Episode Choose Your Story For PC Archives
Episode Choose Your Story For PC Archives
Description
Episode lets you LIVE your stories with love, romance, adventure, and drama. Wouldn’t it be amazing if YOU were a character in your favorite story? Episode lets you do just that with many gripping stories, where you make choices that matter. Episode - Choose Your Story - Choose your destiny! Are you ready to fall in love and create your own love story? Make your choices and start your romantic journey! YOU are the heroine of every love story and you control how the love life goes! Choose wisely as it affects the course of the entire story! Girl, a seemingly ordinary girl couldn't have imagined a more roller-coaster life. On her first day at a new high school, she meets charming young man, who happens to be the crown prince of Vakovia. In this romantic episodic novel for teen girls and young adults, escape into a world of royalty and get swept off your feet. Develop emotional relationships with characters in the game based on your actions. Complete every episode, and be thrilled, surprised, happy and sad at the same time. This episode love story has never been so real. Confide your crush secrets to Lisa via chat messages. Fall into the arms of Chance, the charming prince of Vakovia that seemingly has it all made, but secretly is emotionally vulnerable. Live the life of a royal celebrity! Dive in and start your own adventure! Make your choices right now in this love game.
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Internet Archive Blogs
The recently released video game documentary High Score includes a sequence in the third episode about a game called GayBlade. GayBlade is one of the first commercially-sold LGTBQ-themed video games, a role-playing romp for Windows and Macintosh occasionally referred to as “Dungeons and Drag Queens”. Once thought to have been lost, the game’s software was recently discovered and preserved—and is now available in the Internet Archive!
Although LGTBQ people have been creating video games since the earliest days of the industry, there were very few games before the 21st century that explicitly had LGTBQ themes. Game creator Ryan Best hoped to change that with GayBlade, remarking, “This game gives lesbians and gays—and straight people—a chance to strike back at homophobia from behind our computer screen.”
The game is definitely political, racy and unafraid to make waves, as it definitely did in 1992 when it was released. Players are tasked with exploring a deep dungeon filled with homophobic enemies, trying to rescue the Empress Nelda and return her to Castle GayKeep. Best (and co-creator John Theurer) filled the game with humorous spells, items and antagonists while still keeping it all within the traditional role-playing genre. There are over 13 levels and 1,300 different rooms in this dungeon, reflecting the remarkable amount of work put into it by its creators—truly a unique work of art.
After being lost in a move from Honolulu to San Francisco, the game was thought to have disappeared forever. In High Score, creator Ryan Best laments that he was unable to find any of the game files, and was not very hopeful he would ever find them. But that’s not the end of the story—between the close of filming and the release of the documentary, Best discovered another copy of his game. Thanks to efforts by the LGTBQ Game Archive, Strong Museum of Play, and Internet Archive, it was preserved.
If you want to experience GayBlade for yourself, it’s available in our emulated games collection. You can play it directly in your browser if you’d like, or download the original source code. Additionally, an even earlier LGTBQ game called Caper In The Castro, a mystery adventure dating to 1989, is also emulated in the archive. So hit play and take a look at a little-known slice of LGTBQ history!
It was supposed to be magazines.
Elaine Wooton contacted me as many people do – in the middle of a shutdown and discard project, asking if the Internet Archive might want some of what is destined for deep storage or the trash compactor. In this case, she said, there might be some old journals and magazines I’d want. They were centered around the culture and innovations of the modern office, “modern” being the 1970s and 1980s. My general policy is to say yes, and if possible, make my way down to get the materials themselves. This set was in New York City, and as I live outside the metropolis, I said I’d be glad to pop down from my home and pick up these 5-10 banker’s boxes worth, to make it easier.
Elaine brought out the boxes on a cart, and said that if at all possible, I might consider coming upstairs to the office she was cleaning out to see if anything else might be of interest.
I parked my car and came up.
This is what I saw.
I asked a few questions about the nature and story of this office, and based on those answers, I said something that I honestly don’t get a chance to say that often:
“We will take all of it.”
A month later, nearly the entire contents of this office and storage were here:
As our team of folks began remixing the collection of boxes from the quick job done by movers into something more manageable for the Archive, Elaine and I were standing at the final chapter of a family history that spanned many decades and represented both a disappearing world and a fascinating story.
“Psychoanalysis for your typewriter“
Imagine being so well-known for your craft that letters addressed to “Mr. Typewriter, New York” would get delivered by the Post Office to your door. Imagine you mount a letter wrong while crafting a typewriter, and it causes a country (Burma) to change that letter to accommodate your mistake. Or that, through decades, your expert testimony about the accuracy of a brand of typewriter and the characters it types means the difference between guilt, incarceration, freedom or the swapping of fortunes. Such was the life of Pearl and Martin Tytell, of Tytell Typewriter. From a shop on Fulton Street of NYC from 1938 to 2000, the couple oversaw not just endless consultations and repairs, but fabrications and projects that were revolutions in themselves. Hanging from a wall near Martin and his bowtie and lab coat was a sign reading “Psychoanalysis For Your Typewriter.” Many people, famous and not, stood under that sign, hoping their machines could be repaired and tuned by this expert shop.
Besides the repair and care of typewriters, Pearl and Martin also had a thriving and critical business in forensic document analysis, or “Questioned Document Examination” as the discipline is known. When the typewriter business wound down, the Tytell’s son, Peter, became a giant in that field and continued it as his primary vocation. These examinations became critical for researchers, criminal investigations, and courtroom testimony.
It would be a true short-changing of the Tytell legacy for me to cobble together and leave these few paragraphs about the family’s accomplishments and outlook on life, as well as the part they played in the character of New York City. Luckily for all of us, the Tytell story was unique and attractive enough to get a huge amount of stories, especially in the 1990s and 2000s, written in magazines, newspapers and blogs. There was just something incredibly compelling about the discipline and activity the family engaged in.
A Door Closing, Another Opening
Elaine, a protégée of Peter Tytell’s, was overseeing the shutdown of the Forensic Research company this summer. Peter had pleural mesothelioma and was not expected to live for much longer, but he was using his remaining strength to give instructions where he could about the closure. Among the questions were the destination of the racks of material and various artifacts and equipment inside the building.
Elaine reached out to me primarily because of our working together on the 2015 Manuals Plus loadout, an ongoing project to maintain one of the larger paper manual collections in the world. She figured I might take a few extra parts of this considerable collection, while the rest would be split between another forensic group and put into deep storage. When I indicated the Archive would just take it all, this set things into motion in a different direction.
Ultimately, Peter saw it as a good fit and a proper destination, and gave his permission during the final month of cleanup. He died on August 11, a week before the trucks began transporting the boxes of materials away.
Mostly Internet, But Still An Archive
For people who mostly pay attention to the online experience of Internet Archive, it might come as a surprise that we maintain extensive physical materials, primarily printed. It might come as a greater surprise to know these items number in the millions and span many different mediums. A documentary called Recorder touches on the Marion Stokes collection we house, which are thousands of videotapes recorded over decades.
While some of the items in the Tytell Collection might be outside the realm of what we would normally acquire, it seemed right to just accept the entire set, as together it tells a stronger story than having parts of it discarded or stored elsewhere. This was, after all, a multi-generational family business and the already-whittled results of years of maintenance and caretaking by Peter Tytell; there didn’t seem to be a reason to arbitrarily cut it down further.
Two Days of Sorting
Upon arrival, the collection was mostly in large sets of arbitrary piles with some rough markings by the movers, as well as scrawled notes by Peter put there over the years. While some boxes might have seemed crushed, in fact it was because they were housing heavy typewriters, wrapped in bubble wrap, and had combined into a sort of gravity well of cardboard. They’re all fine.
We spent two days inspecting all the boxes, and moving them into rough classifications: Books, Ephemera, Typewriters, Equipment, and so on. In doing so, we got a (very) initial assessment of the treasures within. Some notable examples:
The subject matter of the hundreds of books in the collection range from criminal law (related to the investigative arm of the company) to graphology (study of handwriting) as well as overviews of law enforcement, detective work, and extensive guides of typewriter history. Some of these books are very old; an 1892 treatise on the ins and outs of bookkeeping was particularly beautiful.
Hundreds of samples, both printed and hand-made, of typewriter output, separated by years, brands, and models. This may be one of the most important pieces of the collection, and one that will be digitized as soon as possible; they represent hard knowledge and evidence of what typewriters were capable of or what brands had which abilities at what time. These cards were used by the Tytells in court cases; research into what typewriters were capable of what featured in the Killian Documents Controversy.
Brochures, stand-ups and manuals related to typewriter and print. There are thousands of pages of documents in this collection related to the sale, operation and overview of typewriters. They are incredibly well preserved and very beautiful, and digitizing them will be a chore but also a joy with what comes out the other end.
Typewriters of every description; standard commercial models now long out of production and sale, as well as custom or extremely-low production examples, such as machines that type in Arabic or Hebrew. They will not be stored away never to be seen again; they will, however it is worked out, play a part in telling the story of typewriters and the family that lovingly worked on them for so long.
If the variation and size of this collection seems endless – that’s a natural reaction. In fact, it is exciting on many different levels, with all sorts of disciplines combining into pallets of boxes now sitting quietly in storage. That’s the magic of a acquisition like this; the character and nature of a family of experts breathes out from every container.
It’ll be an extensive project to process and understand everything here, and it’ll be an honor to play a part in its preservation. We mourn those who came before us and thank them, as we can, for the opportunity to keep telling their stories.
Further Reading of Tytell Typewriter Company and Peter, Martin and Pearl Tytell
https://www.theatlantic.com/magazine/archive/1997/11/typewriter-man/376988/
https://en.wikipedia.org/wiki/Martin_Tytell
https://www.irishtimes.com/business/no-carriage-return-for-the-jurassic-typewriter-1.304472
https://www.nytimes.com/1994/06/12/nyregion/new-yorkers-co-mr-typewriter-new-york.html
https://www.nytimes.com/2008/09/12/nyregion/12tytell.html
https://www.nytimes.com/2001/02/19/nyregion/one-fewer-place-to-unstick-a-inicky-f-key.html
http://algerhiss.com/history/the-hiss-case-the-1940s/the-typewriter/forgery-by-typewriter/forging-a-typewriter/
http://afflictor.com/2012/06/11/he-could-make-an-american-typewriter-speak-145-different-tongues-from-russian-to-homeric-greek/
https://www.nytimes.com/2017/11/24/obituaries/mary-adelman-89-fixer-of-broken-typewriters-is-dead.html
https://oztypewriter.blogspot.com/2020/08/a-tribute-to-peter-tytell-son-of.html
https://www.nytimes.com/2020/08/18/us/peter-v-tytell-dead.html
The Whole Earth Catalog, a counterculture magazine that lasted from 1968 to 1998, tried many experiments in bringing the goals and nature of their publication to other media.
Published regularly from 1968 to 1972 with additional editions throughout the 70s, 80s, and 90s, Stewart Brand’s magazine covered all sorts of subjects, from nature and politics to technology and human potential. Issues can still be found online and bought used, and are beloved by many, either as a study or just a glimpse into a very idealistic, very technically-oriented view of the world.
The Internet Archive has been hosting a wide amount of references to this project, an index of which is maintained by Robert Horvitz at this item.
One of the many editions was the The Electronic Whole Earth Catalog, a CD-ROM version of the publication produced in 1989.
We have now made The Electronic Whole Earth Catalog emulate inside your browser: Click here to boot up a vintage 1988 Black and White Macintosh running this Catalog.
Weighing in at an impressive 430 megabytes of information, this CD-ROM contained over 9,000 individual pages done in Hypercard, the Web-Before-The-Web version of hyperlinks and document reading created by Bill Atkinson of Apple Computer, and available for Macintosh computers through the 1980s and 1990s. One of the great dead mediums, the power of Hypercard has shown itself to be ahead of its time and providing a deep amount of potential of hyperlinking, one which the World Wide Web would demonstrate.
The Internet Archive has been collecting Hypercard “Stacks” (documents) for years now, in partnership with the site Hypercard Online —a group that has been providing easy ways to upload user-created Hypercard Stacks that might otherwise be very time-consuming and difficult to interact with. As of now, the Hypercard Stacks collection on Internet Archive has over 3,500 examples.
A Quick Tour
Interacting with an emulator acting like a 1988 Macintosh that is then running a CD-ROM’s worth of data as a huge (9,000 page!) Hypercard stack is quite a huge task for a browser, even in 2020. The first issue is the download size and time. Once you click on the “show me the emulation” start button in the preview window, it will take you a while to download all 430 megabytes. For some it’ll be a few minutes, but others may take a whole lot longer.
Once it starts up (with happy mac and the rest), you will find yourself looking at a Macintosh desktop, which has an icon for the Electronic Whole Earth Catalog, which is a floppy disk image named EWEC.
Click on the desktop, double-click on the EWEC “floppy” icon, and it all begins. There’s a file called “Home” inside this EWEC disk, and you click on that to start the show.
In Hypercard, everything is a “Card” and those cards have “Links”, which go to other cards.
You move through indexes of other cards and read what they have to say, sometimes having to click through multiple cards on a single subject. The nature of the cards is very similar to the original approach of the Whole Earth Catalog that it’s drawn from. If you’ve never read a Whole Earth Catalog, it’s usually presented as a series of short articles and pointers to a range of subjects of interest to those who want to be part of the nature of humanity as seen through a techno-hippie lens.
Many of the paths in this collection are meant to be meandering—moving through straight-up indexes as well and unusually laid-out menus and pictures you can interact with. Back in 1989, it was all experimental and new—you’ll find excitement and frustration, eye-opening approaches and confusing bits. That’s the wild and free part of this era, and we encourage you to try it all.
Thanks to everyone who made this happen: Drew Coffman who started a conversation about it, Kevin Kelly who mentioned he had a copy of the EWEC in his possession, and then a bunch of folks who joined in with technical support to turn that copy into an online disk image, and then a emulated Macintosh: Stephen Cole, Noah Bacon, Natalia Portillo, Claudia Dawson, and others.
Now start clicking!
With the Internet Archive being mentioned prominently in the news for the past couple of weeks, we’ve had thousands of people discuss us in social media, and contact us directly with strong concerns and worries.
Above all, many want, in some way, to “help” and have asked us what they can do, if anything.
While your donations during this time have been appreciated, there’s actually many things you can do beyond that, which will have a lasting effect.
Use The Internet Archive Site
It may sound simple, but just using the Internet Archive for why it exists in the first place is a fulfillment of the dream of the many who have worked on it, past and present. An extraordinary amount of hours of continuing support are behind the simple archive.org address and website. Some of you are already enjoying the archive in its full potential, but many use it just for the Wayback Machine, or for a favorite set of media that you listen to or watch.
Take a walk through our stacks, browse, meander… enter a search term of something that interests you and see what pops up and what collections it’s part of. You’ll find it endlessly rewarding. Tens of millions of items await you.
The collections themselves vary wildly; a driven group will create a collection, or collaborations and partnerships worldwide will lead to a breathtaking amount of material you can enjoy. And, as always, billions of URLs have been mirrored to bring the unique miracle of the Wayback Machine to you for 20 years. We back up every link Wikipedia links out to at the time’s added, to make sure the web doesn’t forget its citations and relevant information anytime soon.
Speaking of the Wayback Machine… the Wayback is our crowning jewel, and we also encourage people who see something to save a copy of it.
To do so, visit the main Wayback page and enter a URL in the Save Page Now form on the lower right. We’ll do the rest (de-duplication, archiving, and so on). It’s how we become aware of to-the-minute URLs that either don’t have a long shelf life or which we would not normally be aware of for a significant amount of time.
Become a Patron
If you haven’t registered with us, it’s incredibly easy to do so and absolutely free, and always will be. Having a virtual library card lets you build lists of favorites, write reviews for any items you have opinions on, and allow you to upload your own items into our collections. During signup, you can also register for our newsletter, which is really great for keeping track of news and events related to the Archive.
You can always browse anonymously, from anywhere, of course; that’s what a library is about. But consider being a member of the archive as well.
Curate and Upload to the Archive
As a member of the Archive, you can upload items into our stacks instantly. Texts, Images, Movies, Audio. Thousands of new items enter into the collection every day. Our Upload Page has helpful information about what you’re uploading to allow you to describe and verify the items you wish for us to store.
A lot of our strength as a collection comes from individuals uploading items they or their community have created, and in need of a hosting space that will provide access to the item continually, without limits. Artists upload their music albums, podcasters upload their episodes, and hundreds of organizations upload their media and meetings to us, to ensure they’re kept safe.
Tell People That the Internet Archive Exists
It’s always a surprise to us to find out that people don’t know about the Wayback Machine or the Internet Archive, but we live here. Buried among hundreds of tweets have been the excited responses of people discovering us for the first time. What a shame if your friends and family don’t know about us and all they need is for you to tell them we’re a few clicks away. Take a little time to spread the word we’re here and waiting for them. (Just link them to https://archive.org or https://web.archive.org – the site is pretty self explanatory).
We have a collection of images and logos from our years of work if you wanted to illustrate or link to examples of who we are and what we do.
And really, nothing makes us happier than others writing about what they discover in expeditions into the stacks; essays and posts have been written about discovered unusual magazines or articles, and citing 18th and 19th century predecessors of technology and schools of thought that are flourishing in the present. Our system allows you to bookmark printed items down to the individual page or music track and link to them.
Browse Our Many, Many Collections.
Our petabytes of data have a lifetime’s worth of things to see; here’s a few highlights of our tens of thousands of collections.
For decades, a group of tapers and fans have created the Live Music Archive, a collection of over 225,000 live performances of music, including the vast majority of all live performances of The Grateful Dead, as well as thousands of other bands.
The Bay Area Reporter, the oldest continuously published lesbian, gay, bisexual, transgender and queer weekly newspaper in the United States, made it a mission to scan and upload their entire back catalog of issues from their first to the present day. About 50 years of issues are represented, and are a fascinating deep dive. Other examples of broadsheets and bulletin history that have come to be hosted include the Sparrows’ Nest Library of radical zines and newspapers, as well as the cultural-remix and art potential of thousands of supermarket circulars.
The Netlabels area contains music and performances from “Netlabels”, online-only music groups, “record companies” and communities that have uploaded fully-produced albums with open licenses for years. For example, the Curses from Past Times LP is at 800,000 views and counting. (Be sure to click on the Llama on the right, too.)
The Building Technology Heritage Library is a 11,000 item strong collection of catalogs, layouts and information about all sorts of architecture and aspects of building. Maintained by the Association for Preservation Technology, these readable and downloadable works are a trove of artwork and design that are scanned, including, you’ll soon discover, items that have a tangent to building but also represent massive insights into long-lost items, like this 1,000 page Montgomery Ward Catalog.
Speaking of which.. we’ve partnered with many other libraries, archives, and collectors to mirror or host millions of individual items. Our space and bandwidth are at their service to ensure the maximum audience is ready to interact with them, as needed.
Public Resource hosts 18,000+ Safety and Law Codes with us, allowing individuals to view the laws that affect their lives and functions within society without paying expensive rates to do so. An attempt to prevent this service by the State of Georgia ended up in a legal battle that made its way to the Surpreme Court, which found in favor of Public Resource, allowing you to view these laws immediately. Over 22 million views of these laws have happened over the years.
The Media History Digital Library has a collection in our stacks of film theory, cinema periodicals, and related documents and writings, which can be viewed from the Media History Project site. These scans of industry trade magazines, announcements and advertising related to the film and television industries are instantly available and accessible by students, researchers and writers, as are all our collections.
And we don’t just host music and texts. Among our most storied and referenced items are the uploads of the Prelinger Library, which include government public health films, commercials, instructional movies, and a growing set of home movies, which allow us to parts of visual history that didn’t have a commercial aspect. This work is done, among other ways, by a large-scale digitizing process hosted in the Archive’s Physical Archive.
In our software collections, we have brought back thousands of hypercard stacks that used to be easily available for Macintosh computers in the 1980s and 1990s – they will boot in your browser and let you enjoy them near-instantly.
Just go in any direction in the Archive and you will spend weekends, days and nights finding and sharing what you discover.
However… if passively consuming media doesn’t feel like it’s “helping” us (although it is), there’s an even more active set of roles you can take:
Get Involved In Our Many Projects, Including The Wayback Machine
We’ve made an effort to work with many volunteers and collaborators over the years to ensure the Wayback Machine is capable of playing back as much of the now-lost and forgotten World Wide Web as possible. As you can imagine, the web is a moving target, and the terabytes a day of shifting websites presents one of the hardest technical challenges out there.
We have hundreds of guests in our Slack and other communication channels, working on open-source code and helping us improve the software that drives us.
We have also moved into the real world where we can (even if we, like many others, are taking a break right now). We have co-hosted events like DWebCamp, provided space for book readings, and engaged in a variety of Artist-in-Residency programs; we expect to do more in the future and would love for you to be involved.
You can write us if you have an interest in participating in any of these many and ongoing efforts.
But Most of All, Please Help Yourself First.
We’re touched by everyone who has spoken of their love and support of the Archive and its many missions, but this is also a time of much general uncertainty: economic, health concerns, and upheaval in society.
The Internet Archive is our job and mission. Your job and mission is to take care of yourself and those closest to you. Without you, we’re a bunch of hard drives on the Internet.
We’ll be here when you’re ready.
Greetings to everyone getting by at home, especially those looking to teach remotely, entertain your family, or find connections to your own past that used to live in programs from the 1980s and 1990s.
Perhaps, locked at home with your computer, you’ve finally got enough time to try out our collections of games for classic Sega and Atari consoles for the very first time. Or you find yourself longing for a simpler time in your history, when Prince of Persia, Pac Man and SimCity could make your troubles disappear, if only for a few hours. Or more likely, your kids have been assigned to set off on the Oregon Trail, but you can’t figure out how to begin that “long, difficult journey…that often resulted in failure and death.”
For all of you video game first time explorers, here’s a little boot camp for booting up Oregon Trail, and much, much more!
I’m Jason Scott, software curator at the Internet Archive, and I want to help introduce (or re-introduce) you to one of our more unique features—the ability to boot computers in your browser!
What Is Emulation in The Browser?
For more than five years, the ability to boot software, including video game consoles, computers and even handheld plastic games has brought millions through the Internet Archive’s doors. It’s been so extensive and even routine that it hardly gets mentioned now – it’s just something that happens. But for many who suddenly find themselves online a lot more than they used to be, this feature may not be something you’re aware of.
In the same way that music can be listened to inside your web browser and movies can be watched or books read, it is possible at the Internet Archive to “start” up a computer inside your browser that is running software, and that computer can be something completely different than what you’re running.
Imagine an Apple II (1980s) or a Windows 3.1 (1990s) or any of a number of long-gone systems, and the software they used to run that can’t be found or easily used anymore, coming back very quickly and easily, simply by clicking on a screenshot of the program and then playing it. That’s what people do by the thousands every day at the Archive.
Bringing back hundreds of thousands of old software packages brings multiple advantages—the games are generally simpler and extremely clear in goals and play, and have very little connection to later phenomenons like free-to-play, advertising or social media; they’re self-contained worlds, which is ideal for setting up games for children and education.
How to Use Emulation at the Archive
Any software item that can be activated will have a “Play” icon over the screenshot at the top. It looks kind of like a big power button – it’s green and transparent. This means that emulation is available for that program, and you just have to click in the general area of the button for the system to start “booting up” in the browser.
Try it out now! Visit this URL: https://archive.org/details/a2_Childrens_Carrousel_1982_Dynacomp_PD using a desktop or laptop computer (mobile devices will work, but there’s no keyboard to do anything). Click on the icon as it appears above, and watch as the system starts up an Apple II computer running a simple educational program called Children’s Carrousel from 1982.
There are a number of messages being shown while the system is booting, meant to indicate if something has gone wrong or how long it will take for data to be loaded to your browser. If you see red error messages, or the loading seems to stop, don’t worry—move onto other titles or contact me for tech support.
Where to Start Finding Software?
The hardest part of bringing materials to your students or family is finding appropriate or useful software packages out of a field of potential titles that can range from outdated or broken to simply difficult to use.
There are over 150,000 software at the Archive that can theoretically run in the browser, and naturally the collection runs from timeless classics to best-forgotten past experiments.
To help, I’ve assembled a collection called the Software Kids Zone: https://archive.org/details/softwarelibrary_kids – which has a bunch of chosen software packages that I have found are generally easy to use, self-explanatory, fun to play and in some way educational.
Things to Keep in Mind
Here are some tips and advice to bringing your classes or family into programs at the Archive:
- Always test the software yourself, clicking on items or using keyboard commands, to make sure everything works like you expect it to. There’s always a chance a program has issues past “it runs”, and taking a quick tour beforehand helps remove a lot of chance and issues later.
- Try to find several versions of software you want to share, or have a list that can be switched to, in case the first doesn’t work. Being able to go from one geography game to another quickly is much better than having to start another search from scratch.
- The best games and programs feel contemporary, even when 20 years old – it means they weren’t chasing graphics or trends and were trying to build something from the ground up. If you find a program hard to use or not intuitive, skip it, and move on.
- If you are working with a collection of kids or families, have videos they can watch or music they can listen to instead of using these programs, in case they run into technical issues.
And speaking of technical issues:
Some Common Problems with Emuation in the Browser and Potential Solutions
The most common issues related to emulation in the browser is that it requires a more recent desktop or laptop – the older the machine, the more likely to run into slowdowns, crackling in audio, and other issues.
Another issue is that some software is just not intuitive or needs a lengthy introduction to get working, which is not what kids or really anyone is looking for. The simpler the program, the better it generally is, so don’t hesitate to switch to other titles if playing a game or package is not enjoyable or easy. There’s many, many to choose from!
As above, if you need support or information or even want to ask some general questions, I’m available via e-mail at jscott@archive.org.
Some Suggested Titles
Finally, here are some programs at the Archive that are really fun and easy, and which can tell you if this great feature is right for your purposes.
Bobby Fischer Teaches Chess is an educational chess program that can not just play the game of chess, but teach all the rules about it and give historical information. It’s perfect for a family to learn the game utterly from a true master. It’s located here.
MathOSaurus is a dinosaur-themed mathematics educational game that quizzes you on a range of math concepts with a colorful and fun cartoon dinosaur theme. Originally for the Apple II and with great thematic elements and easy. It’s located here.
The Oregon Trail is still our most popular emulated title on the Archive, and with good reason—it’s well designed, a challenging and interesting experience, and kids love it. I suggest The Oregon Trail Deluxe, which has a more engaging graphical style while maintaining all the fun of the original works, which date back to the 1970s. You can find it here.
Another few thousand DOS Games are playable at the Internet Archive! Since our initial announcement in 2015, we’ve added occasional new games here and there to the collection, but this will be our biggest update yet, ranging from tiny recent independent productions to long-forgotten big-name releases from decades ago.
To browse the latest collection, hit this link and look around.
The usual caveats apply: Sometimes the emulations are slower than they should be, especially on older machines. Not all games are enjoyable to play. And of course, we are linking manuals where we can but not every game has a manual.
If you’ve been enjoying our “emulation in the browser” system over the years, then this is more of that. If you’re new to it or want to hear more about all this, keep reading.
A Recognition of Hard Work, and A Breathtaking View
The update of these MS-DOS games comes from a project called eXoDOS, which has expanded over the years in the realm of collecting DOS games for easy playability on modern systems to tracking down and capturing, as best as can be done, the full context of DOS games – from the earliest simple games in the first couple years of the IBM PC to recently created independent productions that still work in the MS-DOS environment.
What makes the collection more than just a pile of old, now-playable games, is how it has to take head-on the problems of software preservation and history. Having an old executable and a scanned copy of the manual represents only the first few steps. DOS has remained consistent in some ways over the last (nearly) 40 years, but a lot has changed under the hood and programs were sometimes only written to work on very specific hardware and a very specific setup. They were released, sold some amount of copies, and then disappeared off the shelves, if not everyone’s memories.
It is all these extra steps, under the hood, of acquisition and configuration, that represents the hardest work by the eXoDOS project, and I recognize that long-time and Herculean effort. As a result, the eXoDOS project has over 7,000 titles they’ve made work dependably and consistently.
Separately from the eXoDOS project, I’ve been putting a percentage of these games into the Emularity system on the Internet Archive for research, entertainment and quick online access to the programs. The issues that are introduced by this are mine and mine alone, and eXoDOS is not able to help with them. You can always mail me at jscott@archive.org with questions or technical concerns.
This should be all that needs to be said, but since the Archive is doing things a little strangely, there’s a lot to keep in mind before you really dive in (or to realize, when you come back with questions).
That Hilarious Problem With CD-ROMs
Putting these games into the Internet Archive has, over time, brought into sharp focus particular issues with browser-based emulation. For example, keyboard collision, where the input needs of the emulator are taken over by the browser itself, and the problems of a program needing a lot more horsepower to run in a browser emulator than a user’s system can handle.
Some of these have solutions that aren’t always great (Buy faster hardware!) and in some cases the problem is currently terminal (these programs have been taken offline for a future date). But the most obvious and pressing is that games based off CD-ROMs take a significant, huge amount of time to load.
CD-ROMs were a boon to the early-to-late 1990s, allowing games to have audio and video like never before. Depending on the tricks used, you got full-motion video (FMV), the playing of CD audio tracks for background music, and levels and variation of content for the games far beyond what floppy disks could ever hope.
But it was also a very large amount of data (up to 700 megabytes per CD) and it’s one thing to have the data sitting on a plastic disc in a local machine, and yet another to have a network connection pull the entire contents of the CD-ROM into memory and hold it there as a virtual file resources. This is going to be an enormous lean on the vast majority of Internet users out there – downloading multi-hundred-megabyte files into memory and then keeping them there, and then losing it all when the browser window closes. Network speeds will improve over time, but this is probably the biggest show-stopper of them all for many folks.
If you find yourself loading up one of these games and facing down a hundred-megabyte download, consider one of the smaller games instead, unless it’s a title you really, really want to try out. Maybe in a few years we’ll look back at cable-modem speeds and laugh at the crawling, but for now, they’re pretty significant.
Some Jewels in the Mix
Luckily, there are some smaller-sized games in this new update that will load relatively quickly and are really enjoyable to look at and to play. Here’s some of my recommendations:
First, a game special to me: the IBM DOS version of Adventure, calling itself “Microsoft Adventure”. It’s actually a small rebranding of the original start of the text adventure world, “Colossal Cave” or ADVENT, by Don Woods and Will Crowther. Remixed to be sold by IBM and Microsoft, this is how I first got into these, and it boots up instantly, providing hours of fun if you’ve never tried it before.
Mr. Blobby, a 1994 DOS Platform game, has all the hallmarks of the genre – bonkers physics, bright and lovely graphics, and joyful music. Be sure to redefine the keys before you try to play it, because besides running and jumping, you can spin and take things. The game does not get less weird as you go along.
Super Munchers: The Challenge Continues is a 1991 remix of the original educational game that sent your “muncher” gathering up words representing a given topic or idea. The speed of the game, along with the learning aspect, make this one of the more zesty “edutainment” titles available from the time.
Street Rod is a wonderfully compact 1989 racing game where it’s the 1960s and you’re going to buy your first hot-rod, tune it up, and race it for money to buy better and better rides. It’s a mouse-driven interface and loaded with all sorts of tricks to make the game fit into a “mere” 600 kilobytes compressed. Initially simple and then well worth the effort!
Digger from 1983 is a Dig-Dug-Clone-but-Not that came out right as IBM PCs were starting to take off, and it’s a lovely little game, steering around a mining machine while avoiding enemies and picking up diamonds. The most unintuitive thing is you need to fire using the “F1” key, so hopefully your keyboard has one.
I’m also going to suggest Floppy Frenzy from Windmill Software because it’s so much closer to the beginning of the IBM PC’s reign and you can see the difference in what the authors were comfortable with – the graphics are simpler, the game movement a little more rough, and the theme is geekiness incarnate: You’re a floppy disk avoiding magnets to leave traps for them, so you can gather the magnets up before the time runs out. If you don’t make it, an angel comes down and brings you to Floppy Disk Heaven. Again, F1 is the unusual key to leave traps.
There’s many more and I suggest people browse around and try things out, really soak in that MS-DOS joy. (And feel free to leave comments with suggestions.)
Thanks so much for coming along on this emulation journey!
- Jason Scott, Internet Archive Software Curator
Around the Internet Archive headquarters (and most of the United States), it’s summertime, meaning high temperatures, a lot of kids out of school, and a sense of taking it easy and being up for some relaxing and fun walks through the Internet Archive’s collection of material. Here’s a light, hopefully interesting set of materials that you might want to make part of your hot days and nights.
DJ Jazzy Jeff and Mick Boogie: The Summertime Mixtapes
Jazz and Boogie have been putting out free mixtapes every year for almost a decade with the idea of being played out on a radio durring summer. Called simply the “Summertime Mixtapes,” they’re a lovely platter of good tunes for a good time.
Wellesley Recreation Summer Concert
Five videos shot during the Wellesley Recreation Summer Concert in 2018 are a perfect blend of good fun and community spirit. Stretching into the hours are all sorts of bands, announcements and performances.
Eaton’s Spring and Summer Catalogue 1917
It’s too late to order (over 100 years too late) but the Eaton’s Catalogue for 1917 had all manner of summer fashions for sale and you can look over some lovely scanned images from that time on our in-browser reader. At the very least, you should check out some of the excellent choices in hats for beachwear.
Cooking With Gelatin
For cooking with gelatin it’s hard to beat this 1907 cookbook for the variety of jellies and gelatins you can make, called the “Cox’s Manual of Gelatine Cookery,” but unfortunately there are no photographs or illustrations, and it’s all about the unique sights and colors of gelatin culinary delight, so illustration from Cox’s is getting pushed aside for this Jello ad:
And Now… from You
Interview Archive
Danganronpa and Zero Escape Creators Discuss New Studio, First Games, and More
by Giuseppe Nelva
Dualshockers: You left Spike Chunsoft to create your own studio. Was it because you wanted more freedom, or you were simply ready to make a new experience?
Kodaka: I wanted to challenge many different projects and work with many different people. That's why I decided to be independent.
Dualshockers: Why so many projects at the same time? Starting a new studio isn't certainly simple, so wouldn't it have been simpler to begin with a single game?
Kodaka: We don't have a big team. We only have the core members among designers, character designers, and a composer. We had many things that we wanted to make. Since we don't use our own internal programmers, it's possible to work on multiple things at the same time.
Dualshockers: You couldn't decide on what to tackle first?
(Everyone laughs)
Kodaka: As you know, Danganronpa is quite successful, so quite a few contacted us wanting to do something together. Four is the maximum number of projects that we can handle at one time, and that's why. In terms of scripts, we have four people in the team who can write them. They can write the plot of the games and then the rest of the team can do their part. That's one of the reasons why we can take on four projects at the same time.
Dualshockers: One of your projects is a "Death Game for Children." Does that mean that the game is actually a title with children as its intended audience, or the story involves children?
Uchikoshi: It's kind of like It. it's for adults, but it includes children characters. That being said, children may be able to enjoy it as well.
Dualshockers: Pretty much all of you seem to be very interested in depicting the theme of despair. What did inspire you to create games on this rather unique theme?
Kodaka: What we really like to do is something unusual and unconventional to begin with. There are a lot of titles like Spider-Man and Detroit: Become Human that everybody can get into, but we like do something different. Our publishers were also looking for something unique. So basically what we liked and the search for something different unconventional matched each other. Of course, you can't kill others in real life, but in games it's possible, so we tried to do something like that.
Dualshockers: Have you ever be worried that the media or society would react negatively to this kind of thing?
Kodaka: We do, but we believe that this is entertainment for mature people.
Uchikoshi: Isn't killing people the point of games? (Laughs)
Kodaka: It's not like I want to necessarily show people dying, but in these scenes, it means something for people to live or to die. In these situations, I want to say something.
Dualshockers: I wonder if the fact that you're in Japan is among the factors that allowed you to create games like this. In Japan, entertainment and fiction aren't judged harshly as in the west, where society appears to be much quicker to point fingers.
Kodaka: We actually aren't very aware of what's going on outside of Japan. We want to create something we think it's enjoyable. If I worried about how people reacted outside of Japan, I wouldn't be able to create the things I want to make.
Dualshockers: That's why I love Japanese games.
Uchikoshi: For the Japanese audience fiction is fiction and it's not reality. Maybe the western audience is more prone to connect fiction and reality, and they prefer something closer to reality even in fiction. I think this might be one of the differences between Japanese and western audiences.
Dualshockers: Do you already have platforms in mind for the game projects you already started?
Kodaka: We can't say anything about platforms, as only the publishers can make that announcement. We don't care much about what hardware we work on, and hopefully, we can create games for all consoles.
Dualshockers: Do you have a favorite platform personally?
Masafumi Takada: PS4.
Kodaka: PS4.
Uchikoshi: Switch!
(Everyone laughs)
Dualshockers: When you released the first video, it was NieR: Automata Producer Yosuke Saito. Did you play with it on purpose so that people would wonder if it was about Yoko Taro?
Kodaka: I think Saito-san said something that made people think that the company was created by Yoko Taro, but he already has his own company.
Dualshockers: Have you already started working on the games? What kind of stage of development are you in?
Kodaka: We already started. We already have something playable, but since we work with publishers, showing four titles at the same time, it's hard to say which one is more advanced.
Dualshockers: How long do you think we'll have to wait before we'll see the first gameplay?
Kodaka: That depends on the publishers (laughs). It's possible that the first one you'll see gameplay of is the Death Game for Children game that you mentioned before, within this year.
Dualshockers: At the very beginning, you said you'd like to make "crazy games for the whole world." Does this means that you want to release all of your games in the west?
Kodaka: Yes, that's correct. We're not sure exactly which regions, though, as it depends on the publishers as well.
Dualshockers: Are you looking for publishing partners outside of Japan for western releases, or maybe you've already found some?
Kodaka: It depends...
Dualshockers: Let's switch gears a bit. Outside of your own games, what are your favorites?
Uchikoshi: Now I'm playing Yoko-san's Nier: Automata and I think it's a lot of fun.
Kodaka: I've been watching Nier: Automata from the very start of the project, through every development stage, and that's why I'm very much into it.
Dualshockers: You created a very lean and compact group of developers, but if you could pick any other to join you, who would that be?
Kodaka: We collaborate with other developers, but we don't want others to join.
Dualshockers: Since you already have playable prototypes, I guess this has been going on since much before the announcement. How long has it been?
Kodaka: We started working together a year ago.
Dualshockers: How long ago did you start thinking about this? Maybe going out for drinks and saying "wouldn't it be nice if we started our own team?"
Kodaka: Actually, I've been thinking about these four projects since before Danganronpa.
Dualshockers: Have you ever brought these ideas to your previous employer?
Kodaka: I never did. That being said when I started thinking about leaving the company, I started showing those ideas to people I could trust. When I did that, they told me they were really good ideas, and we should make them happen.
Dualshockers: You're still working with Spike Chunsoft for one of your games. How did they react when you told them that you were all quitting?
Kodaka: After the latest Danganronpa I presented the ideas to the President of Spike Chunsoft, who immediately said they were good ideas and we should make them happen. Then I told him that I wanted to make them outside of Spike Chunsoft.
Dualshockers: And what did he say?
Kodaka: He was actually very encouraging.
Dualshockers: If Spike Chunsoft wanted to make a Danganronpa game without you now that you've left, would you give them your blessing, or maybe you'd ask them to wait for you so that you could do it yourself?
Kodaka: If they wanted to do it right now, it would be impossible for me because I have four projects going on. I would tell them to go ahead. I left the company, and they have their own financial and business reasons to use the IP, so I have nothing negative to say about it. If later on I have time and they want to do it with me, then maybe it would be possible for me to say.
Dualshockers: The Project Kodaka-san and Uchikoshi-san are writing together looks a lot like Danganronpa in some ways, but also very different in other ways... at least from what I can tell from one piece of artwork, which I'll admit isn't much. What sets it aside from your previous games?
Uchikoshi: Well, the main character is different (laughs)
Dualshockers: What about the main character?
Kodaka: No that was a joke. The reason why you probably thought that it may be similar is the character design. The game itself is totally different from Danganronpa. That being said, while some creators try to always do something different from previous games, I'm not like that. If my new name turns out to be similar to my previous ones, then it's fine.
Dualshockers: Is the genre the same as Danganronpa?
Kodaka: It's actually a different genre.
Dualshockers: What genre is it?
Kodaka: That's still a secret. That being said, any genre would be workable if we put our effort in adapting it to the scenario.
Dualshockers: If I was to guess, to me it seems like an action game with martial arts.
Kodaka: They look like ninja right?
Dualshockers: Did you set yourself a specific goal for these first four projects?
Kodaka: I would like them all to be big hits (laughs). We're putting 100% of our efforts into all four of these projects. Some may think that if we work on four games at the same time, maybe we can't give it our all for all of them. That isn't the case. The goal is creating games that are all interesting and fun to play.
Dualshockers: You mentioned that you'll work on games, anime, and other forms of entertainment. What are those?
Kodaka: Plays and manga.
Dualshockers: Do you already have ideas for those?
Kodaka: Yes, we do. The studio is called Too Kyo games, so it's a game company, but we also want to provide the IP for other forms of entertainment that audiences outside games can enjoy as well.
Dualshockers: Do you already have publishers for all of your projects?
Kodaka: Yes.
Dualshockers: I'm really looking forward to seeing your games.
Kodaka: The release shouldn't be too far. As soon as we have the idea, we like to start right away, you'll probably be able to see them in the relatively near future.
Dualshockers: Since the reveal was all in Japanese, most of your western fans couldn't understand a word of it. Is there anything you'd like to tell them?
Kodaka: Uchikoshi-san has made the Zero Escape series, and I have worked on Dangarnronpa, so those who liked those games, please buy our games! (laughs) Takada-san also composed Danganronpa's music and he is very talented, and we also have the character designer in our team. Each member of our team is talented. With everyone combined, it's going to be a powerful team, so please look forward to play our games.
Takada: I'll do my best to create great music!
Uchikoshi: By the way, since you played Devil May Cry today (Editor's note: I mentioned it earlier in the conversation while casually chatting), our Death Game for Kids already has a title, it's Death March Club. It's still "DMC."
Dualshockers: Is it some kind of school club?
Uchikoshi: Kids who don't go well at school are gathered in this club.
Dualshockers: Is it some kind of punishment?
Uchikoshi: Of course it's against their will, but the story explains why they're in the club.
Dualshockers: It kind of feels like Danganronpa... Are there any teddy bears?
Uchikoshi: No! (Laughs)
What’s New in the Episode Choose Your Story For PC Archives?
Screen Shot
System Requirements for Episode Choose Your Story For PC Archives
- First, download the Episode Choose Your Story For PC Archives
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You can download its setup from given links: