We are digital librarians. Among us are represented the various reasons to keep data - legal requirements, competitive requirements, uncertainty of permanence of cloud services, distaste for transmitting your data externally (e.g. Government or corporate espionage), cultural and familial archivists, internet collapse preppers, and people who do it themselves so they're sure it's done right. Everyone has their reasons for curating the data they have decided to keep (either forever or For A Damn Long Time tm). Along the way we have sought out like-minded individuals to exchange strategies, war stories, and cautionary tales of failures. We are legion.
Description of LEGO Loco Windows. 1998, the year LEGO Loco was released on Windows. Made by Intelligent Games Ltd and published by LEGO Media International, Inc., this simulation game is available for free on this page.
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My Dad used to own a computer software retail store and would sometimes get free demo disks of PC games which sometimes never got a real retail release. Checked on archive.org and Wikipedia and there’s no mention of at least two of these demo disks I have. I also of course just want to backup and archive my entire PC game collection from when I was a kid since I can’t just hop on a torrent site to download these if they’re lost. What’s the best way to rip these old CDs/games into a trimmed/compressed ISO format, and then where can I share them? EDIT: Whoa, very thankful & grateful over how this thread kind of blew up here. I'll do my best to reply to everyone when I have more time. I will definitely utilize the resources you all have pointed me towards.
I should give a heads up to everyone that's asked if they can help that my free time for about a month will be null, but you guys have given me the motivation to make sure these get archived for myself and others somehow. EDIT 2: I should have also specified that this is on the order of magnitude of about 100 games, not thousands or anything. About 50% of those are at least 'common' games, ie. Lego games, Disney, Humungous Entertainment, etc. I don't want to give a false sense of expectation that I'm sitting on a treasure trove of super rare kids games. Ripping a standard ISO should be sufficient. The tricky part is sharing.
![Lego loco 1998 pc iso torrent full Lego loco 1998 pc iso torrent full](/uploads/1/2/5/4/125402376/534124626.jpg)
You technically do not have the rights to share them and as such could potentially get yourself into some trouble by doing so. That said, a lot of the previous titans of the bygone era of PC games have crumbled or been absorbed several times over. The likelihood that someone will come after you for sharing a game where the actual, legal owner would be difficult to track down is small.
![Iso Iso](http://gamesontorrent.ru/uploads/posts/2011-04-07/lego-loco_2_1.jpg)
That's assuming many of them aren't abandonware and the actual owner of the IP can't be located. The legal status of abandonware is.fuzzy. What makes it trickier is the real owner may not be interested in even acknowledging that they own the IP unless you do something with it. I've been trying to pry information about a specific title up for years and the actual (alleged) owner isn't in any hurry to talk about it. It depends how much risk you feel warranted in taking.
TL;DR isn't there a social duty to protect the works that influence society so that they aren't lost, irrespective of the wishes of the creator? It's sad to me that the creator's demand for control is sometimes so strong that they'll actually block or fight distribution of a faded work.
As a result, they actually contribute to the loss of preservation of their work. Once things reach the public, and thereby affect the culture in some way however minor, it seems unconscionable to say that 'No, you can't listen to that song again', 'you can't read that book', 'you can't watch that movie!' People sometimes tie memories of experiences, people, places to the 'background' things in life. 'I remember those books, as a teen I used to curl up by the fireplace in the house where I grew up.' I visited Ireland (overseas, thousands of miles from me) when I was in my twenties, and one semi-popular radio-era group was a band called 'Sixpence None the Richer.' They have a couple decent songs. I don't hear their music as much any more, but when I hear certain songs, my brain gets instantly flooded with a ton of pleasurable memories of the trip.
Of the fun we had, how young we were, sites we saw, and so on. While going there would be fun, it's mostly cost-prohibited, we're not as young any more, kids, life, and so on. So the way of 'going back there', is by using the trigger. Listening to the song. I was curious if you had any examples of this, but then you mentioned Sixpence None the Richer, did they do something like this?
I found your original question interesting, sort of an eminent domain of creative works. I think we should also consider when a creative work's influence truly reaches that point, as it would usually be determined after the fact. But what if there was public outcry for, for example, the 1 copy produced of the new Wu-Tang album or some newly translated diaries of a historical figure? I have to agree and think that if something is in the Library of Congress, or the like, the creator should respect the impact they've had on large amounts of people. There is some protection in US Copyright Law that someone pointed out above. What's supposed to happen is that after a time period of given protection, essentially for the creator to make money from the work, it's supposed to revert the rights to society. In practice, companies (like Disney) continue to lobby Congress and push for more extensions as they have the need.
Aka the Mickey Mouse protection act. See and (See Duration of copyright, and the massive extensions continually increasing) Outside/between countries, check out Berne and/or WCT (WIPO Copyright Treaty) Sixpence did.not. do anything like this AFAIK. My argument is that the creator's protection is simply far too long.
For video games produced thirty years ago, do we really need protection on Space Invaders? By the time it becomes legally usable/distributable no one will be alive will have even known or played it. How about books, especially ones that go out of print? Is anyone going to care about a book written 120 years ago? What about b.