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It Took 33 Years To Find the Easter Egg In This Apple II Game (vice.com)

Jason Koebler writes: Gumball, a game released in 1983 for the Apple II and other early PCs, was never all that popular. For 33 years, it held a secret that was discovered this week by anonymous crackers who not only hacked their way through advanced copyright protection, but also became the first people to discover an Easter Egg hidden by the game's creator, Robert A. Cook. Best of all? Cook congratulated them Friday for their work.
The article attributes the discovery to a game-cracker named 4am, who's spent years cracking the DRM on old Apple II games to upload them to the Internet Archive. "Because almost all of the games are completely out of print, all-but-impossible to find, and run only on old computers, 4am is looked at as more of a game preservation hero than a pirate."

97 comments

  1. TIme flies by hcs_$reboot · · Score: 2

    Played it briefly, and preferred Lode Runner (also from Brøderbund) ; and yes, I'm that old.

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    1. Re:TIme flies by 93+Escort+Wagon · · Score: 2

      Broderbund! Wow, that brings back some memories...

      --
      #DeleteChrome
    2. Re:TIme flies by Dutch+Gun · · Score: 1

      My favorite Apple II games: Wizardry, Choplifter, Aztec, Karateka, Flight Simulator... ah, good times. I also learned how to program on an Apple II as well. It wasn't all time wasted. Good ole Applesoft BASIC. But ugh, line numbers... It was a while before I realized why I could never create programs that ran as fast as my commercial games.

      These days, I write commercial games in C++. I may not have become a videogame programmer were it not for my Apple II. I guess I'm just as old.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    3. Re:TIme flies by Anonymous Coward · · Score: 1

      I played that game all the way through on an Atari 800 XL back then.
      The game was real fun, like most of the Brøderbund games.

    4. Re:TIme flies by Anonymous Coward · · Score: 0

      My favorite Apple II games: Wizardry, Choplifter, Aztec, Karateka, Flight Simulator... ah, good times. I also learned how to program on an Apple II as well. It wasn't all time wasted. Good ole Applesoft BASIC. But ugh, line numbers... It was a while before I realized why I could never create programs that ran as fast as my commercial games.

      These days, I write commercial games in C++. I may not have become a videogame programmer were it not for my Apple II. I guess I'm just as old.

      Similar story, but I only did BASIC for a month or two before moving on to 6502 assembly. Actually worked on Apple II and Commodore 64 games, nothing anyone ever heard of, at least that's what my royalty checks said. :-(

      Eventually moved on to Mac, then to DOS and Windows, and then back to Mac and now iOS too. Not always games but sometimes, and these were games people have heard of, or at least that's what my bonus checks had said. :-)

    5. Re: TIme flies by Anonymous Coward · · Score: 0

      Hard hat mac, montrzumas revenge, too!

    6. Re: TIme flies by Anonymous Coward · · Score: 0

      I remember playing those on a Commodore 64. Good times.

    7. Re:TIme flies by Registered+Coward+v2 · · Score: 2

      My favorite Apple II games: Wizardry, Choplifter, Aztec, Karateka, Flight Simulator... ah, good times. I also learned how to program on an Apple II as well. It wasn't all time wasted. Good ole Applesoft BASIC. But ugh, line numbers... It was a while before I realized why I could never create programs that ran as fast as my commercial games.

      These days, I write commercial games in C++. I may not have become a videogame programmer were it not for my Apple II. I guess I'm just as old.

      I'd add Castle Wolfenstein, Return to Castle Wolfenstein, Stellar Trek and Super Stellar Trek to the list.

      --
      I'm a consultant - I convert gibberish into cash-flow.
    8. Re:TIme flies by Anonymous Coward · · Score: 0

      The list is close to mine, but I would add Ultima and before that Akalabeth which preceded it. If memory serves Akalabeth was a mix of Integer Basic and assembler and I remember looking at the code trying to grasp how it worked. I knew Basic at the time, but I still had yet to delve into 6502 assembly.

      Sneakers and Snake Byte also come to mind.

    9. Re:TIme flies by rossdee · · Score: 1

      I bought an Apple ][ in 1981 - it was my 3rd computer

      I still think it was the best of the 8 bit machines. Although the C=64 had better graphics, the Apple was more expandable and had faster I/O

    10. Re:TIme flies by clintp · · Score: 2

      In a certain day and age Brøderbund Print Shop - made stuff was *everywhere*.

      --
      Get off my lawn.
    11. Re:TIme flies by brettw · · Score: 2

      I played Gumball quite a bit during grade school. Loderunner I played to death on the original mac, didn't care as much for the Apple II version.

      But seriously if Slashdot starts doing clickbait garbage headlines like this, I'll probably be done. And I've been here for a very long time.

    12. Re:TIme flies by BlueMonk · · Score: 1

      I was a Lode Runner fan myself. It's what led me to create http://treasurechaser.enigmadr...

    13. Re:TIme flies by hcs_$reboot · · Score: 1

      But seriously if Slashdot starts doing clickbait garbage headlines like this, I'll probably be done. And I've been here for a very long time.

      I was more annoyed by the "new" delayed banners right side (that appear right at the time the mouse reached the area to click on replies). Thanks to a few AdBlock+ rules, not annoyed anymore, for now.

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      Slashdot, fix the reply notifications... You won't get away with it...
    14. Re:TIme flies by hcs_$reboot · · Score: 1

      Nice! You probably did all the Lode Runner Championship levels...

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      Slashdot, fix the reply notifications... You won't get away with it...
    15. Re:TIme flies by BlueMonk · · Score: 1

      Like the original, this one also includes a level editor, and the whole level can be embedded in the URL. I made this one this morning: http://treasurechaser.enigmadr...

    16. Re:TIme flies by hcs_$reboot · · Score: 1

      Amazing, really! Just one think, in the original game the "villains" were running slower than the guy... (~2/3)

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    17. Re:TIme flies by BlueMonk · · Score: 1

      Wow, I totally forgot about that; no wonder mine seems rather difficult sometimes! Wonder how easily I can fix that...

    18. Re:TIme flies by hcs_$reboot · · Score: 1

      And since you're at it, when a "villain" falls into a hole (dug) he stops and remains in the hole, even if there is an empty space below (he doesn't keep falling ;-)

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      Slashdot, fix the reply notifications... You won't get away with it...
    19. Re:TIme flies by BlueMonk · · Score: 1

      Unfortunately, this is not a simple fix because some of the logic was assuming that the tile size was a multiple of the movement speed. Breaking that assumption causes the enemies to be able to, for example, walk over a gap which they were supposed to fall into. The player's movement speed is 4 pixels per frame and changing the enemies' movement speed to 3 causes problems. I could make the enemy movement speed 2 and that'd probably work. In case I don't get around to a proper fix, do you think the game would be better changing the enemies to move at half the player's speed or, leaving them at the same speed at the player?

    20. Re:TIme flies by neoRUR · · Score: 2

      Your not old, your of a generation, me included, where something special happened that most people didn't even know about or understand. I spent a summer working at Target during High School so I could make enough money to buy an Apple ][+. You were probably like me where you saw this thing, this technology, these games, and the world changed and you just had to have one. I had dabbled in electronics when I was a younger kid, and would stand in the sears store in awe waiting for my turn in the sea of kids playing the demo Atari machine in color, before the Apple came out. You were the first generation that had the first home technology, you probably felt what Woz felt when he was building these things and how it would change the world forever and it was something amazing. Technology still is and there are amazing things going now now, but it's a lot more complex. I would spend nights staying up into the wee hours playing games or programming, and getting games from going to pirate parties where we swapped disks. I still have all of that with me. I now do AI and games and the Apple II+ helped me on this path. It was a time that will not happen again. The start of the Information Age.

    21. Re:TIme flies by Dutch+Gun · · Score: 1

      I was pretty young at the time, so I didn't realize there was anything other than BASIC to use or how I would go about doing it, or I may have tried. We sort of take for granted the information age we live in now, but there was far less opportunity for a kid to learn how to do that stuff, unlike the instant access any kid nowadays to all sorts of free, high-quality development tools and online tutorials. I was just fortunate a kid-friendly Applesoft BASIC tutorial book came with the computer. It really was a pretty good introduction to programming.

      It wasn't until quite a few years later that I got a Windows PC and taught myself Pascal, then C++ (both using Borland Turbo products in DOS), which I fell in love with for its power and expressibility.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    22. Re:TIme flies by brianwski · · Score: 1

      I think you guys hit all my favorites except: Threshold. Anybody else with gray hair remember it?

      I directly attribute my current career as a software developer to the time in my mid teens that I played (and loved) those Apple ][ video games. I'd rather be lucky than good, and those games coming out just at the right moment in my life luckily pulled me into a ridiculously lucrative career doing something that I love - working with computers.

    23. Re:TIme flies by BlueMonk · · Score: 1

      I updated the game so the enemies move slower. Instead of changing how far they move each frame, I simply skipped an update of each enemy sprite once every fourth frame.

    24. Re:TIme flies by hcs_$reboot · · Score: 1

      You can see by yourself the relative speed of all characters. But the new version (had to reset the cache) looks about right! Thanks!

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    25. Re:TIme flies by antdude · · Score: 1

      Ditto. I made my own levels and even finished Championship Lode Runner (had to buy its hints book!), and got a paper certificate (should had kept it -- did you/anyone keep a copy). This was when I was in (six/)th grade.

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    26. Re:TIme flies by hcs_$reboot · · Score: 1

      Actually tried to win LRC without cheating/hacking but it happened to be too hard for me! (Didn't have this book either) Don't remember exactly what was my last level, but I recall the whole LRC was very well made, and a lot of fun!

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      Slashdot, fix the reply notifications... You won't get away with it...
    27. Re:TIme flies by antdude · · Score: 1

      That last/final level was crazy hard! :O

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    28. Re:TIme flies by antdude · · Score: 1

      I played Choplifter (Lode Runners to rescue, hehe), Karateka (bah to that remake), Aztec (so many keys and easy to cheat!), Gemstone Warrior, Nibbler, Bilestoad, Diamond Mines, Conan the Barbian, Bruce Lee, RoboCop (ew), Gauntlet (ew), Montezuma's Revenge, Oregon Trail (duh!), Lemonade, etc.

      10 HOME
      20 PRINT "HELLO!"
      30 GOTO 10
      RUN ;) You forgot Logo!!

      BTW, you can (re)play these old Apple 2 games on http://virtualapple.org/ ...

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    29. Re:TIme flies by dgatwood · · Score: 1

      Here's a fun one....

      --

      Check out my sci-fi/humor trilogy at PatriotsBooks.

    30. Re:TIme flies by dgatwood · · Score: 1

      FYI, I ran into a bug in the game where the level code it generates is just "1KE0F".

      I URL-encoded the localStorage object's save1 value and saved it here in case you want to debug it. :-)

      --

      Check out my sci-fi/humor trilogy at PatriotsBooks.

    31. Re: TIme flies by BlueMonk · · Score: 1

      Would you like this included in the custom level list? If so, with what names for the level and author?

    32. Re:TIme flies by BlueMonk · · Score: 1

      Strange, I didn't have any problem getting the level code out of it. Must have been some other timing or state glitch and not a problem with the actual encoding. Your level link is this URL

    33. Re:TIme flies by dgatwood · · Score: 1

      Thanks.

      No idea. I won it several times, and it kept giving me that truncated code. This was on Safari 9.1 (OS X v10.9), for whatever that's worth.

      I also noticed that if I go to one of the custom levels, play through it, then start playing normally (without reloading it without the extra fragment identifier), I get to the end of the first level, reach the top of the ladder, and get stuck. The problems might be related (but probably not).

      --

      Check out my sci-fi/humor trilogy at PatriotsBooks.

    34. Re:TIme flies by BlueMonk · · Score: 1

      In case you're up to fiddling with this project yourself, the source code (in a more manageable format usable with Scrolling Game Development Kit 2) is available at https://bitbucket.org/bluemonk.... I'm not sure I have the motivation to maintain it much any more myself. Unfortunately, Scrolling Game Development Kit 2 requires Windows, so you wouldn't be able to use that from OS X. I tried porting SGDK2 to other platforms (namely Linux) once long ago, but there was some difference in the way the Microsoft implementation of .NET treated serialized datasets that made me give up on that idea. I wonder if I would have more success with the new generations of .NET.

    35. Re:TIme flies by BlueMonk · · Score: 1

      I fixed some bugs relating to the player getting stuck in the top left corner and other behaviors when playing an edited level loaded from the URL. Hopefully that resolves the problems mentioned in your most recent post.

  2. Re: 4am is considered a hero by Anonymous Coward · · Score: 0

    Why is it a troll to point out that abandonware is still protected by the DMCA?

  3. Please clarify by Anonymous Coward · · Score: 0

    "Because almost all of the games are completely out of print, all-but-impossible to find, and run only on old computers, 4am is looked at as more of a game preservation hero than a pirate."

    Who views 4am in this manner? Copyright law sure doesn't. Please clarify this.

    1. Re:Please clarify by Anonymous Coward · · Score: 1

      Who gives a shit about a law, which has nothing to do with justice or any decency at all?

    2. Re:Please clarify by msauve · · Score: 4, Insightful

      You're confusing law with ethics.

      --
      "National Security is the chief cause of national insecurity." - Celine's First Law
    3. Re:Please clarify by Anonymous Coward · · Score: 0

      I'll view him in that manner, as will many others. If you're looking for sympathy towards copyright, you're not going to find it around here. It's been abused far to often to deserve any respect.

  4. Re: 4am is considered a hero by Anonymous Coward · · Score: 0

    What's wrong? Did you run out of mod points? Unless the copyright holder explicitly releases the work to the public domain or the copyright expires, the work is still protected by copyright. Thus the DMCA still applies.

  5. Feedback: Better Story Title by rsmith-mac · · Score: 5, Insightful

    I know the editors are just shortening the title from TFA, but saying "this Apple II game" rather than the name of the game borders on clickbait. If you're going to rewrite the title (and you should, that's what a good editor does), then you may as well do it right and make it a properly descriptive title.

    e.g. "Easter Egg Found After 33 Years in Apple II Game 'Gumball'" which is more descriptive and more space efficient, coming in at 3 characters shorter than the current Slashdot title.

    1. Re:Feedback: Better Story Title by Anonymous Coward · · Score: 0

      We appreciate your business and welcome you to our long list of satisfied and much valued customers. Our success comes from the continuous faith in the excellence of our products and services, something we are committed to and would never sacrifice.

      Our customer service guarantees the satisfaction of our clients. In line with this strategy, we ask you to share with us your feedback at any time, be it positive or negative. There is always room for improvement, so if we can serve you better in anyway, please do inform us.

    2. Re:Feedback: Better Story Title by wonkey_monkey · · Score: 2

      A brief description of the easter egg would not have gone amiss, either.

      --
      systemd is Roko's Basilisk.
    3. Re: Feedback: Better Story Title by Anonymous Coward · · Score: 0

      For those curious about the Easter egg, it's a screen in the game to congratulate you for solving a cipher. Here's from the article:

      The game puts you in charge of a gumball factory worker who progresses to become foreman, supervisor, manager, and vice president of the factoryâ"if you hit âoectrl+zâ during the cutscenes between levels of the game, you get different codes of the cipher. Solved, the cipher reveals this code:

      ENTER THREE

      LETTER CODE

      WHEN

      YOU RETIRE

      If you hit ctrl+z again during âoeretirement,â which is the end of the game, thereâ(TM)s one final code: âoeDOUBLE HELIX.â 4a.m. and qkumba entered âoeDNAâ at the end of the game and got this screen:

    4. Re: Feedback: Better Story Title by SQLGuru · · Score: 1

      Anyone know what game accepts the code Z0DWARE mentioned in the Easter Egg screen?

  6. Re:Abandonware by homb · · Score: 5, Informative

    Because when:
    1- you can't buy it
    2- you can't run it
    3- it's worthy of archival
    4- to figure out who can invoke the DMCA would be extremely costly

    for society recovering abandonware into a state that is usable is better than losing the product.

  7. Re: 4am is considered a hero by Anonymous Coward · · Score: 0

    copyright still applies.

    at least its not repro tards.

  8. Culture of repression by Anonymous Coward · · Score: 0

    Because almost all of the games are completely out of print, all-but-impossible to find, and run only on old computers, 4am is looked at as more of a game preservation hero than a pirate.

    If it has any value, that will quickly be stomped out.

    Captcha: describe

  9. Thankfully by Anonymous Coward · · Score: 0

    ... all-but-impossible to find ...

    I had Suspended, Archon, Kareteka, Lode runner, Hard hat Mack, Moon Patrol, Where in the world is Carmen Sandiego?, The hitchhiker's guide to the galaxy, Pinball construction set, Print shop, ProDos, USCD Pascal; and a few games I can't remember, on the Apple II. Since then, I've downloaded the DOS version of a few games so I could play them again. Still got those DOS files somewhere.

    1. Re: Thankfully by Anonymous Coward · · Score: 0

      DOS games have a charm, sure. I rather enjoyed titles like Stunts, SimEarth, SimAnt, and Railroad Tycoon. However, a lot of games from the 80s actually are best on the C64. The sound and video were superior for 80s games, and certainly better than the Apple ][. Also, if you want to try Gumball, there is a C64 version available and VICE is a great emulator.

  10. Re: Abandonware by Anonymous Coward · · Score: 0

    What the hell do you mean by "jump of a bridge?" If say it's a typo except you wrote that twice.

  11. "In This Apple Game!" by thegarbz · · Score: 5, Insightful

    You won't believe the name of the game, or what Tim Cook did next!

    Was EditorDavid hired from Facebook? Clickbait is like newspeak with cancer.

    1. Re:"In This Apple Game!" by Anonymous Coward · · Score: 1

      Why do I get the feeling " EditorDavid"'s real name isn't David? rather Ganesh

    2. Re:"In This Apple Game!" by tomhath · · Score: 2

      Took me a minute to realize that "Cook" referred to the game's creator, Robert A. Cook, not Tim Cook. But as clickbait they should've worked both in somehow.

    3. Re:"In This Apple Game!" by Anonymous Coward · · Score: 0

      Why do I get the feeling " EditorDavid"'s real name isn't David? rather Ganesh

      Maybe it's Timothy? That would explain some things...

    4. Re:"In This Apple Game!" by thegarbz · · Score: 1

      Took me a minute to realize that "Cook" referred to the game's creator, Robert A. Cook, not Tim Cook. But as clickbait they should've worked both in somehow.

      Well shit that just makes it so much worse.

  12. Re: 4am is considered a hero by Anonymous Coward · · Score: 0

    Copyright is an immoral, anti-human concept that must be abolished.

  13. Re: 4am is considered a hero by Anonymous Coward · · Score: 1

    "l'esprit de la loi, ou la lettre". It's clear to see which part you chose : the brainless one

  14. After 33 years... by LordHighExecutioner · · Score: 1

    ...it is a rotten easter egg!

    1. Re:After 33 years... by Anonymous Coward · · Score: 0

      Pidan, a chinese delicacy.

  15. Re:Abandonware by Anonymous Coward · · Score: 0

    There's the law of gravity...

  16. Advanced? by guises · · Score: 1

    This copyright protection is 33 years old. Should we really be calling it "advanced"?

    1. Re:Advanced? by CorporalKlinger · · Score: 1

      If you read the article, and the linked narrative by 4a.m. (the person who actually figured out the copy protection), it was not an elementary procedure to rip the data from the disk for the Internet Archive upload. The disk is unreadable by nearly all utilities available for the Apple II, and incompatible with modern disk drive systems, which expect very specific disk formatting and file structures. Security through obscurity and antiquity... I congratulate 4a.m. on a very impressive rip - I'm glad people still know how to do things like this with 35 year old technology and that programs like this won't be lost to the ages.

  17. Asimov by Anonymous Coward · · Score: 0

    I'm curious as to why he's doing this when most A2 software is already cracked and available on Asimov.

    1. Re:Asimov by tepples · · Score: 1

      Presumably because Gumball wasn't on Asimov.

    2. Re: Asimov by Anonymous Coward · · Score: 0

      TFA says he's done 683 games. You presume that none of those are on Asimov?

  18. Re: 4am is considered a hero by Anonymous Coward · · Score: 1

    DMCA doesn't apply here. The Constitution explicitly forbids ex post facto laws. The DMCA doesn't apply to software, etc, prior to it's enactment in 1998.

  19. Re: 4am is considered a hero by Anonymous Coward · · Score: 0

    If someone cracked software, they couldn't be charged with violating the DMCA. However, the DMCA can and does extend additional copyright protections to all copyrighted works. These protections are available to software created before the DMCA became law. Cracking the software in 2016 is a DMCA violation. There's no good reason for the authors to pursue any legal action here, but it still is a violation of the law. Your comment is incorrect.

  20. Re:Abandonware by Anonymous Coward · · Score: 0

    3- it's worthy of archival

    The fact that so much software, commerical, enterprise, server, gaming, has been lost to history forever is an international disgrace.
    It is wrong that so much important digital and cultural history should be lost.
    Future historians will be shocked at how blithely we allowed our earliest innovations to become forgotten.

  21. The golden days of copy protection by mveloso · · Score: 1

    Copy protection back then was really in its golden age. Off the top of my head I can remember a couple of different schemes:

    1. manipulating the on-disk structures so that certain things couldn't be read. If you did a bit-for-bit copy (via locksimith etc) you wouldn't get a read error for that sector, which meant you were running a pirate copy.

    2. manipulating the track layout so the drive could read the track, but a bit copier couldn't. I'm not sure how they did that, really. Did they write half a track and just join them together?

    3. Self-modifying code. Yeah, this was a common thing: code would decrypt itself while running. This wouldn't prevent a bit-for-bit copy, but it would prevent the hack where you'd just find the copy protection subroutine and modify it to always return true.

    There were doubtless more. Are the old Apple ][ cracking guides still online?

    1. Re:The golden days of copy protection by angel'o'sphere · · Score: 2

      Well, at that time all the data from the floppy disk was read by the OS.
      In other words, there was no command to the disk controller to read or write to track 11/sector 5.
      The OS had to step the disk reading arm to track 11 and start reading ... with special "SECTOR START" markers it would recognize: here starts a sector. And after the "SECTOR START" would be the sector number.
      As it took so long to react on that sectors would not be organized on a track in a consecutive manner but like 1 3 2 4 5 7 ... I forgot the original schema. It was a bit more complicated. Not sure if I mix up here the layout of sectors on the hardware or how e.g. DOS 3.3 allocated files. (Files where allocated in linked lists of sectors, the last bytes of a sector holding the link to the next sector. I think now, it was more file structure and not disk structure that interleaved sectors)
      Sectors "where supposed" to be 256 bytes. But no one stopped you to have shorter or longer sectors. Because the sector markers where also hard wired into the drive. (That is your number 2)

      Other tricks where puncturing the disk at a certain spot. So reading by the original game would give an error, and a copy by a Locksmith copy. The rumors at that time ofc were: they use a laser to puncture the disk.

      Locksmith was a famous copy program as it used block wise reads and also the second memory card, so in two read and write sweeps it copied a disk in like 2 minutes (more close to 1) while ordinary copying by hand would take 5 or more.

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  22. CrackShot by mveloso · · Score: 1

    There were three tools that everyone used to use:

    1. locksmith, AFAIK the first bit-for-bit copier
    2. crackshot, which would dump your ram to storage. You could reload it into its running state

    There was one more good bit copier, who's name I've forgotten. Oh, Back-it-Up.

    https://en.wikipedia.org/wiki/...

    1. Re:CrackShot by Anonymous Coward · · Score: 0

      don't forget EDD 4.0 -- the Essential Data Duplicator. it easily copied 9/10 of what ever i wanted copied, though sometimes i had to manually turn the disk drive speed up or down with a little eyeglasses screw driver i hot glued onto the drive speed controller shaft

    2. Re:CrackShot by angel'o'sphere · · Score: 1

      Never heard about 'crackshot', to bad.
      That is technology in our days every program should have ... so were the times.

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  23. Re: 4am is considered a hero by Anonymous Coward · · Score: 0

    I'm surprised no one has used that type of a defense against copyright infringement.

  24. Criminal charges even if no lawsuit by tepples · · Score: 1

    I thought the DOJ could still press criminal charges pursuant to 17 USC 506 if the lack of license is obvious and the infringement is either for financial gain or over a certain dollar amount. Back in the day, the Slashdot effect was strong enough to be a surefire way of getting to that dollar amount.

  25. Re:Abandonware by Anonymous Coward · · Score: 0

    I don't give a fuck about breaking the law. Period.

  26. Discovered after 33 years? Really? by substance2003 · · Score: 1

    You know, I think looking at this that it's a little easy to say it was discovered now.
    Who's to say it wasn't discovered by people playing back when it was published?
    Let's face it, it's not like records of the period are detailed. I can imagine folks posting about it on their local BBS which in turn would get lost over time.

  27. I already discovered it 30 years ago ... by UnknownSoldier · · Score: 5, Interesting

    I had a "cracked" copy of Gumball back in the middle 80's. I would regularly use Copy ][+'s Sector Editor to scan for messages that pirates would leave behind. I never mentioned it because I thought someone had already discovered it.

    i.e. "The Fly" left a message in Mario Bros.

    BLOAD MARIO BROS
    CALL-151
    803G

    The reason this works is because the normal entry point is $0800 which is a JMP instruction. The next instruction starts the hidden message left behind.

    For Gumball, the hints are triggered via Ctrl-Z during the intermission.
    Every Apple 2 game reads the keyboard via:

    AD 00 C0 LDA $C000

    It is trivial to search memory for these 3 bytes and see what keypresses the games respond to.

    The hard part was to figure out what triggered _that_ hint. Fortunately you can scan memory for the joystick button 0 and joystick button 1 presses.

    . /sarcasm Anyways, who knew using a sector editor counts as news these days.

    1. Re:I already discovered it 30 years ago ... by Anonymous Coward · · Score: 0

      Thanks for sharing. Interesting indeed.

  28. Re:Abandonware by armanox · · Score: 2

    No one said they wouldn't buy it if it was for sale. But who even owns the software at this point to sell it? Copyright in this case is probably harming sales (and you can bet even if you figured out who to pay the people that worked on it (the developers, management, executives, etc) will receive none of the money from a sale.

    With that said, there is a reason I have a large collection of old software and licenses (Windows 3.1 - 98SE. Windows NT4/2000/XP/7, Mac System 7,Mac OS 8/9, DOS, games from Kings Quest to StarCraft, Office 2000-2010). Some things only the backup copy is still functional, but I don't like playing in grey areas.

    --
    I'm starting to think GNU is the problem with "GNU/Linux" these days.
  29. Coolest slashdot entry so far by Anonymous Coward · · Score: 0

    Go, 4am & qkumba, go!

  30. XKCD by Anonymous Coward · · Score: 0
  31. Better to ask forgiveness than permission by Neo-Rio-101 · · Score: 1

    When it comes to preserving our digital history, I think it's better to ask forgiveness than permission.

    If we followed copyright law to the letter, nothing would get preserved.

    --
    READY.
    PRINT ""+-0
  32. RIP Douglas E. Smith! by antdude · · Score: 1

    If you LR fans didn't know about it from a few years ago (September 7th, 2014).

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  33. Broderbund's PS & LR ... by antdude · · Score: 2

    http://www.broderbund.com/ and http://www.broderbund.com/sear... are still there! ;)

    You know. I still use it (and other clones) today in Windows. I mainly make cheap paper cards. :O

    BTW, http://www.reddit.com/r/loderu... and it needs more activites. :P

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  34. Re:Abandonware by Anonymous Coward · · Score: 0

    Your Windows license is only valid for the specific computer you bought together with it (OEM license),or the first computer you've installed the software on.
    Except for reinstalls on the same hardware, you can't transfer it to newer systems.

  35. A supplier to Asimov by tepples · · Score: 1

    Perhaps some of the games on Asimov are on Asimov because he did them. Another possibility is that he wanted to document the cracks publicly, and not all cracks on Asimov are necessarily documented.