Nineties Game Trader Takes Everyone’s Originals And Sends Back Broken Floppies, So Two Teens Mail His Conservative Parents A Fake AIDS Foundation Letter About Him

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In a wild act of teenage revenge from the 1990s, two friends devised a plan to get back at a classmate who had swindled them out of their original video games. This tale of revenge offers a look into a time when PC gaming was just finding its footing and friends relied on each other—and dubious trades—to build their game collections.

a young boy sitting in a chair looking at a cell phone
Photo by R.D. Smith on Unsplash

The story begins with a pair of teens who, passionate about PC gaming, were eager to expand their libraries. They invested in games from overseas, paying hefty airmail fees due to the limited selections available at local stores. As the only kids in their school with computers, they started trading games amongst themselves but soon met a new classmate who promised more. He bragged about having access to a treasure trove of games from his uncle.

Hoping for a chance to enrich their gaming experience, the duo offered up their prized original copies to the new kid in exchange for backups. This was a common practice back then, given the prevalence of copy protection on floppy disks. However, instead of receiving functional copies, the two boys ended up with corrupted disks that rendered their games unplayable and some returned in poor condition. Months passed without a single successful trade, leaving them frustrated and betrayed.

Driven by anger, they brainstormed ideas for revenge. The new boy was openly homophobic, often mocking one of the boys for his admiration of Freddie Mercury. This detail would later play a crucial role in the prank they concocted. With an AIDS awareness campaign in their school, the duo saw an opportunity. They collected flyers and free condoms from the event, intending to leverage this moment for their plan.

Using their home computer and an inkjet printer, they crafted a fake letter from an AIDS foundation, addressing it to their classmate. They filled it with language that suggested he had questions about sexuality and enclosed the flyers and condoms as if to help him with his supposed confusion. Their intention was to send it to his home address, confident that it would land in the hands of his highly conservative parents.

When the letter arrived, chaos erupted in the boy’s household. His mother was visibly upset, and his father’s anger was palpable. The boy was grounded for weeks, all while his parents believed their son may be grappling with his sexuality. Initially, he thought the letter could be real and was convinced someone had reached out to the foundation under his name.

As the situation escalated, the pranksters were left to fester in secret. They discreetly gauged his reaction, and while initially successful, their guilt began to seep through. Eventually, he figured out that they were somehow involved, leading to a confrontation that brought all of them to the principal’s office. With parents present, they had to explain their actions and the reasoning behind their prank.

Despite the consequences, the prank became a memorable part of their teenage years. The revenge not only served as a lesson to their classmate but also offered the pranksters a sense of satisfaction, even years later. Looking back, they reflected on the necessity of standing up against someone who had taken advantage of their goodwill.

The fallout of the prank didn’t go unnoticed in the broader community. Discussions about the appropriateness of the prank sparked conversations among peers. One observer pointed out that while the act was clever, it was also a harsh reminder of the power dynamics at play in schools. Another noted that even lighthearted pranks can have unexpected emotional ripple effects, especially when personal beliefs and identities are involved.

In the end, the teens’ story of revenge from the 90s serves as a snapshot of a time when video gaming was evolving and friendships often revolved around the thrill of trading games. The prank was rooted in both anger and an understanding of their classmate’s vulnerabilities. Yet, it also illuminated how quickly playful retribution can spiral into unintended consequences.

 

 

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