Episodes
Published 12/22/22
I was on a panel about shareware games at PAX Australia in October, with Halloween Harry / Alien Carnage co-creator John Passfield, indie developer and bookshop owner Terry Burdak, and ACMI games curator Arieh Offman. This is the full audio from that panel. You can find a PDF of my slides from the panel at this Dropbox link. I've also got John's slides in PowerPoint format (so you can play the videos yourself) and Terry's in another PDF. As for where to find us and the things we talked...
Published 12/22/22
The founder of influential old website The Home of the Underdogs discusses the difference between "abandonware" and piracy, and explains why the former needs to exist.
Published 02/28/22
To wrap up the year I wanted to revisit one of my old favourites: a story I made for my other (currently-inactive) podcast about one of the strangest and most thought-provoking programs ever created. This is the story of If Monks Had Macs. Original descriptionIt all started with a Macintosh ad: 'You too can be a knowledge worker.' This is the story of Brian Thomas' 15-year odyssey at the helm of one of the strangest pieces of multimedia software ever created — If Monks Had Macs. Links You can...
Published 12/29/21
To celebrate the 25th birthday of my favourite game franchise, I thought I'd pull out the old Tomb Raider grid episodes from Season 1 and merge them into one. I also put some time into cleaning up the audio, though it'll still sound rough compared to newer episodes — given the lower-fidelity recordings I was using then. Here's the original episode description: Every aspect of the original Core Design Tomb Raider series (and by extension the franchise's success post-Core) comes back to the...
Published 10/25/21
There was no encyclopaedia nor fleshed-out database of video games in 1999. There were barely even any reliable or comprehensive lists of video games. Not until Jim Leonard decided he needed to build one. He called it MobyGames, and 22 years later it's the de facto source for credits, screenshots, and other general information about video games. It is the "IMDB of video games". This is its story. My thanks to the people who contributed to this story: Jim Leonard blogs at Oldskooler Ramblings...
Published 10/03/21
I speak to games historian and graphic designer Kate Willaert about her research and current projects, as well as her efforts to turn this work into a job. We also voice our complaints about Google's Usenet archives, discuss the horrible world of YouTube publishing, the struggles of getting your work seen/read/heard as a content creator today, the value of a good hook for getting people interested in history, how to structure a historical narrative, our font choices for writing draft scripts,...
Published 08/05/21
How a game designed in a week helped to change everything — for the company that made it, for a local industry in turmoil, and for a global industry in transition. Features interviews with Defiant Development co-founder Morgan Jaffit and Firemint founder / Flight Control creator Rob Murray, along with a clip of former Touch Arcade editor Eli Hodapp. LINKS You can't get Flight Control on iOS or Android anymore, but the HD Mac and Windows port is still available on Steam — if your computer is...
Published 05/19/21
The Strong Museum of Play's digital games curator Andrew Borman describes his deep passion for uncovering and preserving cancelled, unreleased, and prototype games. This is so much more than a vocation for him, and here you get to hear all the stories and insights he shared with me when I interviewed him for the season 4 finale, The Ghosts of Games That Never Were. Highlights include the stories behind cancelled Halo and Elder Scrolls games, an unreleased version of Until Dawn, an early...
Published 04/27/21
When I interviewed the legendary game designer and GDC founder Chris Crawford for episode 30, on his famous Dragon Speech, I asked him if he'd have pursued this dragon had he known he'd still be chasing it three decades later. He admitted that he probably would have not. He'd have instead put his energy into making more simulations, teaching people to think in a way that he only recently realised is rare. He calls it process-intensive thinking, and here, in this excerpt from our interview, he...
Published 02/24/21
What about the games that never make it to market? Do they have stories worth telling, or lessons worth learning? These are the ghosts of games that never were. With help from The Video Game History Foundation's Frank Cifaldi, The Strong Museum of Play's Andrew Borman, Games That Weren't author/curator Frank Gasking, Tomb Raider superfan Ash Kaprielov, and a couple of old developer interviews, I round out season four by looking at the life and death (and afterlife) of Half-Life for Mac,...
Published 01/28/21
If you've listened to episode 30 of the show, even if you weren't previously aware of his work, you'll know what a brilliant orator Chris Crawford is. The Dragon Speech, that famous moment where he charged out of the games industry — by literally charging out of the room — was arguably his magnum opus. And it was only possible thanks to Chris's mastery of the spoken word. Here he describes his approach to public speaking and gives tips on how everyone can give better speeches. To learn more...
Published 01/16/21
Given the hellish year we've had in 2020, I thought it'd be fun to close the year with a touch of levity...in the form of my cat, interrupting me, and just generally wanting to be podcast famous.  Happy holidays. May your 2021 be blessed with joy and happiness and dreams fulfilled. Or at least better tidings than this year brought. Thank you to my Patreon supporters for making this show possible — especially my producer-level backers Scott Grant, Rob Eberhardt, Carey Clanton, Vivek Mohan,...
Published 12/23/20
I speak to Bitmap Books founder/publisher/owner/designer Sam Dyer about the hows and whys of publishing visually-led, high-quality books about games history, including why he loves to publish them and why they are so much more than just "picture books" — indeed, as we cover in the interview, there's both a huge amount of care and craft that goes into making them and we can learn so, so much from looking at the graphical evolution of the medium. We also discuss the challenges and processes of...
Published 12/22/20
It was "the greatest speech he ever gave in his life", and it marked a turning point in his pursuit of his dream, but it had the note of a eulogy. This is the story of how — and why — the legendary designer Chris Crawford left the games industry in an opening-day lecture at the 1993 Game Developers Conference, an event that he had founded just six years prior. *** Chris is still at it, still chasing his dragon, now with a more stripped-back storyworld and storyworld engine. You can read about...
Published 12/08/20
Utopia and Intellivision World Series Baseball designer Don Daglow, one of the original five game programmers in Mattel's Intellivision group, describes his years spent at the company dodging forklifts, dumpster diving, listening to toys being smashed, and sharing a space with the rest of the electronics division. To learn more about Don Daglow and his mega-influential game Utopia, be sure to listen to episode 29, 'Utopia, and the teacher who made a game of its impossibility'. I've just added...
Published 11/26/20
When Don Daglow pitched management at Mattel on an Intellivision game about trying to build a perfect society, he thought he was just creating a "line filler" in their product calendar. Instead he made one of the most important games of all time. Don wrote a book in 2018 about the business and design insights he's gained from his long career making video games (nearly 50 years if you include his mainframe games!). If you buy it on Amazon via my affiliate link, I get a small percentage of the...
Published 11/01/20
This is a sponsored post, but don't let that turn you off. I made a point of doing the interview as I would any other — and Richard Bannister has some fun stories to tell. Richard Bannister is best-known for his Mac-native emulator ports of BSNES, Nestopia, Genesis Plus, and Boycott Advance, plus some two-dozen others, which he built and maintained through the 2000s and returned to relatively recently after a long hiatus. But he also has a fantastic game music player called Audio Overload...
Published 10/25/20
On the rise and, um...fade out(?) of Chris Sawyer, the genius creator of bestselling, critically-acclaimed simulation games Transport Tycoon and RollerCoaster Tycoon — who made a career out of working at the cutting-edge, in bare metal assembly code that he wrote and optimised (and optimised again) on his own, until the cutting-edge left him behind. Chris was only a design consultant on 2004 game RollerCoaster Tycoon 3, but its remastered "Complete" edition has just come out on Nintendo...
Published 09/27/20
Former Links, PGA Championship Golf, and Tiger Woods PGA Tour lead Vance Cook explains how and why his team(s) created new ways to swing a virtual golf club — beginning with the C-shaped gauge in Links and leading into "TruSwing" on Front Page Sports Golf and PGA Championship, and then ending with the motion-controller (Wiimote) swing in Tiger Woods Wii. Also listen for insights into the difference between sports games that aim for simulation versus those that aim for the "emotional...
Published 09/21/20
In 1990, in a bid to move ahead of their rivals, Access Software reinvented virtual golf. Their game Links set the template for golf games over the next decade, with a technological tour de force, and along the way it dominated bestselling PC games charts month after month, year after year. Until suddenly it didn't. This is the story of Links and the huge shadow it cast over its genre. If you'd like to play the original Links for yourself and would like to see it the way people saw it at the...
Published 08/30/20
An 87-second promo trailer for The Life & Times of Video Games, encapsulating the essence of its form, style, and content over three seasons and counting. Have you ever wondered about the stories behind your favourite video games? Like, how they were made and why they were designed a certain way? The Life and Times of Video Games has the answers to all of this and more, packaged in half-hour audio documentaries that take you back to the past and loop you into the present — to understand...
Published 08/12/20
I go inside Australia's only permanent video game console museum and find that what makes it special is more than just the size of its collection — or the fact that it exists. Links The Nostalgia Box website  The Nostalgia Box is @nostalgia_box on Twitter  And @nostalgiabox on Instagram  Jessie Yeoh interview snippet taken from this WAtoday article There are some photos from my trip on the episode page To support my work, so that I can uncover more untold stories from video game...
Published 08/02/20
I speak to Kelsey Lewin, a video game historian and collector, retro games store owner, and self-proclaimed Wonderswan enthusiast, about the challenges — and also the merits — of researching and archiving the artefacts connected to games development and culture, both past and present. She also shares her insights on how the growth in retro gaming helps fuel interest in games history, why some of the most interesting stories are far beyond the typical narratives of games history, what quirky...
Published 07/25/20
Glenn Brensinger, former sysop of Software Creations, talks about how his then-boss Dan Linton's "Home of the Authors" Software Creations bulletin-board system (BBS) served as a sort of prototypical Steam. The interview was done as part of my research for my upcoming book Shareware Heroes: Independent Games at the Dawn of the Internet, which is on Kickstarter until July 8th.  To get access to supporter-only soundbites, and early access to soundbites like this one, you can subscribe via...
Published 06/30/20