POPULARITY
THIS IS A PREVIEW. FOR THE FULL EPISODE, GO TO Patreon.com/worstofall Good morning, everyone! The current date is March 20, 2020. Residents, I have some exciting news for you! The Lads have just moved onto our wonderful island! Let's all give them a big island welcome! In other news, the museum is under construction and you'll never go outside again. Be sure to visit Blathers tomorrow once construction is complete. Clean your groceries with bleach and head on down to the shore because we have a visitor to the island! It's always so interesting learning about different people and the shops are closed and the streets are closed and there's nothing but deathdeathdeath but don't you worry because tomorrow Flick is due to come and somebody's gotta catch those bugs. That's all for now, I hope you have the loveliest of lovely days! Media Referenced in This Episode: Animal Crossing: New Horizons Animal Crossing (GCN) Animal Crossing: New Horizons: The Official Complete Guide by The Team at FuturePress. Future Press. 2023. i WiLl MaKe YoU rEmEmBeR Boss Fight Books #33: Animal Crossing by Kelsey Lewin.Boss Fight Books. 2024. CDC Museum of COVID-19 Timeline Interactive Map of the George Floyd Protests Monterey Bay Aquarium Tours the Animal Crossing Museum with Emily Graslie of the Field Museum! ”Pulse (2001): How J-Horror predicted 2020” by Brian Alford “Quest 64: Days of Grief and Werehares” by A.J. Ditty Spaceship You by CGP Grey Shredded Cheese Fajita Sad Wife / My Wife, Date Night After 3+ Months TWOAPW theme by Brendan Dalton: Patreon // brendan-dalton.com // brendandalton.bandcamp.com Interstitial: “A New Horizon” // Written by A.J. Ditty // Featuring A.J. Ditty as “Orville” and Madeleine Bundy as “Katherine”
Hi friends! Excited to share this interview from my *other* show, Colette & Matt Have Entered the Chat, where we cover video games and their communities. This one is about the extraordinary legacy of "Minesweeper," which changed the Internet in more ways than you might think. Enjoy! -Original show notes from March 24, 2023- Get the full episode here (or in your favorite pod app): https://haveenteredthechat.com/episodes/100-minesweeper-kyle-orland-diablo-4 When "Minesweeper" and "Solitaire" were first bundled with Microsoft's Windows operating system in the early '90s, they introduced millions of people to PC gaming, many of whom had never used a mouse before. "Minesweeper" in particular became a favorite addiction of many Microsoft programmers, including Bill Gates. Kyle Orland, senior gaming editor at Ars Technica, has written an upcoming book about the legacy of the grey, tiled Roguelike that paved the way for a more robust ecosystem of PC games and eventually the Xbox brand we know today. The ubiquity of these casual pack-in games rivaled the scale of current "Candy Crush" obsessions, and also caused moral panic among business and political leaders, who decried office workers frittering away their productivity on addictive games. Kyle dives into the curious exploits that competitive Minesweepers discovered when they were finally connected to the Internet, and how Microsoft missed its chance for "Solitaire" to become the "Fortnite" of the Windows Store. He also shares stories from his early days curating a Super Mario Bros. fan site when he was 15, interviewing Shigeru Miyamoto, and why "Bubble Bobble" desperately needs a 3D reboot. Plus, we absolve Colette's guilt about giving Blizzard money for the "Diablo IV" beta and why a new Tactics + Roguelite + RPG + Tower Defense + Diabloish game has got its hooks in Matt. Pre-order Kyle's book "Minesweeper" from Boss Fight Books: https://bossfightbooks.com/products/minesweeper-by-kyle-orland Or on Amazon: https://www.amazon.com/Minesweeper-31-Boss-Fight-Books/dp/B0BRSKKLGV/ Learn more about your ad choices. Visit megaphone.fm/adchoices
If you had some free time and a Windows PC in the 1990s, your mouse probably crawled its way to Minesweeper, an exciting watch-where-you-click puzzle game with a ticking clock and a ton of “just one more game” replayability. Originally sold as part of a “big box” bundle of simple games, Minesweeper became a cornerstone of the Windows experience when it was pre-installed with every copy of Windows 3.1 and decades of subsequent OS updates. Alongside fellow Windows gaming staple Solitaire, Minesweeper wound up on more devices than nearly any other video game in history. Sweeping through a minefield of explosive storylines, Journalist Kyle Orland reveals how Minesweeper caused an identity crisis within Microsoft, ensnared a certain Microsoft CEO with its addictive gameplay, dismayed panicky pundits, micromanagers, and legislators around the world, inspired a passionate competitive community that discovered how to break the game, and predicted the rise of casual gaming by nearly two decades. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
If you had some free time and a Windows PC in the 1990s, your mouse probably crawled its way to Minesweeper, an exciting watch-where-you-click puzzle game with a ticking clock and a ton of “just one more game” replayability. Originally sold as part of a “big box” bundle of simple games, Minesweeper became a cornerstone of the Windows experience when it was pre-installed with every copy of Windows 3.1 and decades of subsequent OS updates. Alongside fellow Windows gaming staple Solitaire, Minesweeper wound up on more devices than nearly any other video game in history. Sweeping through a minefield of explosive storylines, Journalist Kyle Orland reveals how Minesweeper caused an identity crisis within Microsoft, ensnared a certain Microsoft CEO with its addictive gameplay, dismayed panicky pundits, micromanagers, and legislators around the world, inspired a passionate competitive community that discovered how to break the game, and predicted the rise of casual gaming by nearly two decades. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/history
If you had some free time and a Windows PC in the 1990s, your mouse probably crawled its way to Minesweeper, an exciting watch-where-you-click puzzle game with a ticking clock and a ton of “just one more game” replayability. Originally sold as part of a “big box” bundle of simple games, Minesweeper became a cornerstone of the Windows experience when it was pre-installed with every copy of Windows 3.1 and decades of subsequent OS updates. Alongside fellow Windows gaming staple Solitaire, Minesweeper wound up on more devices than nearly any other video game in history. Sweeping through a minefield of explosive storylines, Journalist Kyle Orland reveals how Minesweeper caused an identity crisis within Microsoft, ensnared a certain Microsoft CEO with its addictive gameplay, dismayed panicky pundits, micromanagers, and legislators around the world, inspired a passionate competitive community that discovered how to break the game, and predicted the rise of casual gaming by nearly two decades. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
If you had some free time and a Windows PC in the 1990s, your mouse probably crawled its way to Minesweeper, an exciting watch-where-you-click puzzle game with a ticking clock and a ton of “just one more game” replayability. Originally sold as part of a “big box” bundle of simple games, Minesweeper became a cornerstone of the Windows experience when it was pre-installed with every copy of Windows 3.1 and decades of subsequent OS updates. Alongside fellow Windows gaming staple Solitaire, Minesweeper wound up on more devices than nearly any other video game in history. Sweeping through a minefield of explosive storylines, Journalist Kyle Orland reveals how Minesweeper caused an identity crisis within Microsoft, ensnared a certain Microsoft CEO with its addictive gameplay, dismayed panicky pundits, micromanagers, and legislators around the world, inspired a passionate competitive community that discovered how to break the game, and predicted the rise of casual gaming by nearly two decades. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
Codex History of Video Games with Mike Coletta and Tyler Ostby - Podaholics
Mike and Tyler are joined by author Matthew S. Smith! Matthew just wrote a book on EverQuest for Boss Fight Books. We talk EverQuest, MMORPGs, and the economy of MMORPGs. The theme song is by RoccoW. Our logo was designed by Dani Dodge.
Some games burn brightly and flame out. Others have a long tail where people are consistently discovering it years after it launched. Everquest is one of those odd cases where both of those outcomes are true. Joining me today is author and tech journalist Matt Smith to talk about his recently released book from Boss Fight Books all about Everquest. We talk about why he chose to write about Everquest, what about the game captivated him back in the day and presently, Everquest's place in game history and how it could have possibly been saved from the juggernaut that was World of Warcraft. Follow Matt on Bluesky! https://bsky.app/profile/mattontech.bsky.social Check out Matt's website! https://mattontech.me/ Buy Matt's book on Everquest! https://bossfightbooks.com/products/everquest-by-matthew-s-smith Shout-out Song: Everquest Opening Theme Artist: Jay Barbeau Album: Everquest Soundtrack https://youtu.be/AKj36GJj_i8?si=CLx3VEeWKXgw7XbC End Song: Kelethin (2.0) Artist: Jay Barbeau Album: Everquest Soundtrack https://youtu.be/KKtPUcmu9kI?si=WbUKzzySOVFubWit Get Still Loading Podcast merch! https://www.teepublic.com/user/still-loading-podcast Check out the Bit by Bit Foundation! https://www.bitbybitfoundation.org/ Support the Podcast! https://www.patreon.com/stillloadingpod
“You're in our world now.” This bold tagline led Sony's 1999 ad blitz for EverQuest (Boss Fight Books, 2024), the year's most anticipated massively multiplayer game. Though just five words long, it challenged players to live in a virtual world beyond anything they'd experienced before—and delivered. The game that proved the MMORPG's potential, EverQuest outsold all prior entries in the genre and was the most popular subscription game in North America for five years until Blizzard's World of Warcraft overthrew it. Yet EverQuest lives on, with tens of thousands of players logging in every day. Based on new interviews with EverQuest developers and veteran MMORPG developers, journalist Matthew S. Smith explores EverQuest's unlikely creation at a studio built to develop sports games, a rocky release which overwhelmed the game's ill-prepared datacenter, the enticing game loops that placed EverQuest in a media firestorm around gaming addiction, and the real-money black market for EverQuest items that foretold the future of digital goods. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Titel kulturmagazin, radio host of “Replay Value”, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
“You're in our world now.” This bold tagline led Sony's 1999 ad blitz for EverQuest (Boss Fight Books, 2024), the year's most anticipated massively multiplayer game. Though just five words long, it challenged players to live in a virtual world beyond anything they'd experienced before—and delivered. The game that proved the MMORPG's potential, EverQuest outsold all prior entries in the genre and was the most popular subscription game in North America for five years until Blizzard's World of Warcraft overthrew it. Yet EverQuest lives on, with tens of thousands of players logging in every day. Based on new interviews with EverQuest developers and veteran MMORPG developers, journalist Matthew S. Smith explores EverQuest's unlikely creation at a studio built to develop sports games, a rocky release which overwhelmed the game's ill-prepared datacenter, the enticing game loops that placed EverQuest in a media firestorm around gaming addiction, and the real-money black market for EverQuest items that foretold the future of digital goods. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Titel kulturmagazin, radio host of “Replay Value”, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
“You're in our world now.” This bold tagline led Sony's 1999 ad blitz for EverQuest (Boss Fight Books, 2024), the year's most anticipated massively multiplayer game. Though just five words long, it challenged players to live in a virtual world beyond anything they'd experienced before—and delivered. The game that proved the MMORPG's potential, EverQuest outsold all prior entries in the genre and was the most popular subscription game in North America for five years until Blizzard's World of Warcraft overthrew it. Yet EverQuest lives on, with tens of thousands of players logging in every day. Based on new interviews with EverQuest developers and veteran MMORPG developers, journalist Matthew S. Smith explores EverQuest's unlikely creation at a studio built to develop sports games, a rocky release which overwhelmed the game's ill-prepared datacenter, the enticing game loops that placed EverQuest in a media firestorm around gaming addiction, and the real-money black market for EverQuest items that foretold the future of digital goods. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Titel kulturmagazin, radio host of “Replay Value”, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
“You're in our world now.” This bold tagline led Sony's 1999 ad blitz for EverQuest (Boss Fight Books, 2024), the year's most anticipated massively multiplayer game. Though just five words long, it challenged players to live in a virtual world beyond anything they'd experienced before—and delivered. The game that proved the MMORPG's potential, EverQuest outsold all prior entries in the genre and was the most popular subscription game in North America for five years until Blizzard's World of Warcraft overthrew it. Yet EverQuest lives on, with tens of thousands of players logging in every day. Based on new interviews with EverQuest developers and veteran MMORPG developers, journalist Matthew S. Smith explores EverQuest's unlikely creation at a studio built to develop sports games, a rocky release which overwhelmed the game's ill-prepared datacenter, the enticing game loops that placed EverQuest in a media firestorm around gaming addiction, and the real-money black market for EverQuest items that foretold the future of digital goods. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Titel kulturmagazin, radio host of “Replay Value”, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
In the beginning, a small unlicensed game development company was hit with divine inspiration: They could make a lot of money (and escape the wrath of Nintendo) by creating games for Christians. With the release of the 1990 NES platformer Bible Adventures, the developers saw what they had made, and it was good. Or, at least, good enough. Based on extensive research and original interviews with Wisdom Tree staff, Gabe Durham's book Bible Adventures (Boss Fight Books, 2015) investigates the rise and fall of the little company that almost could, the tension between faith and commerce in the Christian retail industry, culture's retro/ironic obsession with "bad games," and the simple recipe for transforming a regular game into a Christian game: throw a Bible in it and pray nobody notices. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
In the beginning, a small unlicensed game development company was hit with divine inspiration: They could make a lot of money (and escape the wrath of Nintendo) by creating games for Christians. With the release of the 1990 NES platformer Bible Adventures, the developers saw what they had made, and it was good. Or, at least, good enough. Based on extensive research and original interviews with Wisdom Tree staff, Gabe Durham's book Bible Adventures (Boss Fight Books, 2015) investigates the rise and fall of the little company that almost could, the tension between faith and commerce in the Christian retail industry, culture's retro/ironic obsession with "bad games," and the simple recipe for transforming a regular game into a Christian game: throw a Bible in it and pray nobody notices. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
In the beginning, a small unlicensed game development company was hit with divine inspiration: They could make a lot of money (and escape the wrath of Nintendo) by creating games for Christians. With the release of the 1990 NES platformer Bible Adventures, the developers saw what they had made, and it was good. Or, at least, good enough. Based on extensive research and original interviews with Wisdom Tree staff, Gabe Durham's book Bible Adventures (Boss Fight Books, 2015) investigates the rise and fall of the little company that almost could, the tension between faith and commerce in the Christian retail industry, culture's retro/ironic obsession with "bad games," and the simple recipe for transforming a regular game into a Christian game: throw a Bible in it and pray nobody notices. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/christian-studies
Ruby is joined by game dev exec at the South Australian Film Corporation, co-founder of gaming satire website Point and Clickbait, former narrative designer at Mighty Kingdom, and freelance games journo James ‘Jickle' O'Connor to talk about writing books about video games. He's also got a book about Untitled Goose Game coming out with Boss Fight Books! HONK!Back the Untitled Goose Game book (and secure your copy) here!Find Jickle here:https://jickle.net/https://twitter.com/JickleFind us online:https://backpocket.gg/https://twitch.tv/back_pockethttps://www.youtube.com/@BackPocketVids Hosted on Acast. See acast.com/privacy for more information.
The Bond and Banter podcast welcomes Alyse Knorr, author of GoldenEye 007 published by Boss Fight Books. We dive into the history the classic N64 game that proved to be not only a successful adaptation of an important Bond film but also a major innovation in gaming, changing the playing field for the first person shooter genre while also presenting players with the immensely popular multi-player option. Alyse interviewed the game developers for her book, who were mostly inexperienced in the field and found out how they came to develop a game that is still revered across both Bond and gaming fan communities. She also shares some of her personal experiences with the game and the research for her book as well as her love of both the Bond franchise and gaming.
MarketLook is your guide to the ups and downs of economics. Hosted by Stephen Zaddy, each episode takes an in-depth look at how our volatile economy is affecting everybody from the ultra-wealthy to the working stiffs. Plus, we take a look at how all the markets are performing today.On this episode, Stephen takes a closer look at how the ongoing landlord strike is affecting the rental market. How are renters reacting to simple fact that they don't have to pay rent while their landlords and building managers are refusing to work.This WLHR podcast was written by Anna Rubanova and performed by Adam Bozarth.Featuring Matt Catanzano (Host of Protected Under Parody at the L.A. Alamo Drafthouse, Deep Cutz on YouTube, @matt_catanzano on TikTok), Sebastian Deken (author of Final Fantasy VI from Boss Fight Books), and Brett White (@brettwhite, @deciderdotcom, @barbhardly, @musthaveseentv).If you would like to support fake public radio, please visit https://www.patreon.com/lefthandedradio and become a patron today!WLHR merchandise is available at teepublic.com/user/left-handed-radioMORE MERCH: http://www.lefthandedradio.com/merchLeftHandedRadio.com | patreon.com/LeftHandedRadiohttp://twitch.tv/lefthandedradiofacebook.com/LeftHandedRadio | instagram.com/lefthandedradio | twitter.com/LeftHandedRadiolefthandedradio@gmail.com | https://www.tiktok.com/@lefthandedradioSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
For the third anniversary of the Asian Review of Books podcast, I wanted to do something a little different today—and talk about another one of my hobbies, video games. For video game players of—let's call them the elder millennial set and older—there's something special about the final dozen or so years of the 20th century. The Super Nintendo, the Sega Genesis, the Nintendo 64 and the Sony PlayStation: it was a period of technical advancement and creative experimentation that led to classics still beloved today. Exploring many of these classics—big and small, Japanese and Western, console and PC—are the entries of the Boss Fight Books series, compiled by writer Gabe Durham. Over the past several years, Gabe has invited his fellow writers to put together short works on the classic games that stand out in the medium's history. As of this interview, the 33 entries in the series span from 1976's Breakout to 2010's Red Dead Redemption. For today's anniversary panel, I invited Gabe along with three of his fellow writers—Alyse Knorr, Sebastien Deken, and Mike Sholars—to talk about their choice of games, what makes the 1989-2000 period so special, and why, perhaps, Japanese companies feature so prominently in the history of games. Gabe Durham is the founding editor & publisher of Boss Fight Books. He is the author of a previous Boss Fight entry, Bible Adventures, and a novel, Fun Camp. (Books mentioned in this interview: The Legend of Zelda: Majora's Mask [2000, Nintendo 64]) Alyse Knorr is an associate professor of English at Regis University and the co-editor of Switchback Books. She is also the author of the poetry collections Mega-City Redux, Copper Mother, and Annotated Glass. (Books mentioned in this interview: Super Mario Bros. 3 [1989, Nintendo Entertainment System]; Goldeneye 007 [1997, Nintendo 64]) Sebastian Deken is a writer and musician born in St. Louis, Missouri. He studied music and French literature at Washington University in St. Louis, then went on to receive his MFA in nonfiction writing from Columbia University School of the Arts. (Books mentioned in this interview: Final Fantasy VI [1994, Super Nintendo Entertainment System]) Mike Sholars is a writer, editor, podcast host, Creative Director, and former full-time journalist. His work can be found in HuffPost, Kotaku, Polygon, and VICE. (Books mentioned in this interview: PaRappa the Rapper [1996, Sony PlayStation]) You can find more reviews, excerpts, interviews, and essays at The Asian Review of Books,. Follow on Twitter at @BookReviewsAsia. Nicholas Gordon is an editor for a global magazine, and a reviewer for the Asian Review of Books. He can be found on Twitter at@nickrigordon. Learn more about your ad choices. Visit podcastchoices.com/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
For the third anniversary of the Asian Review of Books podcast, I wanted to do something a little different today—and talk about another one of my hobbies, video games. For video game players of—let's call them the elder millennial set and older—there's something special about the final dozen or so years of the 20th century. The Super Nintendo, the Sega Genesis, the Nintendo 64 and the Sony PlayStation: it was a period of technical advancement and creative experimentation that led to classics still beloved today. Exploring many of these classics—big and small, Japanese and Western, console and PC—are the entries of the Boss Fight Books series, compiled by writer Gabe Durham. Over the past several years, Gabe has invited his fellow writers to put together short works on the classic games that stand out in the medium's history. As of this interview, the 33 entries in the series span from 1976's Breakout to 2010's Red Dead Redemption. For today's anniversary panel, I invited Gabe along with three of his fellow writers—Alyse Knorr, Sebastien Deken, and Mike Sholars—to talk about their choice of games, what makes the 1989-2000 period so special, and why, perhaps, Japanese companies feature so prominently in the history of games. Gabe Durham is the founding editor & publisher of Boss Fight Books. He is the author of a previous Boss Fight entry, Bible Adventures, and a novel, Fun Camp. (Books mentioned in this interview: The Legend of Zelda: Majora's Mask [2000, Nintendo 64]) Alyse Knorr is an associate professor of English at Regis University and the co-editor of Switchback Books. She is also the author of the poetry collections Mega-City Redux, Copper Mother, and Annotated Glass. (Books mentioned in this interview: Super Mario Bros. 3 [1989, Nintendo Entertainment System]; Goldeneye 007 [1997, Nintendo 64]) Sebastian Deken is a writer and musician born in St. Louis, Missouri. He studied music and French literature at Washington University in St. Louis, then went on to receive his MFA in nonfiction writing from Columbia University School of the Arts. (Books mentioned in this interview: Final Fantasy VI [1994, Super Nintendo Entertainment System]) Mike Sholars is a writer, editor, podcast host, Creative Director, and former full-time journalist. His work can be found in HuffPost, Kotaku, Polygon, and VICE. (Books mentioned in this interview: PaRappa the Rapper [1996, Sony PlayStation]) You can find more reviews, excerpts, interviews, and essays at The Asian Review of Books,. Follow on Twitter at @BookReviewsAsia. Nicholas Gordon is an editor for a global magazine, and a reviewer for the Asian Review of Books. He can be found on Twitter at@nickrigordon. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/japanese-studies
For the third anniversary of the Asian Review of Books podcast, I wanted to do something a little different today—and talk about another one of my hobbies, video games. For video game players of—let's call them the elder millennial set and older—there's something special about the final dozen or so years of the 20th century. The Super Nintendo, the Sega Genesis, the Nintendo 64 and the Sony PlayStation: it was a period of technical advancement and creative experimentation that led to classics still beloved today. Exploring many of these classics—big and small, Japanese and Western, console and PC—are the entries of the Boss Fight Books series, compiled by writer Gabe Durham. Over the past several years, Gabe has invited his fellow writers to put together short works on the classic games that stand out in the medium's history. As of this interview, the 33 entries in the series span from 1976's Breakout to 2010's Red Dead Redemption. For today's anniversary panel, I invited Gabe along with three of his fellow writers—Alyse Knorr, Sebastien Deken, and Mike Sholars—to talk about their choice of games, what makes the 1989-2000 period so special, and why, perhaps, Japanese companies feature so prominently in the history of games. Gabe Durham is the founding editor & publisher of Boss Fight Books. He is the author of a previous Boss Fight entry, Bible Adventures, and a novel, Fun Camp. (Books mentioned in this interview: The Legend of Zelda: Majora's Mask [2000, Nintendo 64]) Alyse Knorr is an associate professor of English at Regis University and the co-editor of Switchback Books. She is also the author of the poetry collections Mega-City Redux, Copper Mother, and Annotated Glass. (Books mentioned in this interview: Super Mario Bros. 3 [1989, Nintendo Entertainment System]; Goldeneye 007 [1997, Nintendo 64]) Sebastian Deken is a writer and musician born in St. Louis, Missouri. He studied music and French literature at Washington University in St. Louis, then went on to receive his MFA in nonfiction writing from Columbia University School of the Arts. (Books mentioned in this interview: Final Fantasy VI [1994, Super Nintendo Entertainment System]) Mike Sholars is a writer, editor, podcast host, Creative Director, and former full-time journalist. His work can be found in HuffPost, Kotaku, Polygon, and VICE. (Books mentioned in this interview: PaRappa the Rapper [1996, Sony PlayStation]) You can find more reviews, excerpts, interviews, and essays at The Asian Review of Books,. Follow on Twitter at @BookReviewsAsia. Nicholas Gordon is an editor for a global magazine, and a reviewer for the Asian Review of Books. He can be found on Twitter at@nickrigordon. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/asian-review
Welcome, gamers, to the show led by Ben Magnet for discussing video games and the culture surrounding them. This is Basement Arcade: Pause Menu!Ever wanted to read a book about one of your favorite video games? Ever wanted to write a book about your favorite game? Well then, do we have an episode for you! On this episode of Basement Arcade: Pause Menu, Ben sits down with the Founding Editor of Boss Fight Books: Gabe! They talk about how Boss Fight Books got started, the process of picking a book, and some other behind the scenes tidbits! Also don't forget to check out Boss Fight Books - you just might find a book you can't put down! Check out the website at:https://bossfightbooks.comSocials:Twitter: @BossFightBooksInstagram: @bossfightbooksWatch the episode here: https://youtu.be/UwTbbmR3muQFake Nerd Podcast is an audio podcast where we offer a more positive take on pop culture with news, reviews and interviews from the likes of Marc Guggenheim and Andrea Romano. Find us at ITunes, Stitcher, Google Play, Spotify, and wherever else you listen to podcasts. linktr.ee/FakeNerdhttp://www.fakenerdpodcast.com/https://twitter.com/FakeNerdPodcasthttps://www.instagram.com/fakenerdpodcast/https://www.facebook.com/fakenerdpodcast/FakeNerdGuys@gmail.comPatreon: https://www.patreon.com/fakenerdpodcastTeepublic: https://www.teepublic.com/user/fakenerdpod
For the third anniversary of the Asian Review of Books podcast, I wanted to do something a little different today—and talk about another one of my hobbies, video games. For video game players of—let's call them the elder millennial set and older—there's something special about the final dozen or so years of the 20th century. The Super Nintendo, the Sega Genesis, the Nintendo 64 and the Sony PlayStation: it was a period of technical advancement and creative experimentation that led to classics still beloved today. Exploring many of these classics—big and small, Japanese and Western, console and PC—are the entries of the Boss Fight Books series, compiled by writer Gabe Durham. Over the past several years, Gabe has invited his fellow writers to put together short works on the classic games that stand out in the medium's history. As of this interview, the 33 entries in the series span from 1976's Breakout to 2010's Red Dead Redemption. For today's anniversary panel, I invited Gabe along with three of his fellow writers—Alyse Knorr, Sebastien Deken, and Mike Sholars—to talk about their choice of games, what makes the 1989-2000 period so special, and why, perhaps, Japanese companies feature so prominently in the history of games. Gabe Durham is the founding editor & publisher of Boss Fight Books. He is the author of a previous Boss Fight entry, Bible Adventures, and a novel, Fun Camp. (Books mentioned in this interview: The Legend of Zelda: Majora's Mask [2000, Nintendo 64]) Alyse Knorr is an associate professor of English at Regis University and the co-editor of Switchback Books. She is also the author of the poetry collections Mega-City Redux, Copper Mother, and Annotated Glass. (Books mentioned in this interview: Super Mario Bros. 3 [1989, Nintendo Entertainment System]; Goldeneye 007 [1997, Nintendo 64]) Sebastian Deken is a writer and musician born in St. Louis, Missouri. He studied music and French literature at Washington University in St. Louis, then went on to receive his MFA in nonfiction writing from Columbia University School of the Arts. (Books mentioned in this interview: Final Fantasy VI [1994, Super Nintendo Entertainment System]) Mike Sholars is a writer, editor, podcast host, Creative Director, and former full-time journalist. His work can be found in HuffPost, Kotaku, Polygon, and VICE. (Books mentioned in this interview: PaRappa the Rapper [1996, Sony PlayStation]) You can find more reviews, excerpts, interviews, and essays at The Asian Review of Books,. Follow on Twitter at @BookReviewsAsia. Nicholas Gordon is an editor for a global magazine, and a reviewer for the Asian Review of Books. He can be found on Twitter at@nickrigordon. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
In 1998, Tim Schafer decided to leave LucasArts on a high note with Grim Fandango: the Day of the Dead-themed adventure game that leaves pointing-and-clicking in the past—for better or worse. This one-of-a-kind experience mixes the trappings of film noir with Mexican mythology, resulting in one of the greatest gaming backdrops of all time. But after 25 years and despite the endless acclaim, it's hard to ignore the fact that Grim can't help but stumble over itself in its desire to innovate. On this episode of Retronauts, join Bob Mackey, Kole Ross, and Everdraed as the crew lights their totally-safe-for-skeletons cigarettes and sinks into the moody, pulpy vibe of Grim Fandango. And if you'd like to order Bob's Day of the Tentacle book, head on over to Boss Fight Books! Retronauts is a completely fan-funded operation. To support the show, and get two full-length exclusive episodes every month, as well as access to 50+ previous bonus episodes, please visit the official Retronauts Patreon at patreon.com/retronauts.
It's one of the most iconic games of all time: Goldeneye 007! This episode Dave and Jiggylookback welcome the author of Goldeneye 007 from Boss Fight Books, Alyse Knorr! She literally wrote the book on the development of this game and we're so excited to were able to talk about her writing, the game's history, it's gameplay, and what it means 25+ years later. Be sure to check out the book and her Super Mario Bros 3 book! Or head to Boss Fight Books directly: https://bossfightbooks.com/ We've launched a Patreon page where all new sign ups will get a new, holographic Remember 64 sticker in the mail! PLUS you can get mini VIDEO reviews and all episodes early! Find the chat portion of this episode on YouTube as well! More Remember 64 can be found on TikTok, Twitter, and Instagram @Remember64Show All links are right here: Remember64 Linktree --- Send in a voice message: https://podcasters.spotify.com/pod/show/remember-64/message
On this episode of History of the 90s we look back at the rise of video game violence. Games like Doom and Mortal Kombat brought a new level of blood and gore, and they captivated players like never before. They also caused moral panic for parents and politicians who were shocked by the violence. Guest contact info: Alyse Knorr, associate professor of English at Regis University, co-editor of Switchback Books, and co-producer of the Sweetbitter podcast. She is the author of several books including Goldeneye 007 and Super Mario Bros. 3 which are both for Boss Fight Books. Twitter: @alyseknorr www.alyseknorr.com Show contact info: Twitter: @1990shistory Facebook: @1990shistory Instagram: @that90spodcast Email: 90s@curiouscast.ca Learn more about your ad choices. Visit megaphone.fm/adchoices
Book editors Jeremy Parish and Jared Petty talk to book authors Kyle Orland and Richard Moss about their books about the history of landmark computer games: "Minesweeper" by Boss Fight Books and "Shareware Heroes," respectively.
Kyle Orland, author of the new Boss Fight Books' Minesweeper, joins the show to talk about one of the most prolific 90's games by the same name. In this episode: the Minesweeper generation, how Bill Gates got addicted to it, the ultimate time waster, it was a mouse tutorial, Microsoft's internal conflicts, the moral panic around games like Minesweeper, and the clock is ticking. See more from Kyle Orland: Twitter: @KyleOrl Sr. Gaming Editor, Ars Technica: https://arstechnica.com/author/kyle-orland/ Book: https://bossfightbooks.com/products/minesweeper-by-kyle-orland Video Game History Foundation: Podcast Twitter: @gamehistoryhour Email: podcast@gamehistory.org Twitter: @GameHistoryOrg Website: gamehistory.org Support us on Patreon: /gamehistoryorg
On this week's episode of “Da” Podcast, Steve is joined by the co-director of the Video Game History Foundation Kelsey Lewin as they talk about getting into video games, retro gaming, favourite consoles & franchises, what Kelsey is currently playing, favourite rhythm games, writing Animal Crossing for Boss Fight Books, evolving franchises, the importance of digital & physical games, owning Pink Gorilla Games, preserving video game history, and so much more. If you're looking for “Da” Podcast merchandise, and want to support the show directly, please visit http://tee.pub/lic/KrIMP441400 We have tees, hoodies, onesies, phone cases, pillows, mugs and more! If you're into wrestling collectables, autographs, comic books, action figures, sports cards and more, make sure to visit www.firstrow.ca and use promo code: DAPODCAST20 to receive 20% off! Looking for something new to read and also into video games? Please visit www.bossfightbooks.com for great books on classic video games! For the best supplements and CBD products on the planet, please visit legacysupps.com and use promo code: DAPODCAST to receive 10% off! You can follow Steve on Instagram & Twitter @fingastylz and “Da” Podcast on Twitter @dapodcastdap Send your questions and comments to dapodcastdap@gmail.com Make sure to subscribe, rate, like, follow or review on ApplePodcasts, Stitcher, TuneIn, SoundCloud, Spotify and iHeartRadio!
Welcome to Dev Game Club, where this week we elaborate our series on Rogue by looking at one that continues its legacy, that is, Rogue Legacy 2. It's right there in the name! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours (well, about a dozen for Brett) Issues covered: Rogue-likes and Rogue-lites, comparing it a bit with Spelunky, the journal in Spelunky, games like it Tim has played, getting something out of runs, unlocking character types, bespoke levels vs tiled spaces and level generation, kitchen sink design, the clarity of the legacy, the punishment of starting over from scratch, not feeling like I got any further, quality of life improvements, the many ways you can make choices, terrific music, seeing your life flash before your eyes, humorous traits, saying yes to everything, sequel polish, the verb mix, grinding here vs JRPGs, improving skills, wrapping Rogue elements, multiple currencies, maintaining the Rogue with taking the gold, psychology of gold, removing a pillar and losing some enjoyment, knowing someone who beat Rogue, beating Darth Vader, an emergent property of Rogue, making a game you could play yourself, the cleverness and wondering how deep it can go, the punishment of Dark Souls and the progression layer, preferring an endpoint, long-term commitment, other Rogues to check out, a discussion of kit-bashing, kit-bashing and the art department, model kits and the origin of the term, kit-bashing in film, learning to parry. Games, people, and influences mentioned or discussed: Spelunky, Clue (obliquely), Colin Northway (obliquely), Dead Cells, Castlevania, Darius Kazemi, Oliver Uv, Cellar Door, PlayStation Vita, Dark Souls, Hades, Humphrey Bogart, Treasure of the Sierra Madre, Darren Johnson, TIE Fighter, Derek Yu, Boss Fight Books, Sebastian Deken, Final Fantasy VI, Civilization, Paul Pierce, Haden Blackman, Diablo, njallain, Roguelike Celebration, International Roguelike Convention, Brogue, Caves of Qud, Gamma World, Cogmind, Michael Brough, 868-HACK, mysterydip, Maas Neotek Prototype, Ian Milham, Dead Space, Bethesda Game Studios, Fallout (series), Skyrim, Republic Commando, Star Wars, Industrial Light & Magic, Close Encounters of the Third Kind, Bloodborne, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Links: Darius Kazemi on Generating Spelunky Caves of Qud and Wave Function Collapse Brogue's Mechanisms Michael Brough on Roguelikes Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord: https://t.co/YVZOe7ZygI DevGameClub@gmail.com
On this weeks episode of “Da” Podcast, Steve is joined by returning guests Alyse Knorr & Gabe Durham from Boss Fight Books as they talk about the upcoming book release of Goldeneye 007. They also talk about being a parent, pets, never playing Goldeneye 007, writing the book, watching Bond movies, realism in video games, Rare's library, Goldeneye 007's influence, multiplayer, house rules, marketing & word of mouth, Nintendo saving the day, technology, easter eggs, movie based video games, Goldeneye 007 facts, how video games help people, the nostalgia factor in video games, Goldeneye trivia, future books and so much more! If you're looking for “Da” Podcast merchandise, and want to support the show directly, please visit http://tee.pub/lic/KrIMP441400 We have tees, hoodies, onesies, phone cases, pillows, mugs and more! If you're into wrestling collectables, autographs, comic books, action figures, sports cards and more, make sure to visit www.firstrow.ca and use promo code: DAPODCAST20 to receive 20% off! Looking for something new to read and also into video games? Please visit www.bossfightbooks.com for great books on classic video games! For the best supplements and CBD products on the planet, please visit legacysupps.com and use promo code: DAPODCAST to receive 10% off! You can follow Steve on Instagram & Twitter @fingastylz and “Da” Podcast on Twitter @dapodcastdap Send your questions and comments to dapodcastdap@gmail.com Make sure to subscribe, rate, like, follow or review on ApplePodcasts, Stitcher, TuneIn, SoundCloud, Spotify and iHeartRadio!
This week on A Novel Console, Chris and Karradyne are joined by Thrak from the Frame by Frame: An Analysis of King Crimson podcast! They talk favorite video games, the Yakuza series, and the classic Godzilla movies. They discuss Chrono Trigger, a Boss Fight Books installment, and they have a discussion about Chrono Trigger the game and how advanced it was for its time. They end the episode with a visit to Perkins.You can contact us at:anovelconsole@gmail.comFacebook.com/anovelconsoleTwitter.com/anovelconsoleInstagram: @anovelconsolePatreon.com/anovelconsoleOther Streaming Platforms:anovelconsole.carrd.coOur art was done by:Instagram: @metamorphikei
Goodbye, 2021! And hello, 2022! For our first episode of the year, we review our goals from 2021 and determine whether or not we earned trophies for their completion. Before that, of course, we chat about what we're reading, watching and playing. Reading: • 'Katamari Damacy' (Boss Fight Books) by LE Hall • 'My Name's Yours, What's Alaska?' by Alaska Thunderfuck • 'Heartstopper' by Alice Oseman Watching: • Emily in Paris, S2 (Netflix) • And Just Like That... (HBO Max) • Spider-Man: No Way Home • Hawkeye (Disney+) • Encanto (Disney+) Playing: • Fortnite, Chapter 3 Find us on Twitter: @NovelGamingPod Send us an e-mail: novelgamingpodcast@gmail.com Logo by: Katie! Theme song: "Bit Bossa" by Azureflux
WEEK IN GEEK: This week, Andrew dives into the quote-unquote reboot of CSI in Paramount+'s CSI: Vegas and is perplexed. D. Bethel reads another book about video games! This time it's Super Mario Bros. 3 by Alyse Knorr as published by Boss Fight Books. RELEVANT EPISODES: "Editing is Magic" (13 July 2018): Where our hosts discuss the Boss Fight Book, Final Fantasy V by Chris Kohler. "Little Paper People" (02 November 2018): Where D. Bethel discusses the Boss Fight Book, Shovel Knight by David L. Craddock. "Prime Time Crime" (05 March 2021): Where Andrew talked about another new procedural show, the CBS reboot of The Equalizer. "In the Reward Zone" (06 August 2021): Where D. Bethel discusses the Boss Fight Book, Final Fantasy VI by Sebastian Deken. "Doctor Ennui" (27 August 2021): Where D. Bethel discusses another new procedural show, Big Sky. "Unbridled Hedonism" (03 December 2021): Where our hosts discuss whether Disney+'s Hawkeye should be giving more credit to Hawkeye comic creators Matt Fraction and David Aja. RELEVANT LINKS: Good, Owen S. "Misprint Gives Super Mario Bros. 3 Fans a Poetry Book Called, Grabbing Pussy." Polygon, Vox Media, 07 November 2018. Zwiezen, Zack. "Hades Wins a Hugo Award, Making History as the First Video Game to Do So." Kotaku, G/O Media, 19 December 2021. INFO: Visit our website at forallintents.net and leave your thoughts as comments on the page for this episode. Join our Facebook page Social: Andrew - Twitter & Instagram, D. Bethel - Twitter & Instagram Subscribe to our YouTube channel. Subscribe to and review the show on the iTunes store or on Spotify. FEATURED MUSIC: "Disco Medusae" by Kevin McLeod Link: https://incompetech.filmmusic.io/song/3652-disco-medusae "District Four" by Kevin McLeod Link: https://incompetech.filmmusic.io/song/3662-district-four Tracks are licensed under Creative Commons BY Attribution 4.0 License (http://creativecommons.org/licenses/by/4.0/
WEEK IN GEEK: This week, Andrew plays the first few games in Square Enix's nostalgia-trip, Final Fantasy Pixel Remaster, while D. Bethel dives into nostalgia and music theory reading the newest book from Boss Fight Books, Final Fantasy VI by Sebastian Deken. RELEVANT EPISODES: "Premature Clapulation" (19 June 2014): In Episode 4, D. Bethel and Andrew discuss the positive qualities of Final Fantasy VI. "Answer Sandwich" (24 October 2014): Where Andrew and D. Bethel discuss the work of Final Fantasy composer, Nobuo Uematsu. "BTAS" (7 August 2015): Nearly exactly six years ago, D. Bethel and Andrew talk about the ludomusicology of Final Fantasy VI. "Alien Control Party" (22 January 2016): Where Andrew and D. Bethel ponder the different ways––and the best ways––to "archive" old games for modern players. "Five Minutes to Funny" (9 December 2016): Where D. Bethel shares his thoughts reading the Boss Fight Book about Metal Gear Solid, written by Ashly & Anthony Burch. "Editing Is Magic" (13 July 2018): Where D. Bethel and Andrew read Final Fantasy V by Chris Kohler, published by Boss Fight Books. "Little Paper People" (2 November 2018): Where D. Bethel reads and shares his thoughts about another Boss Fight Books book, Shovel Knight by David L. Craddock. RELEVANT LINKS: "Week In Geek: Metal Gear Solid by Ashly & Anthony Burch" (9 January 2017): D. Bethel's thoughts about the Boss Fight Books release, and how it impressed and how it also reflected some of the frustrating aspects of modern gaming culture. INFO: Visit our website at forallintents.net and leave your thoughts as comments on the page for this episode. Join our Facebook page Social: Andrew - Twitter & Instagram, D. Bethel - Twitter & Instagram Subscribe to our YouTube channel. Subscribe to and review the show on the iTunes store or on Spotify. FEATURED MUSIC: "Disco Medusae" by Kevin McLeod Link: https://incompetech.filmmusic.io/song/3652-disco-medusae "District Four" by Kevin McLeod Link: https://incompetech.filmmusic.io/song/3662-district-four Tracks are licensed under Creative Commons BY Attribution 4.0 License (http://creativecommons.org/licenses/by/4.0/)
Welcome to Dev Game Club, where this week we add a bonus interview to our series on Final Fantasy VI. We are joined by Sebastian Deken, whose new book explores especially the music in the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:51 Interview 1:05:21 Break 1:06:03 Outro Issues covered: not being able to talk about video game music, researching live performances of video game music, pitching Boss Fight Books, playing a friend's copy of Final Fantasy, racking up Blockbuster fines from pushing the rental, knowing that you're a musician from early on, studying to be an opera singer, having punishing stage fright for performance, getting into the Columbia MFA program, getting a great thesis advisor, the influence of prog rock on FF6's soundtrack, "the steampunk of music," Celtic music as an influence, the other influences you hear, having the Chocobos take you out of the game, the transitions from overworld to Zozo, knowing what to expect from a game vs not, needing a quilt of a game to quilt the music, planet-hopping, doing a lot of work through the music, having to find a way to talk about music through analogy, showing a few examples visually, the subtlety of Relm's musical number, sassy Relm, getting the whole story about Shadow and Relm through multiple playthroughs, the opera scene and "how is it possible," not making any sense to get the airship this way, the game as an opera with a three act structure, reflecting back what's happening in the game, opera as a strange confluence of factors, transcendant beauty that stays with you, opera as its own answer, needing to hear something as an 8x8 square, maintaining the illusion, matches of fidelity, the viewpoint on opera, not being meant to see people up close in opera. Games, people, and influences mentioned or discussed: biostats, Brett White, Boss Fight Books, NES, StarTropics, Dragon Quest, Matt Shafeek, Gabe Durham, GameCube, Kirk Hamilton, Strong Songs, St Louis Symphony, Upright Citizen's Brigade, Margo Jefferson, Michael Jackson, Koichi Sugiyama, Nomuo Uematsu, Mario (series), Nine Inch Nails, Ennio Morricone, Indiana Jones, Baldur's Gate, JRR Tolkien, Ultima, Skyrim, Elder Scrolls (series), Forgotten Realms, Super Mario RPG, Ryan Thompson, Cosi fan tutte, La traviata, Otello, Puccini, Ingmar Bergman, The Magic Flute, Kenneth Branagh, Hamlet, Spelunky, Derek Yu, ZZT, Anna Anthropy, Epic Games, Tim Sweeney, Death Stranding, Hideo Kojima, Dragon Quest Builders, Aaron Evers, Mark Garcia. Next time: Takeaways and feedback Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Final Fantasy VI returns! A few years ago I did an episode on Final Fantasy VI with my friend Jamie. I'm here again talking about this amazing game because I received a review copy of a new FF6 book by Sebastian Deken from Boss Fight Books! To cover this game thoroughly I invited Brian from the Taste of Dragons podcast on to talk about the game and some of it's deeper aspects. I tried covering the game in a different way than I normally do so please let me know your thoughts on this looser style format! Link to Boss Fight Books https://bossfightbooks.com/products/final-fantasy-vi-by-sebastian-deken End Song: Two Step (The Veldt) Artist: bLiNd Album: N/A https://gamechops.com/the-veldt/ Check out the Bit by Bit Foundation! https://www.bitbybitfoundation.org/ Support the Podcast! https://www.patreon.com/stillloadingpod Want to buy some Still Loading merch? https://www.teepublic.com/user/still-loading-podcast
It's the 3D debut of Kojima! This month, Paul and Chris go back to 1998 to finally play the original Metal Gear Solid for the PlayStation 1. Has this game stood the test of time? Did Chris nearly break a controller in anger? Show Notes: The Twitch archive of Chris and Paul streaming MGS can be found here. Ashly and Anthony's retrospective on MGS from Boss Fight Books can be purchased here. Audio from the game came from the World of Longplays' MGS video by RickyC. --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app
Sebastian Deken calls in to discuss his book, Final Fantasy VI from Boss Fight Books, and how his musical background led to his unique approach in covering the game. We go over the Final Fantasy series' history in the US and how the games have progressed over time. There is almost no gotcha journalism. If you're already a fan of the Boss Fight Books series, you know that each author tends to bring a unique approach to their installment. Some books revolve around deeply personal stories while others are a result of incredibly thorough investigative journalism. In Final Fantasy VI, Deken introduces yet another approach: a music-first exploration of one of the most popular RPGs of all time. Deken brings the perspective of a well-studied professional musician to the challenge of capturing what makes Final Fantasy's metronome tick, and he's been reflecting on the magic of the third/sixth installment (we refresh this timeline in the episode) since the day fate placed a knowledgeable toy store sales associate in his father's path just after the game's North American release. His verdict? Final Fantasy VI's music is much more than background noise. "I pitched it as sort of a look at the game through the music and how the music functions within the game to advance the drama and to hold the game together, because the script is a disaster," Deken joked during our discussion. "It's just--it's a trainwreck. There's so much going on that it's hanging by a thread, the story." During our chat, Deken explains how music helps move the game's narrative throughout its notorious twists and turns in gameplay. The book explores these choices, the soundtrack's later transition to live performances, and the composer's achievements in bringing video game music into its own as a legitimate genre. Final Fantasy VI is available in ebook format from Boss Fight Books with a paperback edition coming this summer. Show links: Final Fantasy VI from Boss Fight Books Sebastian Deken on Twitter --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/gamedevbreakdown/message Support this podcast: https://anchor.fm/gamedevbreakdown/support
Dan discusses a potpourri of topics ranging from running a business during a pandemic, learning new languages, how Boss Fight Books got it's start and the trials and tribulations of being a grad student with the wonderful Gabe Durham. Gabe Durham is the editor/founder of Boss Fight Books. Follow him at twitter.com/bossfightbooks or visit Gabedurham.com. --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app Support this podcast: https://anchor.fm/dabbleinbabble/support
Salvatore Pane calls in to talk about his work for the upcoming release of RetroMania Wrestling. We discuss his work as a Boss Fight Books author (Mega Man 3), his focus as a university professor, and the trouble with bite-sized physical video games. Sal's Links @SalPane on Twitter @RetrosoftStudio on Twitter Salvatore-Pane.com Mega Man 3 at Boss Fight Books If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord! --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/gamedevbreakdown/message Support this podcast: https://anchor.fm/gamedevbreakdown/support
Join Danielle, JD, Kaitie, and Ryan as they continue their Kingdom Hearts 3 discussion and talk about the gameplay! How is Kingdom Hearts like Cats the musical? Why is everything in this game super gay? And where is the Kingdom Hearts 3 soundtrack??? Links: Episode Art: https://twitter.com/pun_rii/status/1220413787934724110 Kingdom Hearts 2 Boss Fight Books: https://bossfightbooks.com/products/kingdom-hearts-ii-by-alexa-ray-corriea How Kingdom Hearts 2's Combat Is Special: https://www.youtube.com/watch?v=RYdFpv9Ay7o Music: Kingdom Hearts 3 Tracks by KHWaterBlock: https://www.youtube.com/playlist?list=PL9oCFtJ3QxO70RvCAKgAApYspuAR61F8c Various tracks from Kingdom Hearts games JD: https://twitter.com/AF_Comics Kaitie: http://khartgraphics.com/ Ryan: http://mynockpodcast.libsyn.com/ --- Send in a voice message: https://anchor.fm/level-story/message
Reyan Ali returns after the launch of NBA Jam from Boss Fight Books to weigh in on Cowboy vs. McGregor, Smash Bros. headlines, the Aaron Hernandez documentary, how to cover up an R. Kelly tattoo, and making loved ones eat just a small, supermarket-sized sampling of crow. Reyan's Links NBA Jam from Boss Fight Books Reyan Ali on Twitter If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord! --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/gamedevbreakdown/message Support this podcast: https://anchor.fm/gamedevbreakdown/support
This episode is a quick apology for mixing an episode of The Alarm podcast into the Into The Vertical Blank Feed. This episode contains content that never made it into season 2 including book reviews for Galaga from Boss Fight Books and American Nerd, The Story Of My People, as well as a remote collecting excusrion and a lost intro for S2:E15. Again, sorry about the mix-up.
If you don't think you've read or at least seen any of David L. Craddock's phenomenal books on the game industry and game development, check again, you probably have. Some of the greatest stories of the development space have been captured in David's phenomenal pages, including Blizzard's early history with Diablo, tales from the days of NetHack and other early Roguelikes, and more recently, Yacht Club Games' action-packed development of Shovel Knight for Boss Fight Books. He kindly agreed to Skype in as Humble Bundle closes out its Boss Fight book bundle promotion (you still have about two days!) and his insight was every bit as interesting as I expected. This is a must-listen for writers of any kind, and I'd also put it on the required show list for anyone running or connected with an indie studio. David has explored and documented not only the development of many games we know and love, but the culture, the energy, and the trials of the people creating them--and his knack for framing captivating tales from their accounts is second to none. David's links: DavidLCraddock.com @DavidLCraddock on Twitter The Humble Bundle Boss Fight Books bundle, including Shovel Knight --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/gamedevbreakdown/message Support this podcast: https://anchor.fm/gamedevbreakdown/support
I first interacted with Reyan Ali over Twitter just about a year ago. I'd just partnered with Microsoft to do a series of podcasts at GDC which was a total blast, but it caused me to miss the Classic Game Postmortem on the legendary NBA Jam. I tweeted out the presentation with great entusiasm once it hit YouTube, and Reyan and I became fast friends, vowing to do a podcast segment together before the launch of his book. Since that time, I've followed with great interest as we inch ever closer to the release of his definitive telling of the game's incredible story, which will be published by Boss Fight Books. Reyan's promotional Twitter account (linked below) is full of incredible memorabilia and history, and that's no coincidence--in the process of writing NBA Jam, he's amassed nearly 70 interviews with the developers, motion capture actors, celebrities appearing in the game, and a woman with a less-than-timely (though damn respectable) tattoo. If you grew up playing NBA Jam, Reyan Ali and his book are the closest things you have to a time machine. Reyan's career has included fantastic writing and interviews across a wide variety of topics, and you can read his coverage in many great publications. The history of one of the greatest video games of all time is in highly capable hands. Follow Reyan and the upcoming NBA Jam book: @NBAJamBook on Twitter An excerpt from the book at Kotaku NBA Jam at Boss Fight Books --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/gamedevbreakdown/message Support this podcast: https://anchor.fm/gamedevbreakdown/support
What happens when you find yourself in a beautiful world as a silent protagonist and a non-verbal story? You _might_ end up getting into a "games as art" discussion with a special guest Nick! We're talking about fans of the works of Team ICO (i.e. ICO, Shadow of the Colossus, The Last Guardian)! Fortunately, we have [Nick Suttner](https://twitter.com/nsuttner), author of [the Boss Fight Books book on the subject](https://bossfightbooks.com/products/shadow-of-the-colossus-by-nick-suttner) to help us out! ## Episode Outline ### Fandom Facts **History and Origins:** > Team Ico was a Japanese video game development studio led by game designer Fumito Ueda. It was part of Sony Interactive Entertainment Japan Studio's Product Development Department #1, and had developed the games _Ico_ and _Shadow of the Colossus_, both for the PlayStation 2. The team was also initially responsible for _The Last Guardian_ before Ueda's departure in 2011 and the formation of a new company taking over development in 2014. Their games are usually characterized by minimalist storytelling and gameplay, an atmospheric use of bloom and high dynamic range rendering (HDR) lighting, and use of fictional languages. Their products are frequently cited as examples of video games as an art form. > > — [Wikipedia - Team Ico](https://en.wikipedia.org/wiki/Team_Ico) **Search Data:** Based on worldwide search data, it looks like [the biggest peaks of interest in the games has already passed](https://trends.google.com/trends/explore?date=all&geo=US&q=%2Fm%2F05zht0,%2Fm%2F0h53djf,%2Fm%2F06404g0). _Shadow of the Colossus_ is by far the most popular of the games and has had spikes in interest around October 2005 (its release date) and again in February 2018 (remake of the original). Interest in _The Last Guardian_ similarly spikes around its release date: December 2016. The top ten countries, by search volume, are as follows for the different games: - _Shadow of the Colossus_: Brazil, Chile, Costa Rica, Japan, Argentina, El Salvador, Canada, Uruguay, Mexico, Spain (United States is 11th) - _The Last Guardian_: Chile, Brazil, Canada, United Kingdom, Spain, Norway, Puerto Rico, Portugal, United States, New Zealand ### Famous Last Words: [Last Episode](http://fanthropological.com/shrek) **G:** Were fans thrilled to have the game featured in Adam Sandler's _Rain over me_? **T:** What are the odds of any of the Team Ico characters showing up in the new Smash? **Z:** Is there a fan-made concept album where each track represents one of the Colossi you fight in the game? **Alicia:** Do you like games? ### Main Discussion **Topics covered in this episode:** TBD ### Spotlight: [Nomad Colossus (Youtube)](https://www.youtube.com/user/Nomad0168/featured) > _Shadow of the Colossus_ first came out in 2005. Since then, millions of people have played the beloved PS2 game, driven by its lonesome charm, moved by its mysterious ending. But one man never stopped playing, as a result, he's found stuff that the game's creators never intended anyone to see. > > The player in question is Michael Lambert, and he's been excavating Shadow of the Colossus for the last four years on his Nomad Colossus YouTube channel. He's used glitches, external software exploits, and excursions into the bowels of SOTC's game code to extensively map the hidden places, unused ideas and unheard music tucked away in the game's hidden corners. With the hours he's spent inside the game, it's entirely possible that Lambert—along with the secret hunters Dark0ssX, Pikol, WWWArea who mentored him—might know Shadow of the Colossus better than lead creator Fumito Ueda and the other men and women who created it. > — [Kotaku - Meet the Hacker Who's Spent Six Years Inside Shadow Of The Colossus](https://kotaku.com/meet-the-hacker-whos-spent-four-years-inside-shadow-of-1685039483) ### Famous Last Words Our chance (and yours, if you're watching on [twitc
Will fans of this classic SNES gem be lost to Lavos, or will they endure, like Gaspar at the end of time? Where does Chrono Cross figure into the whole situation? Fortunately, we know someone who wrote the book (well, _a_ book) on the subject: we're talking with Michael P. Williams, author of _Chrono Trigger_, about fans of... well, Chrono Trigger! Next week, it'll be the (smile) bomb, as we talk about fans, of a certain popular shonen 'sho' from the 90s! ## Where can I learn more about Michael P. Williams? If you want to learn more about Michael's work, your best bet is to check out... - His book, [Chrono Trigger](https://bossfightbooks.com/products/chrono-trigger-by-michael-p-williams), published by Boss Fight Books (now available in [audiobook form](https://www.audible.ca/pd/Chrono-Trigger-Audiobook/B07G4L4VFT))! - [Boss Fight Books](https://bossfightbooks.com/) where he does a lot of editting - The Boss Fight Books twitter, [@bossfightbooks](https://twitter.com/bossfightbooks) (Yes, there is a trend here) ## Episode outline ### Fandom Facts **History and Origins:** Chrono Trigger is a Super Nintendo JRPG released in 1995. It was developed by Square (notable for such other games as Final Fantasy) and its so-called "Dream Team": Hironobu Sakaguchi (the creator of the Final Fantasy Series), Yuji Horii (creator of Enix's popular Dragon Quest series), and Akira Toriyama (an artist well known for his work with Dragon Quest and his ongoing manga / anime series: Dragonball, among other things). It also featured music composed by Yasunori Mitsuda (the _Chrono_ series, Mario Party, Xenosaga) and Nobuo Uematsu (Final Fantasy). To put it succinctly: The game follows a group of adventurers who travel through time to prevent a global catastrophe... that they will never personally encounter. It has since been released and re-released multiple times with the SNES and Playstation versions shipping over 2.65 million copies, and the Nintendo DS version having sold over 790 000 copies more than a decade later. **Search Data:** Interest in Chrono Trigger [has definitely dropped since the earliest data we have from Google Trends (2004)](https://trends.google.com/trends/explore?date=all&q=%2Fm%2F01y59). There was a huge spike in interest in November 2008 (the Nintendo DS re-release of the game), and to a much lesser extent in March of 2018 (corresponding to the unexpected Steam release of the game). The top ten countries, by search volume, are as follows: Japan, Chile, Canada, Brazil, Puerto Rico, Costa Rica, United States, Dominican Republic, Phillipines, and Taiwan. **Size of Fandom:** Based on a few data points: - The original game has sold more than 2.6 million copies - The DS version sold over 500 000 copies - The [Chrono Trigger subreddit](https://www.reddit.com/r/chronotrigger/) has about 6600 subscribers It's hard to guess, but there are probably hundreds of thousands of Chrono Trigger fans? **Fast Facts:** - According to a thread on [r/truegaming by GICN](https://www.reddit.com/r/truegaming/comments/8th8ed/data_game_completion_we_dont_finish_games/?sort=confidence), Chrono Trigger has a self-reported completion rate of 66% (slightly above the overall self-reported average of 63%). Steam global play stats reports that only [10.4% have completed the game](https://steamcommunity.com/stats/613830/achievements) - Chrono Trigger has only about [150 fanfics on Archive Of Our Own](https://archiveofourown.org/tags/Chrono%20Trigger/works) - Most of which are Gen (about 56%) - The most referenced fandoms, other than Chrono Trigger, are Final Fantasy VII (about 10%), Chrono Cross (about 10%), and Final Fantasy VI (about 10%) ### [Last Episode's](http://fanthropological.com/e/3683f48c359a8c/#player) Famous Last Words **T** Has anyone written a musical about Chrono Trigger? **G** Is anyone out there who has attempted to write Chrono Trigger into the Final Fantasy
This week, Mark returns from San Fransisco, your nice hosts get the math wrong, and everyone agrees that Claw Breaker is worth real money.We're launching our new video format (now called “Code Comment”) next week! In the first edition, we dig into Claw Breaker! Look forward to it!And if you haven't already, check our our Nice Plays videos. Nostalgia 0:06:43 Stephen McGregorGamingThe old PlayStation Spyro games are being re-released as a trilogy, to some mixed reception.Firmament is a VR game being made by the developers of Myst.Speaking of Myst nostalgia, Cyan just announced a 25th Anniversary re-release.Mark recently read a few of the Boss Fight Books: books about past games with i…We talked about our game influences in a previous episode: “Schrödinger's Anima… PC Games Market 0:34:23 Mark LaCroixMarketingProductionSteam Spy announces it's shutting down, blames Valve's new privacy settings - Sam Machkovech, Ars TechnicaLet's Be Realistic: A Deep Dive into How Games Are Selling on Steam - Mike Rose, GDCJane Ng, lead artist at Campo Santo, started a great thread on Twitter about lo… Mark mentioned the user testing he commissioned for Metro Nexus, which we talked about with Hannah Murphy in the episode “Games User Research, Redux! (with Hannah Murphy).”
WASD speaks with GABE DURHAM about BOSS FIGHT BOOKS, gives away some games, and talks about review codes. steamID clockface and dybno