ASCII by Jason Scott

Jason Scott's Weblog

A Reader Service —

Life working as an archivist for The Internet Archive has been going fantabulous, thanks for asking.  I start to feel like one of those individuals tweeting or writing about “being in an amazing environment working with great people on world-changing projects”, except in fact I am not working in some primary-color-and-convenient-free-coffee cube farm that is trying to create Douchenozzle XL in a field of Douchenozzle Plus so they can gain 60 percent of Douchenozzle market share and charge subscriptions. I am literally working for a non-profit dedicated to spreading as much information and knowledge as possible to as many people as possible, a mission I set out on in my early teens.  But Internet Archive is doing it at an amazing scale, with a relatively small staff, in an incredible location and with a style and grace that’s hard to be cynical about.

I’ve just been informed that I have surpassed one terabyte uploaded to archive.org since joining up. For some that’s a lot, others are saying to me “you slacker”. Just to take the second group seriously, the deal is that I am trying to upload things in a curated, properly handled fashion, with completeness and accuracy the watchword. It is so easy to drown in this incoming waterfall of data and then never have it be found by anyone again… literally the “stacks” one expects at a large archive or library, where someone rooting around years later finds precious things stuck halfway between two travel brochures. I hope I can avoid that.

So allow me to announce my second major collection on Archive.org (arcade manuals being the first). This new collection is one which will be familiar to some readers and unfamiliar to others.

I call it The Reader Service Collection, and what it is is a collection of mostly 1980s-era advertisements, flyers, mailings and catalogs I collected in my early teens.  Right now it’s 139 items but I expect it to eventually grow to about a thousand or so, maybe a thousand and a half.  It’s called the “Reader Service” collection because I got them filling out Reader Service Cards in the back of my computer magazines, and I’d just circle them ALL. So then I ended up with a box of these things, and I kept them for a long time, and now here we are.

Again, if this sounds familiar, that’s because this was once digitize.textfiles.com.  In fact, this is a ported mirror of the entire contents of digitize.textfiles.com, including the massive TIFF file originals, and all the descriptions I’d cooked up. For extra fun, you can browse around on this very weblog and read the spectacular online fight I had with Benj about the morality of watermarking scans,  the announcement of digitize.textfiles.com,   where I start to wonder how to scale it,   and the look back on all this from Benj himself.

Enmeshing myself with librarians and archivists, as well as my work in digital preservation, means that I encounter a lot of hand-wringing about archives and libraries and what they’re “for” and what they “do” and the rest.  My concerns are a little more reptile-brain oriented and reflect a few that an entire subculture and aspect of life (home computer era of the 70s and 80s) was in danger of being forgotten, and whatever means necessary to get it accessible was the top priority. But that’s getting slightly easier, and the concern now is getting it searchable, browseable and findable. That’s where we are now.

So by pulling digitize.textfiles.com into archive.org in the guise of this Reader Service collection, I get the advantages of more drive space, more bandwidth capacity, and a ton of derived formats for each item, meaning it’s easier to get it in front of you. If you want it in PDF, great. An archive of JPEG or TIFF files? Got it. Kindle-compatible? EPUB-ready? All set. It’s amazing!

Oh, you want some highlights? Sure. How about:

These are, of course, but a sample of the range, brilliance, foolishness and intensity of the items in this collection, which has finally found its true home. I hope you visit it often. It’ll be waiting for you.

Archive Team! With Friends Like These… —

Archive Team, that ruthless band of site-saving scalliwags, has been working like crazy on a new downloading project, and we really, really need your help.

Friendster, one of the first social sites that took off in a big way until being overtaken by other services, has been bought out by a company that intends to convert it into some sort of entertainment site. To that end, they’ve announced that on May 31st, they’re deleting all user content on their 124 million accounts. 124 million!

We’ve constructed software to go in, guns blazing, and pull out photos, blogs, notes and anything else within reach for each of these accounts. It’s going swimmingly, millions of accounts will be archived, but at current rates we’ll be lucky to get ten percent of the accounts. We could really use some volunteers to help.

If you have a unix/linux variant, a couple hundred gigs of disk space free, and bandwidth you don’t mind donating to a good cause, please come to #archiveteam on the IRC Channel EFNet and let us know you want to help.

Everything works – we just need more help.

Thanks.


FaceFacts —

Hello Jason,

I’ve recently learned of your amazing archiving efforts and I wanted to thank you for all that you have done for the internet community. You’ve really got me thinking more than I had before about the fragile nature of personal data and indeed so much of the personal expression ordinary people output every day.

To that end, I wanted to ask you about Facebook.

As Facebook matures, and presuming it remains the dominant social platform of its type for at least another five years, there are going to be many people who will have died after creating an account (I had a friend die aged just 20 last year and her Facebook has been instrumental in helping her friends and family, some scattered across many miles, come to terms with her passing. It has also provided us with a digital memory of her, but I now realise how fragile that memory is.) While Facebook offer memorial sites right now [which is of course better than their previous offer of deletion], what happens when Facebook is no longer active? Facebook, to me, would seem to be a harder than normal site to archive, due to the crosslinking-dependantcy and fleeting comment nature of such a site. This site, much like the site you mentioned in your talk at the personal digital archiving conference, is full of emotional expression. However, I fear that a similar fate to those of so many other large hosting sites will befall Facebook when it becomes unwanted.
What is your opinion regarding the longevity and challenge of archiving this internet behemoth?
Thank you for taking the time to read this email,

Nathanael

Hey there, Nathanael.

Well, first, let’s start with Facebook itself.

Facebook is the third of what is probably a quartet (or quintet) of the destruction of the innocence of computing.  First was viruses, second was malware, third is facebook. I suspect fourth will be related to control of networking itself, and fifth will be licensing of high level computer ability. But let’s not get ahead of ourselves.

Facebook is a living computer nightmare.  Just as viruses took the advantages of sharing information on floppies and modems and revealed a devastating undercarriage to the whole process, making every computer transaction suspect… and just as spyware/malware took advantage of beautiful advances in computer strength and horsepower to turn your beloved machine of expression into a gatling gun of misery and assholery… Facebook now stands as taking over a decade and a half of the dream of the World Wide Web and turning it into a miserable IT cube farm of pseudo human interaction, a bastardized form of e-mail, of mailing lists, of photo albums, of friendship. While I can’t really imply that it was going to be any other way, I can not sit by and act like this whole turn of events hasn’t resulted in an epidemic of ruin that will have consequences far-reaching from anything related to archiving.

Each era of computing has had companies that rose above the others, whose stratospheric rise in income and success and mindshare and whatever else marketing fucktards want to call it turned heads. A start-up goes from an eyebrow-raiser to a non-proper noun to a verb. A million asshole salespeople and technological wannabes and pundits and sniffing elites make the word longer, as in “like facebook”. Something is like facebook, does something like facebook, wants to be like facebook, is like facebook but in some way different that somehow will magically propel it in even farther, without realizing that under contemporary situations, facebook is as high up as you want to go.

Microsoft did awful fucking things. I mean, all the time. Really awful things. So did IBM, way back when. Compaq? Assholery. Sony? Doing ten awful fucking things this morning before breakfast. Of course awful things are on the agenda and the lifeblood of any firm so big that it can affect law, affect standards, make millionaires just sucking under its folding metal chair for breadcrumbs. Facebook is just doing it to People.

People aren’t just eating Facebook’s Shit Sherbet of overnight upgrades, of lack of guarantees and standards, of enveloping tendrils of web standard breaking. They are shoveling it down. They’re grabbing two crazy handfuls of Facebook every minute of every day when they’re not forced to walk down a hallway or look up from their phones or ipads or laptops or consoles. They’re grabbing buckets of Facebook and finding ways to shove it down with one hand while pawing around for a second bucket.  People have bought the fuck in.

Remember that week when Facebook decided which of your friends would show up on your what’s new thing? That was great. Remember a week or two ago when they changed the behavior of the Enter key in text boxes? Awesome. How about that nosebleed you got when they changed privacy/information standards six different ways, trying them on like new Malibu Stacy hats, as an audience ranging from barely literate mouthbreathers to computer scientists got to experience One True Rogering Of Personal Information. And there we all were! We wondered if there was some sort of App we could install in Facebook to give us a third bucket and arm to keep that Sherbet coming.

The old saw is that people don’t understand that Facebook doesn’t consider the users their customers – they consider the advertisers their customers. Make no mistake, this is true... but it implies that Facebook takes some sort of benign “let’s keep humming along and use this big herd of moos to our advantage”. But it doesn’t. Facebook actively and constantly changes up the game, makes things more intrusive, couldn’t give less of a shit about your identity, your worth, your culture, your knowledge, your humanity, or even the cohesive maintenance of what makes you you. Facebook couldn’t care less about you than if it was born in your lower intestine and ripped out of you in the middle of the night.

I use Facebook every single day. Because of its disgust and distaste for borders and stratum, I’ve gotten back in touch with some very important folks in my past, and used Facebook to get information about a variety of people and figures that are relevant to my work in history and research. I can do this because Facebook lets you rip through millions of profiles to spearfish just the knowledge you need, out of a blazing torrent of intrusion and exposure, and grab the tailcoat of a person’s life and yank hard, real hard. I use Facebook, in other words, like a search tool on human beings. For that, it is really great.

But the fact that anyone would put anything of any unique nature on there, that matters to them, is beyond insanity – it’s identity suicide. It’s like you are intentionally driving down the road of life, ripping pages of your journal and photo albums, and tossing them out the window. Good luck finding anything again. Good luck knowing in six months, a year, something will even be findable. Try and communicate with anyone using their designed-by-a-second-trimester-fetus “message” system with any of the features from the last 30 years. Go back and try and negotiate it for search and topic control and usefulness. No. Not happening. Everything on Facebook is Now. Nothing, and I mean nothing on Facebook is Then. Or even last month.

So asking me about the archiving-ness or containering or long-term prospect of Facebook for anything, the answer is: none. None. Not a whit or a jot or a tiddle. It is like an ever-burning fire of our memories, gleefully growing as we toss endless amounts of information and self and knowledge into it, only to have it added to columns of advertiser-related facts we do not see and do not control and do not understand.

As we watch this machine, this engine that runs on memories and identity and watch it sell every last bit of us to anyone who will pay, as it mulches under our self and our dreams and our ideas and turns them into a grey miserable paste suitable for a side dish or the full entree of the human online experience, I am sure many of us will say it’s no big deal. It should say something that in the face of this situation, having watched what has happened, what has transpired and likely will transpire, that I am not even trying. I’m not giving one goddamned second of thought to extraction or archiving or longevity or meaning. I can only hope that all the projects and processes and memories and history that I am focusing on will make me happy in the face of the colorless, null-void cloud of pre-collapsed galaxy that is the Facebook Nebula.

Thanks for your question!


The Case for Manuals —

It has been quite a great time at my new position within archive.org, working as I am from a remote location.

Forget hitting the ground running – I’m trying to make the ground have no idea what hit it.

I already just mentioned the MUD archiving work I’m calling out for, but there’s lots more on my radar.

Let me speak of one now in version 1.0: the collected, curated archive of arcade game manuals I am adding.

Right now, it’s at 362 manuals.  Soon it’s going to be 1,700. I added an initial batch to learn how one does bulk importing on archive.org, and then I have been entering metadata (along with a handful of volunteers, who are listed on the front page). With the addition of the metadata to all the manuals, and the whole thing being searchable and browsable, I am declaring it version 1.0 and then will come back to it later this summer.

Manuals are, to me, at the very heart of what makes a library useful. Anyone who has had a junk drawer of discarded instructions, or bought a critical item with 10 unlabelled buttons, or found themselves wondering what to call this part that just snapped off in your hands, knows the in-the-now importance of manuals – but this critical moment comes with weeks or years between emergencies.  Meanwhile, manuals get thrown out, instructions get lost, lore gets forgotten. But if they’re kept in a library, where the community can find and reference them as needed – you ensure the stuff is right there when you need it. In the case of manuals for things like tools, firearms, cars.. a manual can literally save lives with critical information. Less so, of course, with arcade games.

But arcade game manuals have a special place for me. I said as such when I wrote an entry about my initial acquisition of these.  You feel like you have a magic book in your hand, where this wonderful video game has all sorts of options, stories, and explanations you might never know about just being a “player”. Few people are “just players” anymore, of course, so some of this is just technical information, but there’s so many uses for these manuals beyond access to instructions, and the subjects themselves are so interesting, that I get a real charge out of making all of it available.

But while it was great to put that up initially on textfiles.com, making a more canonical version at the Internet Archive means that people can point to an institution, with non-profit status, making these manuals available to people who need them, and to perhaps encourage people who have manuals for games that are not digitized yet to do so. (Personally, I’d wait until I upload the other 1,300, just to be absolutely sure the game manual in question is not already available.) This is all very exciting, and one of many collections I hope to bring to the archive under the guise of my new job/career.

So browse around, download, check them out.

Hey ground, how ya feelin’ about now?


Jason at Internet Archive Party, June 5 —

OK, do NOT wear the same dress as me – this is my big coming out party, after all.

Well, more specifically, on June 5th, 2011, the Internet Archive ( my new employers) are having a reception and ceremony and open house around their newest building, the Internet Archive Physical Archive in Richmond, CA. Here are the event details.

This is the Archive moving in a big way into having a physical storage space for donated materials, doing all that great stuff (temperature control, cataloging, just having stuff available) that they weren’t doing before, being a whole bunch of servers all over the world and stuff. As I am in town to do my every-once-in-a-while on-site appearance at the Archive, I will be attending this event too. As if the whole “seeing a new awesome archive” thing wasn’t cool enough, I figure I’d make myself available to fans and followers and friends who want to hang out with me – I’ll be at the event the whole time and would love to meet people.

So consider this your personal invitation, if you’re in the SF Bay area to meet me and check out the awesome things my employer is getting up to.

And how is my new job going? HOW DO YOU THINK?


Blotstation —

You know those stories where you go “man, when I write out the big long memoir and history, that’s gonna be one fuckin’ funny chapter”? And then you don’t? And then they’re gone? This is one of those, except it’s not going to be gone. I’m putting it here, after reading this excellent analysis of the Playstation logo.  The writer is unsure how to find certain aspects of the history and so he’s sad he can only do a little bit of the work and do massive leaps of logic where he wouldn’t have to if he could talk to the right people, the names of which are gone. That made me sad for him. And it reminded me of a story.

So, this may or may not be that well known, but not only do I fucking hate Sony, I worked for Sony for a year. This was when I was hired as tech support at Psygnosis USA. I loved everything about Psygnosis, past and present, and so I was absolutely delighted to work there, and the only downside was they’d been bought by Sony, and Sony are assholes. In fact, Sony was in the process of wanting to rename Psygnosis, with the distinct logo and brand and all that, to SCEA – “Sony Computer Entertainment of America”. It was like replacing an incredibly unique sculpture with a cinderblock.

One of the side effects was I got to be there just as the Playstation was introduced. I got to see a development console come in, one of the blue ones.  Here’s something I’d forgotten until I just thought of it – when the development kits with the blue playstation went out to the companies, it had 8mb of memory to work with. At some point, Sony decided that the Playstation would not have 8mb of memory – too expensive. So they made it two. So in some cases, various developers were caught flatfooted when the system they were developing on had its total available memory cut to 25%. On that development station, I was able to play a few games before they got squashed, so some games had more parallax backgrounds (Adventures of Lomax, which did not have a lemming for the main character at this time), or additional characters (Dark Stalkers), etc.  I know Psygnosis had to help in the background with some of these companies, to help Sony ensure as many launch titles as well. No, this isn’t the story yet.

Additionally, and this again is probably not too well known, Sony was banking everything on the Playstation – they had to pull back the 8mb RAM to 2 for this reason, as they were losing money on every console (a process that still takes place, if you follow that sort of thing). But what I heard, and this is hearsay, was that if the Playstation had tanked, pulled a 3DO or perhaps a TI-994/a to be exact, it would have SUNK SONY. They’d survive, of course – those monstrous places always do. But they’d be completely wrecked as a force in the world. People would be losing jobs by the boatloads. It would have been a shadow, until outside investment or some other angel force helped them out of the hole. I’m just saying they had a lot riding on the Playstation.

So part of this, I think, explains Sony’s reliance on Sony Europe on how to make the Playstation play to western markets. While Sony would do what it could locally in Japan to bolster this game machine to the populace, the massive audiences of Europe and most specifically North America were the critical battleground to win. I suppose I could launch into some portrayal of which consoles were active and what the lines were, but let’s keep our eyes on the main theme: Sony. Desperate. Lots riding on the Playstation. Willing to Do Anything.

So in this period, when the plans are being drawn to come up with how to market the Playstation, the decision was made: Club Culture. Nightclubs, and dance halls and lounges and whatever the hell else had a blasting beat and dancefloor and tons of bodies was going to be one of the vanguards of the Playstation’s marketing assault.

This helps explain, I hope, Wipeout, the Psygnosis runaway hit. Hey, funny story there. So Sony was in the process of making Psygnosis change its name to SCEA (Sony Computer Entertainment of America, remember) and things looked dim; one of the co-founders of Psygnosis had left some time ago, leaving just one. And just when it started to happen, Wipeout became a huge goddamned hit and sold a bunch of copies (and, ostensibly, Playstations), and Psygnosis’ co-founder basically went “Nah, fuck you, we’re sticking with Psygnosis”, and so the name stuck for another half-decade before he left and Sony finally named it to “SCEA”, as planned. Oh, but that gets even weirder, because for a while, the European branch of SCEA became known as “SCEA Europe”. Oh, you heard right – SONY COMPUTER ENTERTAINMENT OF AMERICA OF EUROPE.

Wipeout was a massive hit, one of Psygnosis’ biggest, up there with Lemmings, which is what put Psygnosis (and DMA, later Rockstar) on the map. It was, after all, the thing that made you buy a Playstation. But wait! You probably never knew this, but Psygnosis ported and came out with versions of Wipeout for the Sega Saturn and for PC. Hold up for a moment, and consider that. A wholly-owned subsidiary of Sony, given development money to make a first-class launch title for their new console, then goes ahead and ports it to all of that console’s rivals. Can you fucking IMAGINE what the sound must have been when the Sony people found out? Oh man, it must have been dazzling.

No! I’m still not at the story quite yet!

So, if you take a look at Wipeout, you can see how this whole “Club Culture” idea was being spread through it. For the soundtrack, Sony pulled out all the stops and got all sorts of hot groups like Prodigy, Future Sound of London and Chemical Brothers to be what was blasting on your speakers and your hot flatscreen TV. The game showed up in the Hackers movie, although in that case they used the SGI-developed prototype/animation system instead of the not-as-nice Playstation version. You were in the future, but the soundtrack was perfect contemporary club hits.  Too bad they only had licensed them for Europe – when Wipeout came over to the US, they had to mostly make new soundtrack cuts, which fell to a wonderful musician named Tim Wright, who under the pseudonym Cold Storage wrote all manner of club-ish hits that slipped right in among chart-topping hits. Not bad, Tim.

The Wipeout game had something that has gotten some controversy in later years – in-game ads. The billboards for the Wipeout tracks all advertised Red Bull, a soon-to-be-classic club-mixing drink. Note that this was the real early days of Red Bull, when it still had the Bull Semen rumors being floated around and it was barely in the States – I remembered playing it and being sad they had to make a fake soda brand for all those billboards, unaware how much of that logo I’d be seeing on cans I was drinking for the next 20 years.

So Sony began dumping TONS of money into the Playstation, paying for events, press, announcements, parties… whatever it took.  They held demonstrations at nightclubs – they paid for artists to perform and get the playstation logo up near the DJs. They paid whoever they could to promote it anyway they could, and as I’m about to tell you, there were no limits.

The Psygnosis US office at this time was rather small, and I knew everyone, and everyone knew me – there were probably 25 folks in total, some of which have stayed in the industry and some which have not.  It’s been nice to reconnect on facebook, talk to them, see how they’re all doing. Among this group were two guys in marketing, who kept all manner of marketing materials at their desks.  In one of my many wanderings, I’d sometimes go through the pile of marketing materials just to see the cool little weird ideas that the gang was coming up with. And by “the gang”, I mean “the gang in Europe”, because the US office had very little pull and would often just be sent things out of the blue. Marketing, in other words, ended up mostly being “Sales” and being an american phone number to call when a magazine needed more original artwork sent over.

So there I am, going through the stuff, and I found a small cache of Playstation material. And in that Playstation material, among the Wipeout promotions and “U R NOT E” sloganeering, was this perforated paper, light cardboard really, with the Playstation logo.

It kind of confused me; who’d want some cardboard logo which was hundreds of tiny squares combined in a grid to form a Playstation Logo? Then it hit me.

BLOTTER PAPER.

SONY MARKETING HAD CREATED ACID BLOTTER PAPER TO BE HANDED OUT AT CLUBS.

I didn’t keep it; I just put it back in the pile. I think in one moment I saw the level of desperation Sony would achieve in marketing the Playstation, the no-holds-barred level they’d go to get the Playstation logo out there. I have no idea how the whole thing would work, how you’d hand this blotter paper to the right people, how you’d leave it somewhere for folks to find, how you could possibly, ever, think this was a good idea. But someone did, and I saw in all this some of the face of how insane things had gotten.

And now you know. Thanks for listening to an old videogame kid spin his tale.


Who Designed Mr. Do? —

I know, lots of things are on my plate and all of us are very busy with whatever has the emotive grip of the world on any moment on twitter, but I suddenly had this weird realization.

Who designed Mr. Do!?

This is what Mr. Do! looks like:

Animated Image of Mr. Do

Depending on how rich or poor you think of early 1980s video games, Mr. Do! is either a straight-on Dig Dug ripoff, or a brilliant reworking of some of Dig Dug’s concepts into a basically unique transformative work. It certainly had all sorts of features that its Atari/Namco-designed counterpart did not, and there was absolutely unique artistry in Mr. Do! that was a sufficient character enough to make multiple sequels (Mr. Do!’s Wild Ride, Mr. Do!’s Castle, Do! Run Run, and so on) and each of those were almost brand-new games on their own, so I hope the value of Mr. Do! isn’t called into question.

Now, make no mistake – there is plenty of information about Mr. Do! out there. Here’s some excellent entries on the game itself, maintained by a wide range of folks: The Killer List of Videogames, Exotica, and so on. There’s no question that the concept of Mr. Do and even all sorts of technical knowledge about the game has been preserved.

But seriously. We have no stories of how the game came about, no information about who came up with the concept and why, what made them choose the design elements they did… we don’t know how many people worked on this game, how the team was structured, whether Taito/Universal had a single person slaving away on this project or a pile of folks. We are utterly in the dark.

And don’t think I’m really talking about only Mr. Do! here – it’s not just what this game’s history consists of and whether it has any meaning to you or me specifically. It’s that there’s a whole raft of knowledge and history that we are going to lose about videogames, and that seems a real shame. Who were the guys behind the quick-and-dirty Crazy Kong bootleg? What about Venture by Exidy? There are so many examples of this stuff falling between the cracks.

This is why I got into the whole documentary gig in the first place – tracking down folks who unknowingly (or knowingly) influenced a lot of people but had no spotlight or recording of their side of the story around. It took a hell of a lot of time to find the ANSI artist Ebony Eyes, for example, or to make all the arrangements to interview John Madill, who was FidoNet node #2. I would have hoped that at this point, even with places like Atari hiding who did what for various videogames, to know, ultimately, who these people were. I am very afraid we have not done a good job tracking them down, and we’re going to lose this knowledge forever.

Update: So, after some luck and research, I’ve found the name of the designer: Kazutoshi Ueda. But that’s about it – I don’t have photos, interviews, writings, history, or anything else. I am sure some of this is a language gap, but still – it’s a real shame so little about him has trickled out into the world, and my point stands.


The Geocities Torrent: Patched and Posted —

Obviously other things are starting to come to the forefront with regards to saving digital history, but starting projects and not seeing them to fruition/completion is no way to go about life, even if it’s a business plan for some people.

So, the Geocities Torrent, a 900gb monster compressed to 643gb and spread via the usual channels for such things, turned out to have a slight flaw – it was fucking huge. And for UNIX filesystems only – run it on Windows are you are a sad little torrenting panda. Yet another flaw was that I only occasionally create new torrents, and I almost never create torrents that are any size, and a whole lot of buffoonery occurred, meaning we are now where a handful of folks are sitting at 99.95% downloaded and have been sitting there for a while.

This is all my fault. There was a lot of data, with a lot of time involved, and I should have immediately made a copy of the resulting archives and shipped drives to various locations. That’s what I’d do now. I’d also have made the filenames non-case-sensitive. So yeah, bad on me.

What I will stand with pride on, however, is the whole idea of the torrent in the first place. Released one year after the closure of Geocities, the actual idea of Geocities had already faded to nothing. With the announcement of the torrent, the lights came back on and a lot of press was generated about the loss of Geocities, the cavalier way Yahoo! had treated all this user data. The debate of data retention and web history was rekindled in a big way.

But, until now, it was pretty nigh impossible to get 100% of the torrent.

So, one of the most inspiring use of the available-but-slightly-damaged material was One Terabyte of Kilobyte Age, an actual archeological study of the material in the Geocities morass we’d dumped on the world. Run by two professor-artists, Olia and Dragan, the weblog would push out greater and greater forays into the stories behind the works. In some cases, they found the actual people who had made the animated GIFs or who had created the pages, and talked to them. In some cases, they were too late, and the interviews became obituaries. It is VERY worth your time to check them out.

Like others, the happy pair started to become more and more cranky as the torrent failed to complete, as did people who wandered into the Archiveteam IRC channel. Let’s just say I was a tad undiplomatic. But, over time, we traced the problem to a handful of files that had gotten corrupted on the original sets of archives. I must point out: the original data downloaded was never corrupted, just the archives generated from them that were then used to generate the torrent. And, unfortunately, it is not entirely easy to generate drop-in replacements for files in the torrent. The solution became one of generating brand new archives for the corrupted files, and making a “patch” of sorts. And that’s what happened, although it took a good long time because THIS IS A LOT OF GEOCITIES.

As I am now retired from the over-5gb torrent business, Dragan and Olia went ahead, tested the archive, verified it all worked, and have made a new torrent.

HERE IS THE NEW TORRENT. YOU WANT THIS ONE.

If you have been downloading the original torrent, do not despair. The files WILL match up – just go from one to the other, and it will add in what you’ve finished into this new torrent.

Again, the resulting files are not for everyone – they’re definitely not what you want if you just wanted to browse some old Geocities sites for nostalgia – the live sites Reocities and Geocities.WS do that job for you nicely. This is a collection for historians, for researchers, for developers. For those who want to do study on the heritage on something so soon gone and yet so much of part of how we got here.

Enjoy.


The MUD Archives: It’s About Goddamned Time —

OK, just a few days into my Archiving position at Archive.org, I think we’ve had enough time before I start initiating new projects.

In Archive.org’s realm, you can add “items”, which can be movies or books or software or what have you. You can then put those items into a “collection”, which is where you can declare all these disparate items as being related in some way. You can also put a bunch of collections into a greater, meta-collection. In other words, we have plenty of space, plenty of ways to classify, and there’s lots of items you can put in.

At this point people who know of me from the last ten years or so might not know that I was a co-founder and administrator of a MUSH, a MUD Variant, called TinyTIM. There’s still a site for it, and it’s still up, 21 years after being founded. Longevity, we has it.

While I had a storied and checkered history with MUDs, I do think it was worth the years of my life I spent doing it, and I can personally attest there’s a rich enough tapestry of artifacts, lore, events and people that it is an absolutely valid “thing”. It’s something worth writing books about.  It’s something worth making a documentary about. And it is certainly and completely critical thing to archive.

Wikipedia is quickly showing itself to have an unexpected measurement usage: it is an early-warning system for finding out what knowledge is falling out of favor and has a danger of being forgotten or lost. At one point, they started attacking the demoscene pages, anything with groups or events, and desperate attempts to keep the articles about Demoscene-related subjects revealed obvious things, like how Wikipedia Encourages Bureaucratic Assholes, but also less-obvious things, like how there was at best spotty examples of specific demoscene information in a greater social context. If you knew where to look, you could find these artifacts and stories, but since Wikipedia only wants an ever-shifting set of “legitimate” sources for the viability of a subject, a bunch of stuff was deleted.

Well, they started doing it with MUDs. And MUDs, trust me, are as real and vital a subject to our computing history as many others. MUDs were virtual spaces dealing with the wonder and misery of human nature long before these started showing up in what we currently call social media. They were mass communities that spanned the globe, led to relationships and hatreds, and influenced a generation of computer users in how they would think about these computers as tools and barriers. So, Wikipedia’s assery is history’s gain, because the fire is lit.

It’s time for a MUD archive.

Now, I will happily take on this mantle. I am your go-to guy for collecting MUD history, lore, data, stories, you name it. I want photos. Recordings. Listings. Source Code. Webgrabs. Lectures. Heck, databases and .tar files sitting in the back of your hard drives. I will help you get them on the archive, get them into the collection, ask you the questions you need to answer and do the lifting. I am here for you.

Let’s not let this die. I conducted interviews with MUD’s co-founder Richard Bartle and TinyMUD’s creator Jim Aspnes as part of GET LAMP. I will ensure these get onto the Internet Archive. I will provide any materials I can related to my own MUD life. I will start contacting archives out there and see about copies getting on the Archive.

It’s time. Let’s go. Spread the word. My e-mail address, and aww yeah do I love saying this, is jscott@archive.org.

Let the work begin.