted.
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These days pre’ing releases (couriering a release before it's
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made public) is common practice, it wasn't so back then. Due to
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the limitations in speed and the fact that you had to dial into
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each BBS individually, releases took longer to spread. This ended
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up coining the one most famous of BBS phrases, "0 day warez".
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Zero day warez is when one gets the release on the same day
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as it was released, be it from the software company or from a
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group. The saying was often used to differentiate the good BBSs
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from the others and by suppliers for use on the status of software.
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BULLETIN BOARD SYSTEMS
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Many BBSs at this time needed to pay a monthly fee for
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their group affiliation (money which usually came from the
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user-pay leech acccounts). This money would be used by the
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groups in many ways but mainly to obtain software. A broke group
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usually had a dry run when it came to releasing. This monthly
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fee plus all the extra hardware and phone lines required
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a major investment by the system operator. And it was investment
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that gave the siteop the respect they required from the BBS users.
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There was something about a top ranking sysop, because you
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were in their homes (electronically) using their equipment.
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They had total control over everything that happened on their
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system, including your personal information.
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Now, running a BBS that contained illegal software was a risky
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business. One because the system was usually based at the
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system operator’s home and two because there where some companies
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that were desperate to stop the flow of the illegal copies of
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their programs. These corporations including Microsoft and Novell
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worked with local and federal police in attempt to take down
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these means of distributing software.
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Now you all know about the Net Act. in the USA that now makes
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it legal for anyone with a certain amount (dollar value) of
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pirate software to be convicted. But you may be wondering how
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people were busted before this act was created. Well, the most
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common reason would be that the offender was making money from
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illegal software (selling CDs or floppies) which would attract
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the attention of the police. While the other more harsh way of
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being busted was to get a civil case law suit against you. These
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were never pretty and usually involved the complete loss of
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anything that was computer related from one's house. Civil
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suits were bought on by software companies and are covered by a
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completely different set of laws to the criminal codes. Because
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of this most boards banned Novell releases due to Novell’s
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semi-successful world wide anti-piracy campaign.
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The death of the BBS one could say happened after Park Central
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closed down. This was at the time the number one BBS in the
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world and was a central link for the scene. It was often used
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to prove who won a release race, being the boxing ring and the
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referee. But some groups got smart and started avoiding the
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BBSs all together and instead decided to spread the release
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exclusively over the Internet. This left people a confusing
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situation of where there was one group winning the release on
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the BBS’s and the other winning on the Internet. The final
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nail in the coffin for the bulletin board system was the infamous
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Cyberstrike campaign of February 1997 where five major BBS’s
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were busted in a single week. It caused many BBS and some sites
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to close shop permanently in the fear of themselves being
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the next victims.
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SUPPLIERS
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The supplying methods for groups in early years weere not
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too different to today’s methods. Store pickups and ordering
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directly from the company where the main means for many groups.
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The money would usually come from various payments such as
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official BBS affiliates. Another more attractive way to supply
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was to use insiders who are kind of like corporate saboteurs
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for the pirate scene. Insiders obtain the program directly from
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the source before it’s released to the stores. It saves a lot
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of effort on the group’s behalf as they don’t have to keep
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tabs on the program and they avoid the rush to grab it when it
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goes to the stores. It also left the crackers more time to
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tinker around with the program.
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A more creative way to obtain pre’store software was for group
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members to pretend they worked for a gaming magazine. The
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software companies where usually more then happy to send out
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their software if given the correct information. But when the
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companies smartened up this option became less viable.
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SCENE ART
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There have been artists for the PC ever since there has been
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ASCII and ANSI. But international groups in the way that we
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know of today only started in around late 1990. ACID (ANSI
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Creators In Demand) were the first of these international
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groups, trend setters who originally specialised in ANSI art
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and ANSIMation ads. They earned their reputation of being one
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of the best in their field by supporting the best pirate boards
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of the time. Just like our demo scene the PC art scene emerged
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from the pirate scene. Unfortunately this link has long
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since been lost with the warez scene art becoming second class.
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As the PC gained more acceptance in Europe (an area dominated
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by the Amiga and Atari) some members of the bigger Amiga groups
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found themselves using or buying these strange PC machines and
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needed software. So a long line of Commodore cracking groups
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made their way across to the DOStel system, including Fairlight,
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Razor 1911 and the merged Tri Star and Red Sector.
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THE INTERNET
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The Internet has often been used by the scene for
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various reasons but it never became a serious tool until
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the early nineties. Little did people know at this time
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how much this tool would change the scene, to basically
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create a new generation of pirate scene. Bulletin board
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systems had always kept the scene secret and underground. A
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newbie often found it extremely difficult to gain access
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to even a mediocre local board. Most of these people faced
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the daunting task of hunting down a system password just
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to get the logon prompt and then new user password to even
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apply for membership. But the Internet changed all this,
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the Internet made everything that was once so hard to obtain
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so easy. IRC, email, ftp and webpages all open to Joe public.
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And in 1994 they flooded in, drove after drove causing
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great despair among the many old schoolers. Many of these
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people didn't appreciate their turf being overrun by these
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so-called lamers, so they closed their doors. While the
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old doors closed new doors opened, newsgroups, top100 web
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pages, anonymous ftp and the most infamous of all IRC offer
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channels.
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IRC offer channels where originally started by groups to
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offer releases to their friends but when Fate (the
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leading Internet courier group in 1995) opened their
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channel (#fatefiles) to the public, Joe Lamer couldn't
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resist. Many people copied #fatefile's format (+mnst)
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and many of these channels failed, especially since
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most groups totally disapproved of IRC trading.
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CD RIPPING
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While the Internet changed the way the scene communicated
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and traded it was the gaming industry’s move to the CD Rom
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that also helped create the second scene revolution. While
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CD Rom titles for the PC have been around since 1989
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(Sierra/Dynamix) the scene did not take onto this new medium
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until the mid-nineties. And even at this time no one took it
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too seriously with many groups creating separate groups for
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the CD Rom releases. These seperate groups where usually
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created just to release crapware under a different label.
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And that is was CD titles where originally considered,
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crapware. These crapware groups where kind of like the
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IND releases today, though less anonymous.
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Originally these crapware/cd-rom groups would release the
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whole CD, but it wasn't in ISO format, rather the files were
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just copied off the CD. But people were not used to these
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large releases and so Hybrid invented the first cd-rip,
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where the group would leave out unnecessary parts of the
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game. But the rippers still had the mentality of the floppy
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disk: the smaller the better was the goal. So many games
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where raped to their bare minimum making them pretty boring
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to play. Playing some of these raped games was like trying
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to watch a special effects Hollywood blockbuster on a black
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and white TV with no sound. To add to this many ripped games
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were poorly cracked with a great number requiring third party
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utilities such has CD emulators (fakecd.exe).
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When software publishers started taking advantage of the
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space available on a CD Rom most of the main game groups
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agreed on a standard disk limit. On July the 6th 1996 five of
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these groups formed a pact agreement under the name of Software
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Pirates Association (SPA). The SPA's goal was to see the
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enforcement of their "rules of engagement". Any release that
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broke the SPA rules would be nuked on the affiliated sites.
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Eventually the SPA fell prey to internal fights created by
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group politics.
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In 1998 the SPA was laid to rest because the groups involved
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were simply not following the rules. But soon enough the big
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three groups (Class, Razor 1911, and Paradigm)formed a new
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organization called The Faction. The faction created a
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detailed listing of its rules and they released those rules
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to the public. The biggest change was the upping of the disk
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limit to 50*2.88 disks (it had been 75*1.44 disks).
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While other groups changed to the 2.88 disk format some did
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ignore the 50 disk limit and too many people it just didn't
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matter anymore.
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ISO SCENE (CD IMAGES)
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In 1997 the prices of CD writing material became cheaper, this
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combined with easier access to high speed internet created a new
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niche market. Full versions of games where wanted and so the
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ISO scene was created. ISO's are CD images and because they
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contain the complete CD image they are extremely big. Just
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like the CD scene three years earlier some of the bigger groups
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created new sub-groups for this ISO scene.
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By 1998 the ISO scene had grown. Gone were the days groups
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would dupe each others titles on different sites and not
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even realise it. Also gone where multistandards in releases.
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The scene may have been called ISO because that was the
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original format people used to store the information with but
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by 1998 everyone had switched to the bin/cue format. Also
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strangely we discovered in 1998 that some big name rip groups
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couldn't hack it in this ISO scene. While some others who
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fared terrible in the rip scene flourished in with ISOs.
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Probably the biggest controversy in the ISO scene for this year
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was whether groups should rip out Direct X etc to fit the image
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onto a standard 74min CD or weather to leave it as a full
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80+minutes (which required special CDs to burn properly).
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BIBLIOGRAPHY
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Bruce Sterling. The Hackers Crackdown, 1992. ISBN 0-553-56370-X
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Insane Creator Enterprises. Insanity, 1991.
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Reality. Reality Check Network, 1996.
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Steve 'Toast'. NFO Archive, 1995-98. http://www.uoguelph.ca/~shost/mail/mail.html
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Revision IV (200499)
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Scene History Composition, © 1998-9 by Ipggi. All rights reserved.
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