Overview
Before digital downloads, magazines brought software to readers. Cover-mounted disks—later CDs—transformed computing publications from pure text into software delivery systems. Demos introduced players to new games, public domain software built communities, and the occasional full game justified the cover price alone.
Fast facts
- Era: 1985-2005 (peak).
- Media: Floppy disks, then CDs.
- Content: Demos, utilities, full games.
- Impact: Major distribution channel.
Content types
| Type | Purpose |
|---|
| Game demos | Publisher promotion |
| Full games | Budget/older titles |
| Utilities | Productivity tools |
| Public domain | Community software |
| Source code | Educational |
Notable magazines
| Publication | Platform |
|---|
| Amiga Format | Amiga |
| CU Amiga | Amiga |
| Zzap!64 | C64 |
| Your Sinclair | ZX Spectrum |
| PC Format | PC |
Publisher benefits
| Advantage | Effect |
|---|
| Mass distribution | Millions reached |
| Low cost | Magazines paid |
| Targeted audience | Engaged readers |
| Playable demos | Better than screenshots |
Reader benefits
| Benefit | Value |
|---|
| Try before buy | Informed purchases |
| Free software | Budget-friendly |
| Curation | Quality selection |
| Convenience | Newsagent access |
Disk production
| Challenge | Solution |
|---|
| Duplication cost | Bulk manufacturing |
| Attach rate | Cover mount technology |
| Disk failure | Quality control |
| Content deadline | Production planning |
CD era transition
| Change | Impact |
|---|
| Increased capacity | More content |
| Lower cost | Better economics |
| Multimedia | Videos, music |
| Internet competition | Declining relevance |
See also