By the late 1980s, it was rapidly becoming unusual to depend on data tapes to read and load to home computers, and the jump to floppies and ultimately hard drives and CD-ROMs came with mass adoption in the 1990s.
But it wasn’t completely gone, either.
In this zone, this Venn Diagram of a market of computer end-users with this exhausting set of possible media input devices, commercial creators had a heck of time. Intent on reaching every market they reasonably could, multiple formats meant multiple releases of the same programs.
Does this mean that Activision had to spend the money to make a floppy disk version and a computer cassette version of the game Ghostbusters for Commodore 64? Yes, in fact they did. (One distributor, HES, even made a cartridge phone number database version, which was an Australia-only hack that put the contents onto a cartridge and forced a loading as if it was a floppy.)
For someone playing these games, the choice (or lack of choice) of medium meant their memories, experiences and consideration of the programs was very different, reflections of what configuration they could afford.
All these moments of time, washed away like spools of tape.
Emulation at the Internet Archive is designed to be fast, easy, and a snap between first thought and trying the software out. In general, this is the case; you decide you want to play a game and a very short time later, you’re playing that game.