The Life & Times of Video Games

The Life & Times of Video Games

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The Life & Times of Video Games episodes

  • Soundbite: Chris Crawford on how to give a great speech
    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 about Chris, his Dragon Speech, and his immense importance to the early years of the games industry, be sure to listen to episode 30, 'The Dragon Speech, and Chris Crawford's improbable dream'.
    You can support The Life and Times of Video Games by sharing your favourite episodes with others and by making a donation, either in the form of a one-off payment via paypal.me/mossrc or a recurring payment (with some reward perks!) via patreon.com/lifeandtimesofvideogames
    Learn more about your ad choices. Visit podcastchoices.com/adchoices
    12 min
  • A Christmas gift from meow to you
    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, Seth Robinson, Wade Tregaskis, and Simon Moss.
    To support my work, so that I can uncover more untold stories from video game history, you can make a donation via paypal.me/mossrc or subscribe to my Patreon. (I also accept commissions and the like over email, if you're after something specific.)
    Learn more about your ad choices. Visit podcastchoices.com/adchoices
    12 min
  • Interview: Sam Dyer (Bitmap Books)
    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 book publishing, the history of Bitmap Books, and Bitmap's current and upcoming projects.
    This is the sixth entry in a new series of interviews I'm running alongside the main show — every month-or-three I'll talk to a different person who's exploring games history, in one way or another, to learn about the many ways people are preserving the games industry's past as well as to further our understanding of how this wonderful medium (and the industry that's built around it) has come to be the way it is now. The previous one was with Kelsey Lewin of The Video Game History Foundation. Before that, I talked about computer role-playing games with the author of The CRPG Addict blog. Other interviews include Shmuplations.com proprietor and Japanese-to-English translator extraordinaire Alex Highsmith. Follow the "games history explorers" tag or the Interviews category on my website to see them all.
    Interview conducted November 24th, 2020.
    Links:
    Commodore 64: A Visual Compendium
    Commodore Amiga: A Visual Compendium
    NES/Famicom and SNES/Super Famicom visual compendiums
    The Art of Point-and-Click Adventure Games
    Metal Slug Book
    The Secret History of Mac Gaming (out of print right now but stay tuned — it'll be back available in 2021)
    Video footage of Dark Castle in action during a livestream I did to promote my book
    Royal Mail video games postage stamp set
    The CRPG Book
    Super Famicom: The Box Art Collection
    Game Boy: The Box Art Collection
    Sega Master System Visual Compendium
    Bitmap on Twitter, Instagram, YouTube
    Thank you to my Patreon supporters for making this episode possible — especially my producer-level backers Carey Clanton, Scott Grant, Rob Eberhardt, Simon Moss, Seth Robinson, Wade Tregaskis, and Vivek Mohan.
    To support my work, so that I can uncover more untold stories from video game history, you can make a donation via paypal.me/mossrc or subscribe to my Patreon. (I also accept commissions and the like over email, if you're after something specific.)
    Learn more about your ad choices. Visit podcastchoices.com/adchoices
    1 hr 15 min
  • 30 - The Dragon Speech, and Chris Crawford's improbable dream
    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.
    39 min
  • Soundbite: Don Daglow on life at Mattel in the early days of the Intellivision
    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 one more way you can listen to the show — it's now available on the audio sharing platform Vurbl at https://vurbl.com/station/3Ul4MkAwo7Z/
    You can support The Life and Times of Video Games by sharing your favourite episodes with others and by making a donation, either in the form of a one-off payment via paypal.me/mossrc or a recurring payment (with some reward perks!) via patreon.com/lifeandtimesofvideogames
    Learn more about your ad choices. Visit podcastchoices.com/adchoices
    11 min
  • 29 - Utopia, and the teacher who made a game of its impossibility
    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 sale price.
    It's also worth noting, for anyone up for some further reading, that I've done in-depth genre histories for Ars Technica on two of the genres that Utopia influenced — city-building games and real-time strategy.
    I'll also have more content from my two (so far!) interviews with Don in the coming weeks and months — probably a "soundbite" in mid-November and a full episode in 2021, plus maybe more of each of those.
    Utopia is one of several Intellivision games slated for re-release on the upcoming Intellivision Amico console. In the meantime, you can grab a fan-made remake on Itch.io (Mac or Windows), track down a copy of the Intellivision Lives! collection from some years back, boot it up in an emulator, or just watch some videos of it on YouTube.
    All music in this episode was my own, except selected clips from Santa Paravia, Astrosmash, Fascinating Fruit, and Utopia, and the IBM mainframe playing a song.
    Thanks to my sponsor for this episode, Richard Bannister. You can find out more about his Retro Games for Mac collection at his website or by listening to my Indie Spotlight interview with him.
    To support my work, so that I can uncover more untold stories from video game history, you can make a donation via paypal.me/mossrc or subscribe to my Patreon. (I also accept commissions and the like over email, if you're after something specific.)
    Learn more about your ad choices. Visit podcastchoices.com/adchoices
    39 min
  • Indie Spotlight: Richard Bannister (Retro Games for Mac Collection)
    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 (with Mac and Windows versions) that supports more than 30 console/handheld/computer file formats.
    And this year, during a period of unemployment, he decided to flex his creative muscles and make some games. He's up to 20 in all, each inspired by a classic arcade game or early home computer puzzle game — and very often by multiple variants of a particular game — and he's selling them on the Mac App Store. He's got his own version of Mr Do — via Amstrad CPC clone Fruity Frank — called Fascinating Fruit, and a Snake/Pac-Man hybrid called Wacky Snake, plus a Crystal Quest reimagining called Space Diamonds and a JezzBall/Barrack clone called Little Green Balls that I can personally attest feels just like the original. And many others, available individually or in two discounted bundles.
    In this interview we discuss his Retro Games for Mac collection — its inspirations, design, development, cheat codes(!), and future plans — as well as his 90s shareware games and his contributions to the emulator scene.
    Interview notes:
    His Breakout-style game is called Shaded Bricks
    It's inspired by Commodore 64 game Crillion
    1992 Mac game Diamonds
    Fascinating Fruit is based on the arcade game Mr Do
    But also on Amstrad CPC game Fruity Frank
    cheat codes include "drfauci" to give your character a mask and "fiveaday" to swap fruits and vegetables out for junk food (see below for how they change the appearance)
    I covered the rise and fall of Ambrosia Software in a PAX talk that you can read/listen to here
    Ambrosia Software's Pengo clone Bubble Trouble is no longer available, except via abandonware sites
    Ice Squishing
    His shareware games included Smashing Windows and Star Chaos
    Pang aka Buster Brothers arcade game
    Crystal Quest is available on modern systems (Mac, Windows, Xbox 360) thanks to the company co-founded by its creator Patrick Buckland
    There was indeed a Game Boy port, though the game was never going to work well with d-pad controls
    Richard Bannister's original shareware clone was called Space Debris
    His new version is Space Diamonds
    Richard Bannister's emulators
    Audio Overload
    You can find some of the games and emulators John Stiles made at the Macintosh Garden
    Frodo C64 emulator (and Richard Bannister's Mac port)
    French-territory-only computer, the Thomson MO5
    RB's emulators of them: Thom, TEO, MO5
    Cities Skylines
    Wacky Snake - Pac-Man/Snake hybrid
    You can send RB feedback via the form at bannister.org/email or from inside any of his games
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    33 min
  • 28 - Transport Tycoon (aka the great optimiser, Chris Sawyer)
    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 Switch and the PC version is free on the Epic Games Store right now (until October 2). The original two games are also still sold via the likes of Steam and GOG.
    Transport Tycoon, meanwhile, lives on in open-source project OpenTTD and in a mobile port (Android, iOS) of the original game by Chris's company 31X.
    Thanks as always to my supporters on Patreon — especially my $10+ backers Carey Clanton, Rob Eberhardt, Simon Moss, Vivek Mohan, Wade Tregaskis, and Seth Robinson. If you'd like to become a supporter, for as little as $1 a month, head to my Patreon page and sign up. Or for one-off donations you can use paypal.me/mossrc.
    Please remember to tell other people about the show, and to leave a review by following the links at ratethispodcast.com/ltvg.
    I'm currently writing a new book called Shareware Heroes: Independent Games at the Dawn of the Internet. You can learn more and/or pre-order your copy from Unbound.
    Learn more about your ad choices. Visit podcastchoices.com/adchoices
    37 min
  • Soundbite: Vance Cook on inventing new control mechanics for virtual golf
    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 experience".
    This soundbite uses leftover material from Episode 27 - Links, though that story's not a pre-requisite for listening.
    Thanks as always to my supporters on Patreon — especially my $10+ backers Carey Clanton, Seth Robinson, Wade Tregaskis, Simon Moss, Rob Eberhardt, and Vivek Mohan. If you'd like to become a supporter, for as little as $1 a month, head to my Patreon page and sign up. Or for one-off donations you can use paypal.me/mossrc.
    Please remember to tell other people about the show, as word-of-mouth is the main way my audience grows, and if you'd like to leave a review you can do so by following the links at ratethispodcast.com/ltvg.
    I'm currently writing a new book, Shareware Heroes: Independent Games at the Dawn of the Internet. You can learn more and/or pre-order your copy from Unbound.
    Learn more about your ad choices. Visit podcastchoices.com/adchoices
    11 min
  • 27 - Links
    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 time, don't forget to turn down the CPU speed in DOSBox — a 386 was still a high-end machine when it came out, and so you want to go somewhat slower than that.
    TruGolf
    EA got out of golf games after Rory McIlroy PGA Tour in 2015, but 2K picked up the PGA Tour licence this year and has taken over publishing duties for former EA Sports contractors HB Studios' golf series The Golf Club — now renamed PGA Tour 2K. Their first game together, PGA Tour 2K21, just came out on Switch, Xbox One, and PS4 (disclosure: those are Amazon affiliate links).
    Thanks as always to my supporters on Patreon — especially my $10+ backers Seth Robinson, Wade Tregaskis, Rob Eberhardt, Vivek Mohan, Simon Moss, and Eric Zocher. If you'd like to become a supporter, for as little as $1 a month, head to my Patreon page and sign up. Or for one-off donations you can use paypal.me/mossrc.
    Please remember to tell other people about the show, and to leave a review by following the links at ratethispodcast.com/ltvg.
    I'm currently writing a new book, Shareware Heroes: Independent Games at the Dawn of the Internet. You can learn more and/or pre-order your copy from Unbound.
    Learn more about your ad choices. Visit podcastchoices.com/adchoices
    41 min

About The Life & Times of Video Games

From the publisher's feed

An award-nominated documentary and narrative audio series 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. History doesn't just…

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