A documentary-style podcast about video games and the video game industry, as they were in the past, and how they came to be the way they are today.
June 14th, 2018 | Season 1 | 32 mins 57 secs
catz, dogz, hexing, night trap, petz, pf magic, rob fulop, simulation, virtual pets
Frustrated by the unjustified furore that surrounded his tame interactive movie game, designer Rob Fulop turned to Santa for help. And with a clever business model he and his team at PF Magic invented a new kind of game, one in which you adopt and care for a digital animal -- a virtual dog or cat, or something more exotic, with a personality and needs and quirks not unlike a real one.
March 28th, 2018 | Season 1 | 30 mins 32 secs
1980s, amiga, atari st, midwinter, mike singleton, the lords of midnight
On the late Mike Singleton and the importance of Midwinter and The Lords of Midnight, his two great works.
February 18th, 2018 | Season 1 | 37 mins 37 secs
3d, blockbuster games, core design, documentary, game design, game development, lara croft, level editors, rise of the tomb raider, tomb raider
Continuing the story from Part 1, this is how the original Tomb Raider's grid-based engine/level editor impacted on the series, on Lara Croft's rise to fame, and on the shifting sands of blockbuster game development. This episode also discusses the place that such a grid system has — or might have — in game design today. Featuring input from former Core Design artists and level designers Heather Stevens and Andy Sandham as well as programmer Gavin Rummery.
December 23rd, 2017 | Season 1 | 31 mins 30 secs
3d, core design, documentary, game design, game development, lara croft, level editors, tomb raider
Every aspect of Tomb Raider comes back to the grid that lies beneath it — the majority of the puzzles; the platforming; the cavernous chambers and ruins and outdoor areas that provide a sense of isolation, of solitude and discovery; and Lara Croft's iconic acrobatic movement style. And yet it never would have happened if not for one pragmatic choice made by a programmer early in the game's development.
This is the story of how that came to be, and how it made Tomb Raider…well, Tomb Raider.
November 11th, 2017 | Season 1 | 37 mins 4 secs
chrono trigger, console games, demiforce, earthbound, emulation, fan translations, final fantasy, nes, radical dreamers, rom hacking, snes, steve demeter
At the dawn of emulation and the World Wide Web, a group of fans discovered the Nintendo and Super Nintendo games that never made it over from Japan. One of them decided to hack into a few of these and translate them, unofficially, with help from some friends -- starting with Final Fantasy II for the NES.
November 4th, 2017 | Season 1 | 11 mins 55 secs
8-bit, art, bonus, business, cancelled game, mark ferrari, marketing, soundbite, tv game, x-men
The story of a cancelled X-Men TV controller game, as told by former LucasArts illustrator Mark Ferrari, who is a world-renowned and innovative pixel artist responsible for popularising multiple graphical techniques — including dithering, colour cycling, and palette shifting. And an inside look at the downside of having marketing-focused gatekeepers in charge of what products hit store shelves.
October 23rd, 2017 | Season 1 | 32 mins 11 secs
16-bit, 32-bit, 3d, 3do, console games, ea sports, fifa, isometric, marc aubanel, soccer, sport
A story from the dawn of 3D sports games, and the forgotten link between the 16-bit isometric and 32-bit 3D EA Sports games — this is how FIFA 3DO transformed the way sport was represented in video games.
October 15th, 2017 | Season 1 | 32 mins 16 secs
ambrosia software, bugs, cythera, jason whong, mac gaming, macworld, marketing, pr
How a marketing guy at shareware game publisher Ambrosia Software ended up eating bugs in front of hundreds of people at Macworld New York 2000.
October 1st, 2017 | Season 1 | 31 mins 1 sec
adventure, colour cycling, deluxe paint, dithering, game art, gary winnick, graphics, loom, lucasarts, lucasfilm, mark ferrari, palette shifting, scumm, seize the day, thimbleweed park
How a talented illustrator with a fear of computers changed how games looked and perfected background animation techniques that no one before him had thought to use.
September 22nd, 2017 | Season 1 | 4 mins 6 secs
apple, bill gates, browser gaming, microsoft, social gaming, soundbite
Steve Capps, one of the creators of the Macintosh and a Microsoft executive in the 1990s, tells a story from his days of working alongside Bill Gates.
September 16th, 2017 | Season 1 | 24 mins 3 secs
airfight, brand fortner, bruce artwick, flight simulator, multiplayer, plato, silas warner
The story of the one of the earliest flight simulator games, Airfight, a favourite among the PLATO community back in 1973, based on an interview with its creator. Airfight was a multiplayer flight combat sim with wireframe graphics and real-time chat, and it was an influence on the first home computer flight simulator, subLOGIC's fittingly-named 1980 game Flight Simulator for the Apple II and TRS-80.
September 10th, 2017 | Season 1 | 55 mins 21 secs
app store, bonus content, interview, iphone, jon jordan, mobile games, pocket gamer
[re-uploaded as mono] An extended interview with Pocket Gamer co-founder Jon Jordan about the evolution of App Store business models and iOS game design. Bonus/unused content from the Race to the Bottom documentary.
September 6th, 2017 | Season 1 | 30 mins 58 secs
airwings, app store, brian greenstone, enigmo, history, iphone, mobile games, pangea, pocket gamer
In the early days of the App Store, game developers found themselves locked in a race to a $0.99 price point that none of them wanted to become standard. This is the story of how that happened, and how it affected mobile games going forward.