Podcasts about Computer Gaming World

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Best podcasts about Computer Gaming World

Latest podcast episodes about Computer Gaming World

Dev Game Club
DGC Ep 420: Outcast (part three)

Dev Game Club

Play Episode Listen Later Feb 19, 2025 61:34


Welcome to Dev Game Club, where this week we continue our series on 1999's Outcast. We talk about world structure, world building, concrete vs abstract implementations of mechanics, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to/through Talanzaar Issues covered: sad news, a digression on Edgar Rice Burroughs and Project Gutenberg, finally "getting" the game, depth of story and environment at the time, the "second" world, moderating your own difficulty, supporting narrative goals, a dynamic "find this person" system, concrete interactions to increase believability of the world, the big impact of the world state change, organic architecture, cheesing the terrain collision, world-building in conversations, Mogi and his history, the crane puzzle, auto-targeting the swinging cube, the brothers competing for the business, the flautist and singer, the adventurous music, world state music, reputation as a concept, enemy states. Games, people, and influences mentioned or discussed: Belmont/Jesse Lane Nelson, Defeating Games for Charity, Jedi Starfighter, BioStats, LostLake, Edgar Rice Burroughs, John Carter/A Princess of Mars, Project Gutenberg, Computer Gaming World, Tomb Raider, Anachronox, LoZ: Ocarina of Time, Total Recall, Grim Fandango, Moscow Symphony Orchestra, Star Wars, Castlevania X: Rondo of Blood, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Finish (?) Outcast Links: Belmont hosts Tim & Brett on JSF Twitch: timlongojr Discord DevGameClub@gmail.com

Adventure Games Podcast
Rise of the Dragon Retrospective Review with David Lambert

Adventure Games Podcast

Play Episode Listen Later Jun 18, 2024 66:46


Rise of the Dragon was a highly ambitious game that in many ways was ahead of its time on its release in 1990. As well as receiving plenty of positive reviews at the time, it also won a Special Award for Artistic Achievement from Computer Gaming World in 1991. In 1996 they also included it as 83rd best game of all time. And yet this game has become largely forgotten nowadays. Very rarely will you see this included in recommended adventure games or sci fi games so, hoping to go some way to rectifying this, Seoirse is joined by newest member of the AGP team, David Lambert, as they both discuss this game in detail including what they enjoyed about the game, what they feel could have been improved and just why they believe this game should be discussed more. So after listening to this episode, why not check the game out on GOG (link below!) and find out why this is a hidden gem!Adventure Games Podcast Official SiteGames ReviewedRise of the Dragon GOGDavid Lambert's Official SiteRise of The Dragon Walkthrough Part 1LOTRO Academy, Lord of the Rings Podcast by David LambertIf you would like to stay up to date make sure you subscribe to the podcast. You can subscribe and listen to this podcast on Itunes and Spotify and all other major Podcast Platforms! You can also subscribe to our Youtube channel for extra video content such as video reviews, video interviews, trailers and gameplay.You can also support the podcast at our PatreonYou can review this podcast here:https://ratethispodcast.com/adventuregamespodcastYou can also find this podcast on our social media below:FacebookTwitterInstagramDiscordYou can also find the RSS feed here:http://www.adventuregamespodcast.com/podcast?format=rssLogo created by Siobhan. You can find her on Twitter and InstagramMusic is Speedy Delta (ID 917) by Lobo Loco and can be found here:http://freemusicarchive.org/music/Lobo_Loco/Welcome/Speedy_Delta_ID_917_1724

Video Game Newsroom Time Machine
Michael Hengst Part 2: Trickwerk, Jowood, Retro Gamer, Flying Fishkopp

Video Game Newsroom Time Machine

Play Episode Listen Later May 13, 2024 137:58


The history of 80s and 90s game magazines is filled with big names like Computer Gaming World, Weekly Famitsu, Computer and Video Games, Micromania, and, a name that makes German speaking gamers of a particular vintage extremely nostalgic, Power Play. In this second part of our interview, Michael tells us how he left Power Play to join a major German games publisher, founded a hint guide and magazine publisher of his own making guides of Eidos' Tomb Raider series and Nintendo's Legend of Zelda Majoras Mask, before becoming a freelance producer for games around the world.  We also discuss the ever changing games landscape, evolving business models and his return to  writing about games for the German edition of Retro Gamer magazine and games news website Gamers Global. Recorded: January-February 2024 Get us on your mobile device: Android:  https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS:      https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM Send comments on twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links Video version of this episode: https://www.patreon.com/posts/michael-hengst-2-99546529 Michael Hengst Interview Part 1:  https://www.patreon.com/posts/michael-hengst-1-98828923 https://de.wikipedia.org/wiki/Bomico https://en.wikipedia.org/wiki/Rainbow_Arts Das Trickwerk company website - https://web.archive.org/web/20020523194549/http://www.dastrickwerk.de/ Games and More magazine - http://www.kultmags.com/mags.php?folder=R2FtZXMgYW5kIE1vcmU= Majora's Mask Strategy Guide, German - https://archive.org/details/spieleberater_zeldaMM/page/n2/mode/1up?view=theater News about Das Trickwerk insolvency - https://kress.de/news/beitrag/64369-grundsolide-sollte-so-eine-auflagenmeldung-sein-und-nicht-wacklig-und-windschief-weshalb-diese-farbige-metapher-nun-es-geht-um-das-segment-der-bauzeitschriften-wolfgang-kriwan-gesch-ftsf-hrer-des-fellbacher-fachschriften-verlags-u-a-quot-bauen-quot-quot-bauen-amp-renovieren-quot-quot-junge-h-user-quot-legte-beim-studium-der-aktuellen-ivw-auflagen-quartalsmeldungen-die-stirn-in-falten-w-hrend-die-fachschriften-zeitschrift-quot-althaus-moderni.html https://www.mobygames.com/company/1546/jowood-entertainment-ag/ https://www.mobygames.com/person/90376/michael-hengst/ https://www.mobygames.com/company/14422/gameforge-productions-gmbh/ https://thewaltdisneycompany.com/disney-and-epic-games-fortnite/ https://www.retro-gamer.de/ https://www.gamersglobal.de/ https://www.gamersglobal.de/meinung/der-fixer#comment-2999823 Copyright Karl Kuras

Video Game Newsroom Time Machine
Michael Hengst - Part 1: Power Play

Video Game Newsroom Time Machine

Play Episode Listen Later Apr 29, 2024 77:38


The history of 80s and 90s game magazines is filled with big names like Computer Gaming World, Weekly Famitsu, Computer and Video Games, Micromania, and, a name that makes German speaking gamers of a particular vintage extremely nostalgic, Power Play. Michael Hengst was a mainstay at the mag and gives us a fascinating insight into how the business worked, how games were reviewed, and sets up a career in the industry that lasts to this day. Recorded: January-February 2024   Get us on your mobile device: Android:  https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS:      https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine   And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM   Send comments on twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com   Links Video version of the interview: https://www.patreon.com/posts/michael-hengst-1-98828923 https://www.c64-wiki.com/wiki/Power_Play https://de.wikipedia.org/wiki/Markt%2BTechnik_VerlagDungeon Master Walkthrough - https://amr.abime.net/issue_1951_pages  pg. 47 Michael's first issue of Power Play, March 1989 - http://www.kultmags.com/mags.php?folder=UG93ZXIgUGxheS8xOTg5 Advanced Military Commander write-up - https://www.kultboy.com/index.php?site=t&id=7179 https://www.mobygames.com/game/44860/advanced-daisenryaku-doitsu-dengeki-sakusen/screenshots/ German "Index" explained - https://usk.de/en/the-usk/faqs/what-is-the-index/ Super Mario All Stars Review - https://www.kultboy.com/index.php?site=t&id=4091&s=2  https://de.wikipedia.org/wiki/Computer_Bild_Spiele   Copyright Karl Kuras

The Jeff Gerstmann Show - A Podcast About Video Games

Foamstars gets a date, as does STALKER 2. Smite 2's announced, Halo's battle royale is (probably) canceled, GAME gets out of used GAMEs, and a brief review of Retro-Bit's Saturn Pro controller, which Jeff bought to… play N64 games? Join the madness as SCART cables and scalers once again enter the conversation! Also your emails???? Get ad-free podcasts, bonus shows and more over on Patreon!Support the show at https://patreon.com/jeffgerstmann

Dieku Podcast
Art of Game Design with Jesse Schell

Dieku Podcast

Play Episode Listen Later Nov 9, 2022 50:07


Jesse Schell is the author of the critically acclaimed book "The Art of Game Design: A Book of Lenses," published in 2008. The book captured Game Developer Magazine's coveted "Front Line Award" in 2008. In 2014, he released the second edition of this book. In 2019 the tenth anniversary and third edition of the book was released. Jesse is also the founder and CEO of Schell Games. Since starting Schell Games in 2002, Jesse has grown it into the largest and most successful game development company in Pennsylvania. Under his leadership, Schell Games has produced an amazing array of innovative, transformational and award-winning entertainment experiences, including the Disney Fairies MMO, Pixie Hollow, Toy Story Mania TV Game and some of the most popular interactive theme park attractions in the world. Jesse also holds a faculty position as Distinguished Professor at the Entertainment Technology Center (ETC) of Carnegie Mellon University. Since 2006, Professor Schell has taught the Building Virtual Worlds class, created by ETC Co-Founder and "The Last Lecture" author, Randy Pausch. Prior to starting Schell Games, Jesse was the Creative Director of the Disney Imagineering Virtual Reality Studio, where he worked and played for seven years as a designer, programmer, and manager on numerous projects for Disney theme parks and DisneyQuest. He is perhaps most celebrated for his design of Disney's Toontown Online, the first massively multiplayer game for kids. Toontown Online won several awards, including the following: Computer Gaming World - "2003 MMORPG Game of the Year" Webby Awards - "2003 People's Voice Award, Kids Category" Parents' Choice Foundation - "2003 Silver Honor" Children's Software Review - "2003 All Star Software Award" WiredKids - "2005 Safe Gaming Award" 2005 Webby Awards - "Webby Worthy Selection Award" Learn more about Schell Games: https://www.amazon.ca/Art-Game-Design-Lenses-Third https://schellgames.com https://schellgames.com/blog/among-us-vr-launches-on-november-10-2022 https://twitter.com/jesseschell https://twitter.com/AmongUsVR https://www.etc.cmu.edu Learn more about Dieku Games: https://diekugames.com https://diekugames.itch.io https://www.instagram.com/diekugames https://www.twitter.com/diekugames https://www.tiktok.com/@diekugames https://www.patreon.com/diekugames https://discord.gg/M3jmUvcKt5 --- Send in a voice message: https://podcasters.spotify.com/pod/show/diekugames/message

Video Game Newsroom Time Machine

Atari gets trounced in court Nintendo and Sega slash prices CD gaming goes OEM These stories and many more on this episode of the VGNRTM This episode we will look back at the biggest stories in and around the video game industry in June 1992. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Chris from the Retro Asylum is our cohost. You can find his other fine podcasts here: http://retroasylum.com and https://playthroughpod.com/ Get us on your mobile device: Android: https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS: https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM Send comments on twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links: 7 Minutes in Heaven: Toki: Going Ape Spit Video Version - https://youtu.be/IqGZLAMyqw4 https://www.mobygames.com/game/toki-going-ape-spit https://www.mobygames.com/game/toki Corrections: May 1992 Ep - https://www.patreon.com/posts/may-1992-68552769 Dread (Amiga) - https://www.patreon.com/posts/dread-binary-big-68405040 https://en.wikipedia.org/wiki/Freescape https://en.wikipedia.org/wiki/Descent:_FreeSpace_%E2%80%93_The_Great_War https://en.wikipedia.org/wiki/Super_Mario_World https://en.wikipedia.org/wiki/Action_52 https://en.wikipedia.org/wiki/Robert_Garriott 1992: LA Riots hit coin op Play Meter June 1992, pg. 3 RePlay June 1992, pg. 15, pg. 48 https://en.wikipedia.org/wiki/1992_Los_Angeles_riots Stuttgart hits Asterix with added tax https://archive.org/details/AmigaJoker199206_and_07/page/n121/mode/1up?view=theater https://www.mobygames.com/game/arcade/astrix__ https://gauselmann.de/index-2.html https://de.wikipedia.org/wiki/Paul_Gauselmann Wild Bill Stealey - Microprose - https://www.patreon.com/posts/36710924 Coinop supports recycling Play Meter June 1992, pg. 16 https://en.everybodywiki.com/Recycle_It,_Don%27t_Trash_It! RePlay magazine highlights family fun centers RePlay June 1992 Jim Trucano - AMOA - https://www.patreon.com/posts/48912975 Parallel market for Street Fighter Championship Edition boards is huge RePlay June 1992, pg. 39 https://www.mobygames.com/game/arcade/street-fighter-ii-champion-edition Correction: Street Fighter II Hyper Fighting Edition was Street Fighter II Turbo in the USA Capcom to launch SNES arcade stick https://archive.org/details/GamePro_Issue_035_June_1992/page/n107/mode/1up https://segaretro.org/Capcom_Power_Stick_Fighter_MD Joe Morici - Capcom - https://www.patreon.com/posts/37289815 https://www.gpvideogames.com/Products/22037/the-ultimate-arcade-fighting-stick https://www.mobygames.com/game/amiga/street-fighter-ii-the-world-warrior Atari Corporation loses to Nintendo Play Meter June 1992, pg. 20 https://www.nytimes.com/1992/05/16/business/company-news-nintendo-suit-by-atari-is-dismissed.html April 1999 Jump - https://www.patreon.com/posts/69717644 Nintendo revenue soars! RePlay June 1992, pg. 16 Console Price War heats up https://archive.org/details/Game_Informer_Issue_005_Summer_1992 pg. 43 German SNES price to undercut Megadrive https://archive.org/details/powerplaymagazine-1992-06/page/n24/mode/1up MegaCD becomes SegaCD https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20035%20%28June%201992%29/page/n19/mode/1up?view=theater https://en.wikipedia.org/wiki/Sega_CD Matsushita buys into San Mateo Software Group https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20035%20%28June%201992%29/page/n51/mode/1up?view=theater https://en.wikipedia.org/wiki/3DO_Interactive_Multiplayer https://en.wikipedia.org/wiki/The_3DO_Company Phillips boosts CDi software library https://archive.org/details/vgce_92-06/page/n21/mode/1up?view=theater https://en.wikipedia.org/wiki/CD-i https://www.mobygames.com/game/dark-castle https://www.mobygames.com/game/cd-i/mad-dog-mccree Lucasfilm licenses to Software Toolworks https://archive.org/details/vgce_92-06/page/n21/mode/1up?view=theater https://archive.org/details/Computer_Gaming_World_Issue_95/page/n19/mode/1up https://www.mobygames.com/game/dos/secret-weapons-of-the-luftwaffe_ https://www.mobygames.com/game/secret-of-monkey-island-enhanced-version https://www.mobygames.com/game/dos/loom Commodore gives up on selling CDTV as a set top box https://archive.org/details/1992-06-compute-magazine/page/n30/mode/1up https://en.wikipedia.org/wiki/Commodore_CDTV Commodore kills the A500 Plus http://amr.abime.net/issue_14_pages pg. 10 https://archive.org/details/amiga-world-1992-06/page/n9/mode/1up https://archive.org/details/amiga-world-1992-06/page/n13/mode/1up https://en.wikipedia.org/wiki/Amiga_500#Amiga_500_Plus https://en.wikipedia.org/wiki/Amiga_600 https://en.wikipedia.org/wiki/Commodore_64 MicroLeague introduces real time game stats updates https://archive.org/details/vgce_92-06/page/n22/mode/1up?view=theater https://www.mobygames.com/game/dos/microleague-baseball-iv/promo/promoImageId,549053/ Gamepro introduces its face based scoring system https://archive.org/details/GamePro_Issue_035_June_1992/page/n9/mode/1up https://en.wikipedia.org/wiki/GamePro https://www.kultboy.com/Amiga-Joker-Zeitschrift/4/ https://de.wikipedia.org/wiki/Power_Play_(Zeitschrift) https://www.spieleveteranen.de/ Computer Gaming World struggles with VR https://archive.org/details/Computer_Gaming_World_Issue_95/page/n127/mode/1up https://en.wikipedia.org/wiki/Ken_Williams_(game_developer) https://en.wikipedia.org/wiki/The_Lawnmower_Man_(film) https://www.mobygames.com/game/dos/neverwinter-nights_ https://en.wikipedia.org/wiki/Grimjack Recommended Links: The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Gaming Alexandria: https://www.gamingalexandria.com/wp/ They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ Retro Asylum: http://retroasylum.com/category/all-posts/ Retro Game Squad: http://retrogamesquad.libsyn.com/ Playthrough Podcast: https://playthroughpod.com/ Retromags.com: https://www.retromags.com/ Sound Effects by Ethan Johnson of History of How We Play. Copyright Karl Kuras

A Special Presentation, or Alf Will Not Be Seen Tonight
A Special Presentation 122: Computer Magazine Comics

A Special Presentation, or Alf Will Not Be Seen Tonight

Play Episode Listen Later Jan 24, 2022 88:37


This week, instead of looking at COMICS THAT GET TURNED INTO OTHER THINGS we're looking at OTHER THINGS THAT GET TURNED INTO COMICS... specifically video games! In case you didn't know this, there used to be these things called magazines and some of them were about video games. Mike literally only knows about Computer Gaming World magazine, so Ethan introduces him to several comics from Nintendo Power magazine... and beyond!

Video Game Newsroom Time Machine

Trip Hawkins lays the groundwork for 3DO Broderbund goes public Sony shows off the Playstation These stories and many more on this episode of the VGNRTM This episode we will look back at the biggest stories in and around the video game industry in December 1991. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Get us on your mobile device: Android: https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS: https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM Send comments on twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links: 7 Minutes in Heaven: Video version - https://www.patreon.com/posts/60604386 https://www.mobygames.com/game/john-madden-football-92 https://www.nytimes.com/2021/12/28/sports/football/john-madden-dead.html https://en.wikipedia.org/wiki/Madden_NFL Corrections: November 1991 Ep - https://www.patreon.com/posts/59604459 https://www.mobygames.com/game/samurai-warrior-the-battles-of-usagi-yojimbo https://www.mobygames.com/game/gameboy/legend-of-zelda-links-awakening https://en.wikipedia.org/wiki/Warren_Buffett https://en.wikipedia.org/wiki/How_the_Grinch_Stole_Christmas!_(TV_special) 1991: Microprose joins forces with Jaleco in the arcades Play Meter, Dec 1991, pg. 3 https://www.mobygames.com/browse/games/arcade/microprose-software-inc/ https://en.wikipedia.org/wiki/Jaleco https://www.mobygames.com/game/arcade/botss-battle-of-the-solar-system Wild Bill Stealey Interview - https://www.patreon.com/posts/36710924 Philip Morris warns game makers not to use their logos Play Meter Dec 1991 https://apnews.com/article/aead3784fe9b026135c11be89a49bae7 https://www.washingtonpost.com/archive/politics/1990/03/13/cigarette-logos-in-video-arcade-games-prompt-complaints/dd576ebc-1048-4da3-b75a-60788fd14d7a/ https://www.sega-16.com/2016/09/philip-morris-sued-sega-over-unauthorized-malboro-ads/ Software Publishers Association Conference sees choppy waters on the hoirzon https://archive.org/details/Computer_Gaming_World_Issue_89/page/n115/mode/1up https://en.wikipedia.org/wiki/Software_and_Information_Industry_Association Joe Morici Interview - https://www.patreon.com/posts/37289815 https://en.wikipedia.org/wiki/Tandy_1000 Tokyo's International Electronics Show awash with CD Roms https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20029%20%28December%201991%29/page/n165/mode/1up https://en.wikipedia.org/wiki/CD-i https://en.wikipedia.org/wiki/PC-FX Sony shows off PlayStation at Tokyo Electronics show https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20029%20%28December%201991%29/page/n163/mode/1up https://www.wikiwand.com/de/Nintendo_PlayStation March 1991 Jump - https://www.patreon.com/posts/49507040 Phillips launches line of CD PCs https://archive.org/details/pc-review-02/page/8/mode/1up https://archive.org/details/pc-review-02/page/n8/mode/1up San Mateo Software Group is formed https://archive.org/details/Computer_Gaming_World_Issue_89/page/n122/mode/1up https://web.archive.org/web/20191123020757/http://www.ataricompendium.com/archives/interviews/john_edelson/interview_john_edelson.html https://archive.org/details/Computer_Gaming_World_Issue_89/page/n147/mode/1up https://en.wikipedia.org/wiki/The_3DO_Company https://en.wikipedia.org/wiki/3DO_Blaster https://en.wikipedia.org/wiki/3DO_Interactive_Multiplayer#History Commodore updates the Amiga https://archive.org/details/Amiga_Power_Issue_08_1991-12_Future_Publishing_GB/page/n13/mode/1up https://www.amigawiki.org/doku.php?id=de:parts:agnus https://en.wikipedia.org/wiki/Amiga Robocop 3 to sport special hardware protection https://archive.org/details/CommodoreUserIssue991991Dec/page/n9/mode/1up https://www.mobygames.com/game/robocop-3_ Civilization gets reviewed by Computer Gaming World https://archive.org/details/Computer_Gaming_World_Issue_89/page/n85/mode/1up https://en.wikipedia.org/wiki/Civilization_(video_game) Broderbund is going public https://archive.org/details/Computer_Gaming_World_Issue_89/page/n122/mode/1up https://en.wikipedia.org/wiki/Broderbund Gary Carlston Interview - https://www.patreon.com/posts/50036733 https://en.wikipedia.org/wiki/The_Print_Shop https://en.wikipedia.org/wiki/Carmen_Sandiego Mediagenic files for bankruptcy https://archive.org/details/Computer_Gaming_World_Issue_89/page/n122/mode/1up https://en.wikipedia.org/wiki/Activision Recommended Links: The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Gaming Alexandria: https://www.gamingalexandria.com/wp/ They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ Retro Asylum: http://retroasylum.com/category/all-posts/ Retro Game Squad: http://retrogamesquad.libsyn.com/ Playthrough Podcast: https://playthroughpod.com/ Sound Effects by Ethan Johnson of History of How We Play and Enzo Maida.  

Video Game Newsroom Time Machine

Gambling comes to the NES, Master System games are coming to the GameGear & Gameboy goes FPS These stories and many more on this episode of the Video Game Newsroom Time Machine This episode we will look back at the biggest stories in and around the video game industry in November of 1991. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Peter is on vacation so we have the pleasure of Mads from the Retro Asylum to join us. http://retroasylum.com and https://playthroughpod.com/ Get us on your mobile device: Android: https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS: https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM Send comments on twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links: 7 Minutes in Heaven: Video version - https://www.patreon.com/posts/59601856 https://www.mobygames.com/game/arcade/spider-man-the-videogame https://www.mobygames.com/game/art-of-fighting https://www.mobygames.com/game/arcade/captain-america-and-the-avengers https://www.mobygames.com/game/arcade/simpsons Corrections: October 1991 Ep - https://www.patreon.com/posts/58472276 https://en.wikipedia.org/wiki/Syndicate_(series) https://deadline.com/2021/10/dune-sequel-greenlit-by-legendary-warner-bros-theatrical-release-1234862383/ https://en.wikipedia.org/wiki/Atari_Games https://en.wikipedia.org/wiki/Vector_graphics 1991: MidiMaze is coming to Gameboy https://archive.org/details/ACEIssue50Nov91/ACE_Issue_50_Nov_91/page/n6/mode/1up https://en.wikipedia.org/wiki/MIDI_Maze https://www.mobygames.com/game/faceball-2000 Faceball 2000 Battle of the Ports - https://www.youtube.com/watch?v=yD0hm1F0qHI Atari launches Lynx 2 https://archive.org/details/video-games-computer-entertainment-issue-34-november-1991/page/n23/mode/1up https://en.wikipedia.org/wiki/Atari_Lynx#Lynx_II Master System to Game Gear converter released https://www.retromags.com/files/file/3328-mega-play-vol2-no6-november-december-1991/ pg. 14 https://archive.org/details/powerplaymagazine-1991-11/page/42/mode/1up https://segaretro.org/Master_Gear_Converter Minnesota to test NES based online gambling system Play Meter November 1991, pg. 24 Minnesota drops plan to test NES based online gambling system Playthings November 1991 https://kotaku.com/when-nintendo-wanted-to-bring-gambling-into-american-ho-5838193 https://www.videogamesage.com/forums/topic/4706-nes-modem-and-minnesota-state-lottery-cart/ https://en.wikipedia.org/wiki/Family_Computer_Network_System Psygnosis teams up with EA to publish on Genesis https://archive.org/details/ACEIssue50Nov91/ACE_Issue_50_Nov_91/page/n10/mode/1up https://www.mobygames.com/game/genesis/shadow-of-the-beast https://www.mobygames.com/game/genesis/killing-game-show Sega still miffed over Stormlord https://archive.org/details/GamePro_Issue_028_November_1991 pg. 114 https://archive.org/details/video-games-computer-entertainment-issue-34-november-1991/page/n21/mode/1up https://www.mobygames.com/company/razorsoft-inc Multix wants to bring NES gaming to your PC https://archive.org/details/GamePro_Issue_028_November_1991 pg. 114 http://www.multix.com/product.htm https://archive.org/details/game-zone-01/page/10/mode/1up Computer Gaming World magazine goes ... console? https://archive.org/details/Computer_Gaming_World_Issue_88/page/n69/mode/2up https://archive.org/details/Computer_Gaming_World_Issue_88/page/n77/mode/1up https://archive.org/details/Computer_Gaming_World_Issue_88/page/n91/mode/2up Revolution Software takes on SCUMM https://archive.org/details/ACEIssue50Nov91/ACE_Issue_50_Nov_91/page/n8/mode/1up https://en.wikipedia.org/wiki/Virtual_Theatre https://www.mobygames.com/game-group/game-engine-virtual-theatre https://www.mobygames.com/game-group/game-engine-scumm US Gold is getting out of the arcade port business https://archive.org/details/Amiga_Power_Issue_07_1991-11_Future_Publishing_GB/page/n9/mode/1up https://www.mobygames.com/browse/games/us-gold-ltd/offset,100/so,1d/list-games/ https://en.wikipedia.org/wiki/The_Way_of_the_Exploding_Fist Digital Research has been acquired by Novell https://archive.org/details/1991-11-compute-magazine/page/n9/mode/1up https://en.wikipedia.org/wiki/Gary_Kildall https://en.wikipedia.org/wiki/Digital_Research FMV is coming to a PC near you https://archive.org/details/megazoneau18/page/n6/mode/1up Maxwell group announces US publishing arm https://archive.org/details/video-games-computer-entertainment-issue-34-november-1991/page/n21/mode/1up https://www.mobygames.com/company/arena-entertainment Robert Maxwell found dead at sea https://www.nytimes.com/1991/11/06/world/robert-maxwell-found-dead-off-canary-islands.html?searchResultPosition=1 https://en.wikipedia.org/wiki/Robert_Maxwell Dr. Seuss has passed Plaything November 1991, pg. 15 https://en.wikipedia.org/wiki/Dr._Seuss https://en.wikipedia.org/wiki/How_the_Grinch_Stole_Christmas! https://en.wikipedia.org/wiki/How_the_Grinch_Stole_Christmas!_(TV_special) Recommended Links: The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Gaming Alexandria: https://www.gamingalexandria.com/wp/ They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ Retro Asylum: http://retroasylum.com/category/all-posts/ Retro Game Squad: http://retrogamesquad.libsyn.com/ Playthrough Podcast: https://playthroughpod.com/ Sound Effects by Ethan Johnson of History of How We Play and Enzo Maida.  

The MADEcast
Jeff Green

The MADEcast

Play Episode Listen Later Aug 26, 2021 33:26


This week Alex sits with his former boss Jeff Green, a games journalism veteran. Tune in as they chat about his experiences in the games magazine industry, his introduction to Computer Gaming World, his column “Green Speak” and much more!

jeff green computer gaming world
Before They Were Famous
ROOSTER TEETH | Before They Were Famous

Before They Were Famous

Play Episode Listen Later Jun 25, 2020 6:55


Burnie Burns, Matt Hullum, and Joel Heyman all met at University of Texas, and began their career together by filming an independent movie called “The Schedule”. Their career paths took them to different places, and Burnie was left on his own in Austin, Texas working in the tech industry, where he met two new friends, Gustavo Sorola and Geoff fink. Together, they created drunkgamers.com, a website where they got drunk and reviewed video games. The website eventually shut down, and appeared to be over and done with, until the guys got their big opportunity in the form of a request from the magazine Computer Gaming World.

university texas geoff rooster teeth burnie burnie burns computer gaming world joel heyman matt hullum
Dev Game Club
DGC Ep 202: Bonus Interview with Jeff Morris

Dev Game Club

Play Episode Listen Later Mar 11, 2020 113:27


Welcome to Dev Game Club, where this week we finish our Civilization III discussion with an interview with Jeff Morris, producer on Civilization III and long-time producer in the industry. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:47 Interview 1:09:53 Break 1:10:25 Feedback Issues covered: not being suited to programming, being part of the problem, the huge shadow of Origin growing up, getting a job through the hospitality suite, the game culture in Austin, the game dev scene of a city, rivalry between studios, sinking the MicroProse battleship, QAing a flight simulator, the difference between single-vehicle and survey sims, falling in love with modern air combat, Baltimore as actual flight sim town, loosening up or not, learning about the American Civil War, embedding in QA from remote, the number one job in QA, wearing multiple hats, only being able to get better as a producer working with a team, the team not needing design input, keeping a firewall between production and design, different kinships between QA and design or production, the difference between done and good, learning the tools of production, looking at Civilization as a war game, Baltimore and Avalon Hill, reading the effin' manual, boardgame legacy, localization complexity, what's in the manual vs not, rewarding a style of play, loving the early and middle game, where the one more turn comes up from mixed levels of goals, Sid's Dinosaurs game transforms, "the manual for Civilization is in your brain," shipping, the benefits of programmer + designer as one person, fast iteration, being able to predict when assets would be done, feeding scheduling data back in, keeping track of people and their implementation rate, difficulty of scaling, being rewarded for neglecting certain programmers, paying the production tax and getting something for it, getting Civ II experts involved, doing everything possible in a game being impossible, compliance testing machines, having bug reports from dev heroes, being driven by playtest, playtesting with post-its, shipping your 518th implementation, "wouldn't it be cool if," spending time in the right places, streamlining the advisors, the elasticity of production titles, in the trenches production, making mistakes into small bumps in the road, insomnia Civ play, the influence of where you've been on what you do, playing the game every day, production notes, reasons for designers to be programmers, the mix of people on a project, avoiding obfuscation, trusting your experts, what Tim will do on the trail, the Superman hate minute, we review Olrox, Tim's JRPG education. Games, people, and influences mentioned or discussed: Origin Systems, Janes (military sims), Ultima Collection, Firaxis, Sid Meier's Alpha Centauri, Epic Games, Unreal Tournament (series), Gears of War, Red Five, Planet Moon, Crystal Dynamics, LucasArts, Kabam!, NCSoft, Free Range Games, Ultima Underworld, Apple ][, Warren Spector, Starr Long, Richard Garriott, Steve Jackson Games, MicroProse, Longbow, US Navy Fighters, Advanced Tactical Fighters, Top Gun, Marine Fighters, NATO Fighters, A-10 Warthog, F-15, Larry Holland, Battlehawks 1942, SWotL, Autoduel, Moebius, Andy Hollis, EA, Sid Meier's Gettsyburg, Jeff Briggs, Soren Johnson, Jason Coleman, JACKAL, Avalon Hill, Empire, Pool of Radiance, SSI games, Beyond Earth, Sid Meier's SimGolf, Maxis, Pat Dawson, Blizzard, Casey O'Toole, Microsoft Project, Tim Train, Brian Reynolds, Alan Emrich, Computer Gaming World, Bruce Shelley, Absolute Quality Incorporated, Archon, Jon Freeman, Bethesda Game Studios, Aaron Loeb, Star Wars Uprising, Ed Catmull, Pixar, Lulu LaMer, Daron Stinnett, Spotify, Stitcher, Derek Achoy, Josh Harding, Oliver Uvman, Designer Notes, Idle Thumbs, Scratch, GameMaker, Doom (1993), Minecraft, Portal, Noita, Richard Feynman, John Lethbridge, Ben Zaugg, Superman, The2ndQuest, Batman: Arkham Knight, Chrono Trigger, John Romero, SIGIL, Hironobu Sakaguchi, Final Fantasy IX, SNES, Dragon Warrior, Dragon Quest, Eye of the Beholder, PlayStation, Kingdom Hearts, Spider-man. Next time: The beginning of Chrono Trigger! Links: Scratch programming language Twitch: brettdouville, Instagram:timlongojr, Twitter: @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 196: Civilization III (part one)

Dev Game Club

Play Episode Listen Later Jan 29, 2020 89:40


Welcome to Dev Game Club, where this week we begin our discussion of the game series beginning in 1991, Civilization, through its 2001 incarnation Civilization III. We talk about it in time, the type of sim it is, some bits about "civilization" and lots of other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the Medieval Age Issues covered: choosing your names, looking at the series as a whole, one more turn, the 4X (eXplore, eXpand, eXploit, eXterminate) genre, situating the game in two times, additions to the Civilization franchise, needing the manual, the PC as the home of the deeper simulation game (wargames and flight simulations), "a game is a series of interesting decisions," Sid Meier's studio history, game perspective and the God Game, Brett and insomnia and a number of turns, learning through failure and why people bounce off, high highs and low lows, having a hard time making the early decisions, getting a better understanding of the early game by having a good roll, not knowing how far apart to place things, not cracking the manual, not knowing what to do, the difference between Civ and some other styles of Sim game, transparency of numbers and systems, the distinction of toys vs games, limited automation in Civ, digging into the Civilopedia, genre-defining creation of its own choice space, what you read in the Civilopedia, playing against harder AI levels, reading as a min-maxer, applying concepts as relatable, being pushed away from the "realism/historicity," colonialism and Western civilization as the framework, limiting historical tribes as "barbarians," scope and production realities, warping reality, using peoples as pure resources, colonialism and barbarians and their inherent game limitations, layering systems, leveling units against barbarians, limiting what you ask of an old game, being curious about a ruler, finding an essentialism in a representative leader, arguing that different civs might have an opportunity to rule, seeing another Civ pass through a first time, early game tranquility and the end of innocence, creating a story around a single resource, shifting to a new form of government, establishing Pax Romana, the simple power of names, layers of ironic naming, "the past is never dead, it isn't even past," film and games, not being part of the cultural conversation, the mystery of games to people, Oscars and Pulitzers and prizes, marketing and games, proud self-support, staying away from a side-hustle, a couple of well-wishes, Tim's charity walking. Games, people, and influences mentioned or discussed: Metal Gear (series, obliquely), Nintendo, Sonic the Hedgehog, Avalon Hill, Computer Gaming World, Sid Meier, Link to the Past, Super Mario World, Street Fighter II, Monkey Island 2, Metroid (series), Super Castlevania IV, id Software, Bungie, Blizzard/Silicon & Synapse, 3D0 Corporation, SNES, World of Warcraft, Neverwinter Nights, Stormfront Studios, SSI, Gold Box Series, Ico, Final Fantasy IX, Doom (series), Soul Reaver (series), Star Wars: Starfighter, Devil May Cry, Silent Hill 2, Halo: Combat Evolved, Jak & Daxter, Max Payne, Red Faction, Serious Sam, TIE Fighter, MicroProse, Spectrum HoloByte, Hasbro Interactive, Infrogrammes, Firaxis, 2K Games, Take-Two Interactive, SimCity, Populous, Will Wright, Maxis, Peter Molyneux, Bullfrog Productions, Sid Meier's Pirates, Istanbul (not Constantinople), They Might Be Giants, Flood, Soren Johnson, Puerto Rico (board game), UFO: Enemy Unknown, StarCraft, Requiem for a Nun, William Faulkner, Ben "from Iowa" Zaugg, Candy Crush, Fortnite, Lady Gaga, Geoff Keighley, The Economy of Prestige, James English, Alexander, Luke Theriault, The Revenant, Persona 5. Next time: Civ III to the Industrial Age Twitch: brettdouville, instagram: timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Video Game Newsroom Time Machine

Here is a list of the sources I used when researching this month's episode.   And consider supporting us on Patreon: https://www.patreon.com/user?u=7594060   Atari Coin Connection Volume 2 No. 10, November-December 1978 The Best Games Electronics Can Produce, New York Times, https://www.nytimes.com/1978/11/27/archives/the-best-games-electronics-can-produce.html Rusel DeMaria and Johnny Wilson, "High Score! The Illustrated History of Video Games", McGraw-Hill, 2003 Atari: The Golden Years - A History, 1978-1981 http://www.gamasutra.com/view/feature/3766/atari_the_golden_years__a_.php?print=14-55 The Video Game Historian https://videogamehistorian.wordpress.com/ The Digital Antiquarian https://www.filfre.net/ Ace, November 1988 The Games Machine, November 1988 Computer and Video Games, November 1988 Computer Gaming World, November 1988 Micromania, November 1988 Next Generation, November 1998 Computer and Video Games, November 1998 Mobygames http://www.mobygames.com Special Thanks to Alexander Smith for helping me with the Bushnell story.

Dev Game Club
DGC Ep 152: Diablo (part one)

Dev Game Club

Play Episode Listen Later Feb 27, 2019 71:01


Welcome to Dev Game Club, where this week we begin a new game: Blizzard Entertainment's 1996 classic, Diablo. We situate the game in time and in the RPG landscape of the 90s before diving into the first quarter of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Levels 1-4 Issues covered: Brett's Ph.D. falls to Diablo, playing in the various pits of LucasArts, games slipping across the industry due to Diablo multiplayer, RPGs of the 1990s, apparent look of Diablo as an isometric turn-based game, tabletop lineage and Western RPGs, limitations on casting, coming from arcade design, the origin of rogue-likes, loot drops, the death of RPGs and the rise of first-person shooter, overturning genre conventions, moving a strategy game reinvention to the RPG, having multiplayer, underpinnings of so many loot systems, screenshot test, limiting down to one character, balancing AI design to allow the player to react, mechanics/dynamics/aesthetics framework, lack of health bars, being pulled in and freneticism and panic, position maintenance and target prioritization, doing everything with one input, lack of numbers, streamlining health/stats, quest selection, saving frequently/infrequently, memorable terrifying boss, simple quest system, multiplayer games, getting a friend to help you retrieve your corpse, lack of game history in the curriculum, DGC timeline, lack of cursing, tenets and pillars of studios as well as for the games, incorporating players into games, fighting each other, Japanese interviews, the show music and production, leveling up spells. Games, people, and influences mentioned or discussed: Warcraft II: Beyond the Dark Portal, Doom, Quake, LucasArts, Duke Nukem 3D, Pokemon Red/Blue, Super Mario 64, Tomb Raider, Resident Evil, Nintendo 64, Game Boy, PlayStation, Civilization II, Elder Scrolls: Daggerfall, Super Mario RPG: Legend of the Seven Stars, Mario Kart 64, Crash Bandicoot, Meridian 59, Andrew Kirmse, 3DO, Final Fantasy VII, Chrono Cross, Chrono Trigger, Baldur's Gate, Planescape Torment, Betrayal at Krondor, Sierra Games, Ultima VI, Ultima VII, System Shock 2, Fallout, Elder Scrolls: Arena, Might and Magic VI, Wizardry (series), Eye of the Beholder, Ultima Underworld, Gold Box (series), Halo, Dungeons and Dragons, Gary Gygax, Jack Vance, Chainmail, Gauntlet, Nethack, Moria, Rogue, Dave Brevik, Condor Games, PC Gamer, Computer Gaming World, Rise of the Triad, Dune, Command and Conquer, BioWare, World of Warcraft, Fallout 4, Destiny, Dark Forces, Jogsidf, Deus Ex, King's Quest/Space Quest, Johnny Grattan, Metal Gear Solid, Silent Hill 2, Julian Gollop, X-COM, TIE Fighter, Sakaguchi Hironobu, Ueda Fumito, Kojima Hideo, Suda Goichi, SWERY65, Deadly Premonition, Aaron Evers. Next time: The Catacombs Links: PC Gamer Diablo Preview Original Diablo Pitch Document Dave Brevik Classic Game Postmortem IGN Interview with Dave Brevik Arcade Attack Podcast Interview with Dave Brevik Diablo 2 Office Tour https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 095: Anachronox (part four)

Dev Game Club

Play Episode Listen Later Jan 10, 2018 68:38


Welcome to Dev Game Club, where we are having our fourth and final discussion about 2001's quirky Western-built Japanese-style RPG Anachronox. We talk quite a bit about the specifics of the end of the game, with a diversion into ION Storm, and then talk about our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through to the end! Podcast breakdown: 0:42 Anachronox! Issues covered: that final battle, splitting up the party, Rho Bowman's adventure on Democratus, Stiletto Anyway's adventure on Democratus, Tim mansplains Star Wars to Brett, we do no work in figuring out the Elementor, Paco's adventure makes a mockery of the military, locks and keys through a million variations, Paco's minigame, party variety, why have unique levels for party members, end of the credits sequence, replayability as an issue in early 2000s games, ION Storm history, splitting off to be a rebel developer, how did this get made, game development rock stardom, Brett's film nerddom, going to Limbus and getting historical and religious context for the whole Chaos/Order thing, character design on Limbus, going to talk to Rowdy, circularity in the story, facial animation system, splitting up the party, heist movie, long car chase scene and Fatima's death, Kuleshov effect, what can and should games notice about player behavior, the final battle, how the Elementor crosses over or whether it does, area effect abilities, post-battle walk out scene, letting your freak flag fly, keeping players guessing, focus on writing and characters, being more playful, humor in games. Games, people, and influences mentioned or discussed: Aaron Evers, Legend of Zelda, Tomb Raider, Star Wars, Return of the Jedi, Tom Hall, Quake, Warren Spector, Deus Ex, ION Storm, Daikatana, John Romero, Unreal, Image Comics, DC Comics, Marvel Comics, Todd MacFarlane, Jim Lee, Rob Liefeld, Eidos Interactive, EA, Gathering of Developers, Masters of DOOM, New York Times Magazine, id Software, Epic Megagames, Peter Lorre, M., Fritz Lang, Dark Crystal, Time Machine, Die Hard, Sly Cooper (series), Max Payne, Metal Gear Solid (series), Reservoir Dogs, Star Trek, Moby Dick, Christopher Nolan, Batman, Jeff Green, Computer Gaming World, MaasNeotekProto. Links: Computer Gaming World issue where Jeff Green talks about the company and game Next time: Interview...? (If not, see the Twitter account) @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 090: Super Mario 64 (part four)

Dev Game Club

Play Episode Listen Later Dec 6, 2017 89:33


Welcome to Dev Game Club, where we are closing our series on 1996 3D platforming sensation Super Mario 64. We start at the end, discuss Koji Kondo's iconic music and finally, our takeaways, before turning to listener feedback. SM64 Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Podcast breakdown: 0:42   Segment 1: Discussion and Pillars 44:35 Break 45:08 Segment 2: Feedback/next time Issues covered: the boss battle, getting better at the game, getting those red stars, finding a backflip shortcut, throwing Bowser and figuring out a pattern for yourself, listening for audio cues, desperation, difficulty of the final Bowser fight, having a one-up nearby, building that Bowser battle around the controller, training you for that final battle, ending games, weird final cake, the last few levels, Tiny Huge Island and finding Wiggler, Tim learns you can choose one or the other image to jump into Tiny Huge Island, secret stars, sliding down the ramp, the music, our John Williams, adapting simple melodies across multiple titles, the stickiness of a few Mario musical themes, pulling these melodies forward into modern games, comparing film music to game music, limitations of hardware influencing musical choices, the 3D camera working so well with the level design, accommodating a camera in your level design (vs not), the abstraction that allows exploration of 3D ideas and experimentation, decision paralysis, the hub and spoke structure revisited, not holding up as consistently, green cap, variant gameplay should be easy, endings of games are hard, new combinations of skills, appreciating the game as an adult, more developed critical skills, importing an N64 and renting it out, reconfiguring the levels, speedrunning Mario 64, Brett uses the F word, teleporting out of the world, extending the play of the world, getting to the unreachable coin, swimming in 3D platformers, wish fulfillment in games, octogenarians and nostalgia, physical competence, VR potentially having a role when we are old, targeting wish fulfillment to only one demographic, power fantasy, mobile fantasy fulfillment. Games, people, and influences mentioned or discussed: Super Mario Odyssey, Portal, Mario Kart, Daron Stinnett, Koji Kondo, Nobuo Uematsu, Final Fantasy, Legend of Zelda, John Williams, Halo, Indiana Jones, Star Wars, Super Mario Sunshine, Super Mario Galaxy, Final Fantasy XV, Soul Reaver, Dan Houser, Super Mario World, Super Metroid, Dark Souls, Bloodborne, Sasha Visari, Truffles Mochacchino, SEGA Saturn, Tomb Raider, The Hobbit, Starfighter, TIE Fighter, Bobby Oster, Phil Rosehill, Summoning Salt, Awesome Games Done Quick, Audrey Fox, Mikkel Lodahl, Cribbage, Backgammon, Bridge, Ultima, Richard Garriott, Kim Kardashian's Hollywood, Ready Player One, j-dog33, Fallout 3, Silent Hill 2, Anachronox, Republic Commando, Reed Knight, Deus Ex, Tom Hall, id Software, Jeff Green, Computer Gaming World. Links: Summoning Salt on the Super Mario 64 120-Star World Record Progression Summoning Salt on the Super Mario 64 0-Star World Record Progression Super Mario 64 120 Star Race at GDQ Super Mario 64 0/1 Star Race at GDQ Half Button Presses  The Super Mario 64 coin that took 18 years to collect  Next time: Anachronox! Through "Bricks" @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

The 1099
Episode 106: Jeff Green on the Evolution of Games Media and Why Game Reviews Still Matter

The 1099

Play Episode Listen Later Aug 21, 2017 65:39


On this week's episode, Jeff Green, a consultant for Hit Detection, former games writer for Computer Gaming World and 1UP, and a former writer for PopCap and EA, joins host Josiah Renaudin to discuss the evolution of games media. Jeff details how veterans of games media can enter the world of consultancy, the move from writing to video, how to find success with Twitch streaming, the right time to jump into crowdfunding, and the difficulties of working for a game publisher/developer.

evolution twitch ea jeff green 1up games media popcap computer gaming world josiah renaudin
Dev Game Club
DGC Ep 075: Super Mario World (part three)

Dev Game Club

Play Episode Listen Later Aug 16, 2017 74:18


Welcome to Dev Game Club, where we currently playing 1991's Super Mario World. This week, we talk about how the difficulty of the game more and how it interacts with the exploration of the space. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Forest of Illusion Podcast breakdown: 0:33 Segment 1 (SMW Discussion) 34:35 Break 35:11 Feedback Issues covered: finding a key, picking things up mechanic, directing the player, repeating use of mechanics, picking up and placing objects, difficulty controlling the cape, progression of mechanical complexity, building on fundamentals, doing new things with hardware, similarity of modern consoles and PCs, meta infrastructure, controller changes over time, what do you add and remove with sequels, serving old fans vs serving new fans, helping you to be a completist, incentive to explore, discouraging exploration, exploration and requirement for high skill, lag in the Wii and switching to emulation, mastery as a design choice, user experience of difficulty, joy of playing as an incentive, "every level you find is a gift," precision of Mario play, lack of collectibles as proof of mastery, seeing other games in Nintendo games, the picture of Brett in Nintendo World HQ, taking Yoshi or the cape through every level, getting corrected on lore, retconning the lore, trying to make sense of long series, films and world-building, disconnected ("title-related") series, paying down the Wii points, alternate reality games, adventure games being dead, archiving server-based games, appreciating the fleeting experience, Jen's Majestic experience, reflecting on the podcast through a review, eavesdropping mission in Thief II, user experience in literature/theater/film/comics/etc, different every time, role-playing vs boss battles. Games, people, and influences mentioned or discussed: Star Wars Starfighter, Prey, Dark Souls, Breath of the Wild, Assassin's Creed, Shadow of the Colossus, Metroid (series), Tomb Raider, Halo, Super Meat Boy, Wolfenstein 3D, Skyrim, New Super Mario Bros 2, Link Between Worlds, Ben Zaugg, Mighty Joe Young, King Kong, The Giant BeastCast, Skyward Sword, Marvel Cinematic Universe, John Wick 2, James Bond, Casino Royale, Final Fantasy (series), Wizardry (series), Ultima (series), The Witcher (series), Metal Gear (series), C. J. Zimmerman, Super Princess Peach, Chrono Trigger, In Memorium, mym1nd, Blade Runner, Eternal Darkness, Discworld (series), Reed Knight, Majestic, The Black Watchmen, The Secret World, Antioch Scarlet Bay, Republic Commando, Computer Gaming World, Andrew Kirmse, Meridian 59, Chris Kirmse, 3D0, Star Wars Galaxy, The Matrix Online, Giant Bomb, KaiN - if that's my real name, Half-Life, mjwaz, AddictArts, DocBrutals, Soul Reaver, DreamCast, Thief II: The Metal Age, Looking Glass, System Shock 2, Ken Levine, Ultima Underworld, Origin Systems, Deus Ex, Warren Spector, Dishonored, Raph - some artist guy, Diablo II, Final Fantasy IX, True West, Daron Stinnett, Hitman 2, Tacoma, @giant_rat/Ficus. BrettYK: 6 TimYK: 52 Side note: What the heck is a "pedi-stool"? Correction: Super Princess Peach was a Nintendo DS title. Links: Bananas and Gigantism Next time: Finish the game! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

ANTIC The Atari 8-bit Podcast
ANTIC Interview 286 - William Leslie, OmniTrend Universe

ANTIC The Atari 8-bit Podcast

Play Episode Listen Later Jun 16, 2017 44:03


William Leslie - OmniTrend Universe William Bill Leslie was one of the authors of Omnitrend's Universe; a science fiction space trading and combat game.  The first version was programmed in valFORTH on an Atari 800, based on a board game created by Bill. It was Omnitrend's first game and was released in 1983. There were versions of Universe for the Atari 8-bit, Apple II and IBM computers. Bill was also involved in the development of the sequels Universe 2 and Universe 3, and of Breach, a turn-based tactical squad combat game. This interview took place on Jan. 7, 2017. Links: Atarimania - http://www.atarimania.com/game-atari-400-800-xl-xe-universe_5617.html Wikipedia - https://en.wikipedia.org/wiki/Universe_(1983_video_game) Review of Universe in ANTIC VOL. 3, NO. 5 / SEPTEMBER 1984 / PAGE 76 - http://web.archive.org/web/20080504080033/http://www.atarimagazines.com/v3n5/reviews.html Omnitrend's Universe ad on page 92 of issue 13 of ANALOG Computing magazine, November 1983 - https://archive.org/stream/analog-computing-magazine-14/Analog_Computing_14_1983-11_Retrofire_Hexpad_Lumberjack#page/n92/mode/1up Two reviews of Universe starting on page 14 of the June 1984 issue of Computer Gaming World magazine - http://www.cgwmuseum.org/galleries/issues/cgw_4.3.pdf ANALOG Computing magazine had a review beginning on page 33 of Issue 20 in July 1984 - https://archive.org/stream/analog-computing-magazine-20/Analog_Computing_20_1984-07_Games_Bacterion_Buzz-Zap#page/n34/mode/1up BYTE magazine had a review in Vol. 10, No. 5 on page 311 in May, 1985 - https://archive.org/stream/byte-magazine-1985-05/1985_05_BYTE_10-05_Multiprocessing#page/n312/mode/1up Dungeons and Desktops - https://smile.amazon.com/Dungeons-Desktops-History-Computer-Role-Playing/dp/1568814119/ FAQ for Atari 8-bit Universe (Chris Edgar) - https://www.gamefaqs.com/pc/564695-universe/faqs/58365 Omnitrend’s Universe group on Facebook - https://www.facebook.com/groups/435419473491677/

SinBits
1x04 Computer Gaming World

SinBits

Play Episode Listen Later Aug 14, 2015 30:16


En este programa os traigo la primera revista de Computer Gaming World, de noviembre-diciembre de 1981, anda que no ha llovido! Por lo que he podido investigar es la primera o de las primeras centradas exclusivamente en videojuegos, la revista es americana y se centra en los juegos de estrategia de guerra o mejor dicho... en los wargames!

computer gaming world
Player/Missile
Ep. 15: Nov 1981: Reversi II

Player/Missile

Play Episode Listen Later Jul 31, 2015 110:17


Two new magazines for the coverage: Computer Gaming World and my first magazine from the UK: Computer & Video Games, and two guest reviewers of magazines. An overview of KansasFest from the Atari point of view, and a review of the APX game Reversi II. Introduction California Extreme Arcade/Pinball show July 18 & 19 2015 CA Extreme twitter Pictures from CA Extreme KansasFest KansasFest More from Rebecca Heineman: Antic Interview #64 Steve Mayer: Antic Interview #65 Mark Pilgrim's Dive Into Python Ringtones from Atari 8-bit games HackFest Podcasters Summit Retro Computing Roundtable Ep #105 Carrington Vanston from Retro Computing Roundtable John Leake from RetroMacCast John Linville from The CoCo Crew Ken Gagne from Polygamer ... and also from Indiesider Kevin Savetz from ANTIC The Atari 8-bit Podcast Michael Mulhurn from Retro Computing Roundtable Mike Whalen from Electric Dreams BBS Podcast ... For 43 more links, see the show notes

video games atari apx reversi kansasfest computer gaming world polygamer antic the atari
DLC
83: Real Now-Time Fun

DLC

Play Episode Listen Later Jul 20, 2015 99:38


Jeff and Christian welcome Jeff Green, of Computer Gaming World, 1up, and GFW Radio fame to the show this week to talk about all the highs and lows of EVO 2015, Shenmue and Star Citizen's crowdfunding challenges, Odin Sphere's remake, and more. In the Playlist, everyone is talking about Rocket League, Jeff Green is still hooked on Hearthstone and has been trying Oculus Rift demos, Christian continues his walk down retro lane, and Jeff is intrigued by The Vanishing of Ethan Carter and Warhammer 40k: Deathwatch. For Tabletop TIme, Jeff Green cuts off their heads in Guillotine and Jeff Cannata introduces a new group to Evolution. All that, plus your Q's and our A's!

DLC
83: Real Now-Time Fun

DLC

Play Episode Listen Later Jul 20, 2015 99:38


Jeff and Christian welcome Jeff Green, of Computer Gaming World, 1up, and GFW Radio fame to the show this week to talk about all the highs and lows of EVO 2015, Shenmue and Star Citizen's crowdfunding challenges, Odin Sphere's remake, and more. In the Playlist, everyone is talking about Rocket League, Jeff Green is still hooked on Hearthstone and has been trying Oculus Rift demos, Christian continues his walk down retro lane, and Jeff is intrigued by The Vanishing of Ethan Carter and Warhammer 40k: Deathwatch. For Tabletop TIme, Jeff Green cuts off their heads in Guillotine and Jeff Cannata introduces a new group to Evolution. All that, plus your Q's and our A's!

Dead Robots' Society
DRS Episode 071 - Anthony Gallegos Interview

Dead Robots' Society

Play Episode Listen Later Oct 4, 2009 50:48


This week we talk with Anthony Gallegos and learn about the art of writing reviews and features for print and online sites. Anthony was former a writer for EGM, Computer Gaming World, and 1UP.com, but now he is a freelancer and podcaster.

egm 1up anthony gallegos computer gaming world dead robots society
Bad at Sports
Bad at Sports Episode 116: Scott McCloud!

Bad at Sports

Play Episode Listen Later Nov 18, 2007 77:10


Critic and Curator Jeff Ward joins Duncan and Richard in interviewing Comic theorist, artist, educator and all around kickass guy Scott McCloud. From Scott McCloud's website (www.scottmccloud.com) "At the age of 15, I remember telling my friend Kurt Busiek "I've decided to become a professional comic book artist." It was the Summer between 10th and 11th Grades. My previous decision to become World Chess Champion had proved impractical, but this time I knew I could pull it off and a year and a half out of college, I finally did. Today, I'm probably best known for: Understanding Comics. A 215-page comic book about comics that explains the inner workings of the medium and examines many aspects of visual communication along the way. Understanding Comics has done well in stores, is in over 15 languages and, while not universally liked, is about as close to it as I'm ever likely to see. A favorite of interface, game and Web designers despite the fact that it doesn't mention computers once. (Published 1993). Reinventing Comics. The controversial 242-page follow-up to U.C. advocates 12 different revolutions in the way comics are created, distributed and perceived with special emphasis on the potential of Online Comics. Nearly every page seemed to step on somebody's toes, and the debates in the comics industry over comics on the Web have gotten increasingly heated since its publication. Reinventing Comics is the only book I've ever written that's been actually described as "dangerous." (Published 2000). My Online Comics. They're all here (or at least linked to from here). Take a look. Public Speaking and Teaching. Click to find out more. Zot!. My first series ran for 36 issues at California's Eclipse Comics. Though ostensibly a superhero story, Zot! had an alternative flavor and featured some unorthodox storytelling and compositions. "A cross between Peter Pan, Buck Rogers and Marshall McLuhan" is how I usually describe it. (1984-1991) My Inventions. Over the years, I've created a number of strange, comics-related, um... things. Enough that I decided to give them their own section of this site. Check it out. My Other Comics.Though not numerous, I have done other printed comics including 1985's Destroy!!, a 12 issue stint writing Superman Adventures, in the mid-90's, a bizarre and generally disliked graphic novel about Abraham Lincoln, some mini-comics, short pieces, and various comics-style articles in magazines like Wired, Nickelodeon, Computer Gaming World, Wizard and Publishers' Weekly. Depending on who you ask, I'm either comics' leading theorist or a deranged lunatic, but life continues to be very interesting for me and the ideas that I've raised continue to provoke reactions throughout the comics community and -- increasingly -- beyond it. Pick up Understanding Comics (or look for it at your local library) to begin finding out why." ALSO: Mark Staff Brandl checks in to review art with his students from the Central European Bureau! Lastly Duncan and Joanna act wacky and Joanna has some interesting ideas.