REALPIRATES DON'T... Do a backwards job and give out a game that doesn't work. Copy anything with 1541 Backup. Buy books to learn how to hack. Put three thousand nicknames in the beginning of a program. Take credit for copying Jumpman. Eat three regular meals. Ever get eight hours of sleep, even on weekends. Call each other by their nicknames in public, private, or any other time, for that matter. Think a cartridge is unbreakable. Send booty lists on every single disk they ship out. Forget to test a program completely after they think it's broke. Don't use words like phuck, or try to be immature by putting such words in loaders and stuff. Don't use the 90 second format to format a disk. Put messages in programs like "Please copy this as much as you like." Worry about the FBI tapping their phone. Copy programs at work or in school. Know or care about structured programming. They actually avoid it like the plague. Tell someone they have something and then say otherwise. REALPIRATES DO... Live on nachos and coke. Reprogram games to make them "playable." Take apart computers and drives at a moments notice, because of the possibility that one of them might have a little problem. Dream of sailing the seven seas, looting passers-by, and maybe gutting a liberal or two. NEVER get phone bills for prices higher than the cost of the computers that cause them. Try to jam six games on a disk, even by cutting out loaders. Use self-modifying code, especially in loaders, to make them take up one less block, run 20 nanoseconds faster, or to confuse other pirates who are trying to figure out what they did to break the game. Forget the day of the week, and sometimes the month. Know what "phreak" means. Stare their monitor for all hours of the night. Obtain copies of copy programs three weeks before they're released. Still complain about the time your average three minute copier takes to copy a disk. Detest compiliers, even though they still break games done with them. HATE someone that says they have a "decompiler." Play a game until they never want to see it again. Constantly run out of disks, no matter how many they buy. Have the kernal vector table memorized by heart. Laugh when they see a copy program for "archival use only." Forget the last time they spent money on a game. Wonder why Commodore can build a computer and then not be able to find a good way to protect games on it. (Though they hope they don't find out) Have reset switches, Fastload cartridge, memory switches, and other junk added to their computer at no extra cost. Have access codes for bulleten boards that allows them to get past the trivial wimpy stuff and on to major software collections. Call each other on the phone and have normal conversations. Solve Infocom adventures without cheating. Have ten billion programs to reproduce errors on disks. Know what terms like Half-track, Imbedded Track, and Sync Characters mean. Realize that only a 13 year old would be upset over some comments in a text file.hwello