Category: Preservation

Archiving, link rot and the ongoing effort to keep old game files reachable.

  • Recovering a collection that has been wet

    Water reaching a stack of boxed media is a bad morning, and the instinct is to work fast on the discs. Speed is right. The priority is wrong. Most of what gets lost after a flood is lost in the weeks afterwards, in the room rather than on the shelf.

    The room is the problem that outlasts the salvage

    Start with this, because the salvage guides leave it out. The collection is usually recoverable. The room is what keeps costing.

    Once a floor void or a plaster wall has been soaked, it holds water for weeks after any surface feels dry, and what grows next is in the building itself rather than on your items. That is the point at which a mould removal company in Dallas, or wherever you happen to be, is the sensible call: they measure moisture inside the structure and treat what is behind the plaster, which no amount of airing out a room achieves.

    Putting a dried collection back into a room that is still wet is how people lose the same material twice.

    Triage by material, in this order

    Paper first, always. Manuals, inlays, boxed documentation and printed sleeves are the only genuinely time-critical part of a collection, because paper left wet bonds to itself as it dries and cannot be separated afterwards.

    Magnetic tape next. Cassettes and open reels tolerate water surprisingly well in the short term and badly over a fortnight. Get the shells open and the tape out of standing water.

    Optical discs are the least urgent. The data layer is sealed, and the usual damage is to the printed label and to a paper sleeve stuck against the surface.

    Floppy media is a judgement call. A submerged disk is often readable once the jacket is cut away and the cookie rinsed in clean water and dried flat, which sounds like vandalism and is standard practice.

    Separate, interleave, and do not use heat

    Stand things up, fan them out, keep air moving with a fan rather than a heater. Interleave wet paper with dry kitchen roll and change it as it takes up water.

    Heat is the commonest mistake. A hairdryer or a radiator dries the outside of a sleeve and drives moisture into whatever sits under it, and on tape it distorts the backing permanently. Cool moving air, for days if necessary.

    Freeze whatever you cannot reach within about forty-eight hours. Paper in a freezer stops deteriorating and waits indefinitely.

    What to replace rather than rescue

    Cardboard sleeves and boxes that were submerged are gone. They stay musty for years, and the smell is spores doing exactly what cardboard was never meant to host. Photograph them for the record if they matter, then bin them.

    Foam inserts, cloth bags and anything with a felt lining go the same way.

    The lesson worth keeping

    Whatever was on the floor is what you lost. The next shelf up survived.

    That single observation is worth more than any rescue technique here, and it costs nothing at all to apply before the next time.

  • Where a collection should actually live

    Everyone who keeps old hardware and media eventually runs out of room in the house, and the loft is where the overflow goes. It is the worst place in the building for the purpose, and the reason has nothing to do with dust or heat.

    The loft is a different climate from the rest of the house

    Above the insulation, a loft tracks the outside temperature with a lag. It gets colder at night than any room below it and warmer on a summer afternoon than anywhere else in the building, and it does that every day of the year.

    For a boxed collection, the temperature swing is the mechanism. Each cycle moves moisture in and out of cardboard, paper sleeves and the labels on disks. Over a few years, sleeves soften, inlays cockle, and anything with adhesive in it, which is most cassette and tape-based media, starts to let go.

    A roof leak is slow, local and invisible

    The worst case is not the swing. It is a failed roof covering, because a roof is the one part of the building nobody looks at, and a slow leak is quiet.

    A single slipped slate or a tired flashing admits very little water, and it admits it in the same place every time it rains. That water lands on whatever is directly beneath. From inside the loft, there is nothing to see until a box is already soft, because the staining is on the top surface where the torch does not reach.

    This is why it is worth getting someone up there before the problem arrives rather than after. If you have no idea who covers your area, find a local roofing contractor through a directory rather than through the first ad you are shown, and ask for a condition report rather than a quote. A roof inspected every few years is cheaper than any single collection it is sitting above.

    What to look for from the hatch

    Go up on a dry day with a torch, after a wet week. Daylight through the covering is obvious and rare. The useful signs are subtler.

    Dark fan-shaped staining on the underside of the boards or the felt, concentrated around one point. Rust streaks on nail heads. A tide line on a rafter. Any patch of insulation that is compressed and discoloured, which means it has been wet repeatedly and has lost its loft.

    Look along the line where the roof meets a wall or a chimney. Flashings fail before coverings do.

    What to do with the collection meanwhile

    Nothing stays on the loft floor. Shelving off the joists, lidded plastic crates rather than cardboard, and nothing directly under a valley, a chimney or a soil vent.

    Media you genuinely cannot replace does not belong up there at all, whatever the container. The loft is for the duplicates and the shelf-filler boxes. The irreplaceable items want to be in the heated part of the house, where someone would notice a problem in a week rather than in a decade.

  • What gets lost when a game is remastered

    A remastered rerelease is generally good news. A game that was awkward to run becomes easy to run, reaches a new audience and returns to sale. It is also, quietly, a substitution: the version people can obtain is no longer the version that was originally released.

    What tends to change

    Remasters vary enormously in scope, from a compatibility wrapper around the original executable to a substantial rebuild. Even at the light end, changes accumulate.

    • Art is rescaled or replaced, changing how the game looks at its own intended resolution.
    • Audio is re-encoded or re-recorded, and licensed music is sometimes removed entirely.
    • Controls and interfaces are modernised, altering how the game feels to operate.
    • Bugs are fixed, including ones that had become part of how people played.
    • Content is occasionally cut for licensing or other reasons, rarely with a prominent note.

    The music case is the most consequential and the least discussed. Where a soundtrack was licensed for a limited term, a rerelease may have to replace it. The game is otherwise complete and a substantial part of its identity has been substituted.

    The bug question is genuinely difficult

    Fixing bugs sounds unambiguous. In practice some bugs became load-bearing. Techniques built on unintended behaviour, speedrunning routes, and in a few cases whole communities of play depend on the original engine doing something it was not meant to do.

    A remaster that fixes those bugs is more correct and less faithful. There is no answer that satisfies everyone, and the reasonable approach is to document what was changed so people can make an informed choice. That documentation is frequently absent.

    Availability is the real preservation issue

    The mechanism that matters is not the remaster itself but what happens to the original. Where the original stays on sale alongside it, nothing is lost and everyone is served.

    Frequently it does not. The original is delisted, and the only purchasable version becomes the remaster. At that point the original exists only in copies already held by individuals, and its availability depends entirely on the second-hand market and on private collections.

    This is a strange outcome for a medium that generates so much scholarship and discussion. The version people write about becomes unobtainable while a modified version is heavily promoted, and over time the modified version is what everyone actually experiences.

    Practical notes for anyone who cares about the original

    • Where both versions are available, obtaining the original as well costs little and cannot be done retroactively once it is delisted.
    • Keep physical media where it exists, and image it properly, including any audio tracks.
    • Record which version you have. A remastered installation and an original are not interchangeable for research purposes, and the difference is not always visible.
    • When writing about a game, say which version was used. This is basic and routinely omitted.

    Not an argument against remasters

    Remasters keep games playable and commercially alive, and the alternative for many titles is being unavailable in any form. That is plainly worse.

    The argument is narrower: a remaster is a new edition, not a restoration, and treating it as identical to the original quietly corrupts the record. Editions are a solved problem in other media, where nobody confuses a revised edition with a first, and the conventions for noting the difference are well established.

    Games writing has not yet developed the same habit, and the cost of that is a body of discussion where nobody can tell which version anyone is talking about.

  • Link rot in games writing: what happens when the sources disappear

    Link rot in games writing: what happens when the sources disappear

    Read enough writing about games from the 1990s and a pattern appears. A claim is made, sourced to an interview. The interview is cited to a website. The website has been gone for fifteen years. The claim continues to circulate, now unsupported by anything anyone can check.

    This is not unique to games writing, but games writing has it badly, because so much of the primary material was published on independent sites, forums and fan pages rather than in anything with an institutional commitment to staying online.

    How the decay actually happens

    Outright disappearance is the obvious case, and not the most common one. Several quieter failures do more damage because they are harder to notice.

    • The domain lapses and is re-registered by someone unrelated. The URL still resolves, now to different content entirely.
    • The site migrates to new software and every URL changes. The content exists; every link to it is broken.
    • The page survives but the thing it embedded, a video or a forum quote, does not.
    • The forum thread is intact but only for logged-in members, invisible to anyone following a citation.

    The second is the most frustrating for research, because the material is right there and simply unreachable by the route everyone used to cite. A platform migration can break every inbound link to a site’s entire archive in a single afternoon.

    Archives help, but not evenly

    Web archiving has saved a great deal of this material, and anyone researching this era should reach for it early. It is also patchy in ways worth understanding rather than being surprised by.

    Coverage depends on whether a crawler found the page, how often it revisited, and whether the site permitted crawling at the time. A site that excluded crawlers during its active life may have no useful archive at all, even though it was widely read.

    Dynamic content is captured poorly. Anything assembled by scripts after the page loads, anything behind a form, and most search results are usually absent. Forum archives in particular tend to preserve the first page of a thread and nothing after it.

    Media is the weakest area. Text survives well, images less so, and audio and video frequently not at all. An interview published as a video is far more likely to be lost than the same interview published as text.

    What this means for writing about old games

    The practical upshot is that a citation to a dead link is not a citation. It is a note that a citation once existed. Treating it as verification is how unsupported claims harden into consensus.

    A few habits make a real difference, none of them onerous.

    • When citing a live page, also record an archived snapshot. It costs seconds now and preserves the citation permanently.
    • Quote the relevant passage rather than only linking to it. A quotation survives the page it came from.
    • Record the date you accessed something. It tells a later reader which snapshot to look for.
    • State when a claim comes from memory or from an unverifiable source. That is honest and useful, whereas presenting it as sourced is neither.

    The uncomfortable part

    Some of what is widely believed about this era cannot be checked any more. The person who said it may still be around, but the specific claim, in its specific wording, exists now only as repetition.

    The correct response is not to discard those claims, many of which are probably true. It is to be clear about their status. There is a real difference between something documented and something everyone remembers hearing, and collapsing the two is how folklore ends up presented as history.

    Writing about a period whose primary sources are actively disappearing means accepting that some questions now have no verifiable answer. Saying so is more useful than filling the gap with confident guesswork.