Podcasts about Spectrum HoloByte

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Latest podcast episodes about Spectrum HoloByte

Video Game Newsroom Time Machine

Hollywood welcomes Siliwood, Saturn and Playstation begin fight for Japanese consumers & 3DO declared DOA 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 1994.  As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Alex Smith of They Create Worlds is our cohost.  Check out his podcast here: https://www.theycreateworlds.com/ and order his book here: https://www.theycreateworlds.com/book 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 Mastodon @videogamenewsroomtimemachine@oldbytes.space Or twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links: If you don't see all the links, find them here: https://www.patreon.com/posts/113403594 7 Minutes in Heaven: Space Ace (SNES) Video Version:  https://www.patreon.com/posts/113313328     https://www.mobygames.com/game/24930/space-ace/ Corrections: May 1994 Ep - https://www.patreon.com/posts/may-1994-110575391 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/     https://www.reddit.com/r/playstation/comments/p5o3d0/1995_prelaunch_playstation_brochure_promotional/     https://en.wikipedia.org/wiki/List_of_Sega_arcade_system_boards     https://en.wikipedia.org/wiki/Cruis%27n_USA     https://youtu.be/nrUWIHasHPQ?si=vCitZXMwn3UdXXNZ      1994: Playmates sees video games as path to diversification     Playmates Toys wins with video games arm, South China Morning Post (Hong Kong), June 9, 1994, Section: BUSINESS; Pg. 2 Sega goes to Epcot     Sega is largest exhibitor at Disney's Innoventions Pavilion at Epcot Center; unveils model of 10,000 square foot exhibit at CES, Business Wire, June 22, 1994, Wednesday        https://youtu.be/xhBPuiPY8uY?si=vQVOuYF_Y2jQUzDE Sega signs deals with Coca Cola and Hudson in Japan     Sega Makes Deals With Coke, Hudson, Newsbytes, June 3, 1994, Friday     Sega heads on-line telecom karaoke venture, Multimedia System Will Transmit Over ISDN Networks, The Nikkei Weekly (Japan), June 6, 1994      Sega announces massive bond issue     TOKYU TO ISSUE 40 BILLION yen IN BONDS, The Nikkei Weekly (Japan), June 13, 1994, Section: CORPORATE FINANCE; Pg. 16    Sega Enterprises to raise 100 bil. yen with CBs, Japan Economic Newswire, JUNE 8, 1994, WEDNESDAY Siliwood fever has become a pandemic!     GEFFEN RECORDS AND JASMINE MULTIMEDIA DEBUT VID GRID, NEW MULTIMEDIA INTERACTIVE VIDEO GAME WITH LARGEST NUger 320 x 240 Video for Windows(TM) and Innovative Game Technology, PR Newswire, June 13, 1994, Monday - 08:30 Eastern Time         Online Services Compete For Attention, Newsbytes, June 16, 1994, Thursday     New Line Cinema and Havas form interactive joint venture, Business Wire, June 1, 1994     Fox Interactive Leaps Quickly Into Game Software Fray, Billboard, June 4, 1994     GTE Interactive Media makes public debut with introduction of innovative line of interactive electronic entertainment; Leading edge creative talent, proprietary technologies and four-year proven track record bring platform diverse, Business Wire, June 20, 1994, Monday     Time Warner Interactive and Byron Preiss Multimedia Co. ink a multi-title affiliate label distribution deal, Business Wire, June 29, 1994, Wednesday     SNL' Now Showing On GameTek CD-ROM, Billboard, June 11, 1994, Section: THE ENTER*ACTIVE FILE; Pg. 66     Disney Software to Top Christmas Wish Lists in '94, Business Wire, June 24, 1994, Friday     Virgin makes sale to Blockbuster, Financial Times (London,England), June 30, 1994, Thursday, Section: Pg. 29     Studios Put New Spin On Game Spinoffs, Billboard, June 18, 1994, Copyright 1994 Billboard Publications, Inc., Section: THE ENTER*ACTIVE FILE; Pg. 52          Full Moon Entertainment and Philips Media Games to partner in videogame development; Philips to transform feature films into games, Business Wire, June 28, 1994, Tuesday SPA and Shareware makers resist ISDA         Software Publishers To Rate Computer Games, Newsbytes, June 16, 1994, Thursday      Nostalgia and dissapointment mar ECTS     https://segaretro.org/File:Edge_UK_009.pdf   pg. 14        A New Generation Of Pac-Man Arrives, Billboard, June 4, 1994, Section: THE ENTER*ACTIVE FILE; Pg. 88      Bill Stealey to return     http://www.kultmags.com/Play%20Time/1994/Play%20Time%201994-06.rar   pg. 19      Howard Lincoln delivers CES keynote     King of the Video Game Jungle commands spotlight at Summer CES; Nintendo chairman to deliver keynote address and Nintendo to command largest exhibit space, Business Wire, June 23, 1994, Thursday           CES - Video Industry & 20's Hollywood Compared, Newsbytes, June 23, 1994, Thursday         It's All In The Games; Q&A With Nintendo's Howard Lincoln, Billboard, June 25, 1994      Acclaim announces Turok     Acclaim and Nintendo announce 64-bit video game system development agreement; Acclaim unveils first Valiant Comics title for Nintendo Ultra 64(TM), Business Wire, June 23, 1994, Thursday     Malibu Comics signs deal with Sony Imagesoft, Business Wire, June 23, 1994, Thursday 3DO to show 25 titles at CES     3DO TO SHOWCASE HOT NEW TITLES AT SCES; RETAILERS CALL 3DO A HIT WITH CONSUMERS, Business Wire, June 21, 1994, Tuesday Japanese devs support 3DO     Video game software giants plan 3DO titles; Capcom to develop Super Street Fighter II Turbo for 3DO, Business Wire, June 23, 1994, Thursday Goldstar launches 3DO system     GOLDSTAR MULTIMEDIA CATEGORY ENTRY CONTINUES WITH DEBUT OF 3DO INTERACTIVE MULTIPLAYER SYSTEM, PR Newswire, June 23, 1994 Jaguar games and peripherals on show     ATARI CORPORATION ANNOUNCES IT HAS THE RESOURCES IN PLACE TO FULFILL ITS BUSINESS PLAN FOR 1994, PR Newswire, June 29, 1994, Wednesday - 09:01 Eastern Time     ATARI CELEBRATES 150+ JAGUAR LICENSEES; EXPANDED LIST INCLUDES PROMINENT NEW NAMES, PR Newswire, June 23, 1994, Thursday - 07:55 Eastern Time Jaguar goes multiplayer online     Phylon's simultaneous Voice-plus-Data technology in new Jaguar system, from Atari Corp., Business Wire, June 27, 1994, Monday     https://en.wikipedia.org/wiki/Atari_Jaguar Atari finances sound for 94     ATARI CORPORATION ANNOUNCES IT HAS THE RESOURCES IN PLACE TO FULFILL ITS BUSINESS PLAN FOR 1994, PR Newswire, June 29, 1994, Wednesday - 09:01 Eastern Time Sega looks to the younger set     Sega leverages its expertise in interactive technology to broaden its audience; new Sega Club joins the Sega toy division to attract new, younger customers, Business Wire, June 24, 1994, Friday VirctorMaxx shows off first consumer level VR     CHICAGO COMPANY UNVEILS WORLD'S FIRST AFFORDABLE VIRTUAL REALITY HEADSET FOR HOME USE AT CONSUMER ELECTRONICS SHOW, PR Newswire, June 21, 1994, Tuesday - 18:41 Eastern Time Get fit with your SNES     One of the most eagerly awaited products of the year arrives at the, Consumer Electronics Show, courtesy of Life Fitness and Nintendo, Business Wire, June 22, 1994, Wednesday     Aura Systems enters into exclusive distribution agreement for Interactor and AuraSound products for the Australia and New Zealand market Business Wire, June 6, 1994, Monday           INTERACTIVE VIDEO GAME IS A HIT WITH BASEBALL ENTHUSIASTS, PR Newswire, June 21, 1994, Tuesday - 08:27 Eastern Time Summer CES 95 gets new home     1995 - New Venue, New Name For Summer CES, Newsbytes, June 27, 1994, Monday      Redemption comes under suspicion in Oklahoma     Play Meter, June 1994, pg. 18 Devs sign up to support 32X     Over two dozen of video game industry's leading software publishers commit to Sega's Genesis 32X; Sega leads all competitors in delivering full 32-bit action at low price, Business Wire, June 2, 1994      Sega signs Truemotion     Sega and Duck announce inclusion of "TrueMotion", Business Wire, June 21, 1994, Tuesday     https://wiki.multimedia.cx/index.php/Duck_TrueMotion_1 Sega starts affiliate label program     Sega launches affiliate label program with Rocket Science Games, Business Wire, June 23, 1994, Thursday Next Gen duels it out on Japanese TV     https://segaretro.org/File:Edge_UK_009.pdf Sony reveals PSX architecture details     Sony Computer Entertainment unveils technology behind new home video game system; LSI Logic's custom CPU to give PlayStation competitive edge in video game hardware market, Business Wire, June 15, 1994, Wednesday Don't call Playstation a multimedia machine!     Sony soft-pedals high-tech game machine Multimedia Capabilities Outstrip Functions Of Current Software, The Nikkei Weekly (Japan), June 6, 1994 Alias Research to make Ultra 64 tools     Nintendo chooses Alias Research Inc. to create advanced content tools for 64-bit home video game system, Business Wire, June 9, 1994, Thursday           Alias To Develop 3-D Nintendo Graphics Tools, Newsbytes, June 15, 1994, Wednesday      Nintendo hints at 32 bit VR System     https://archive.org/details/Electronic_Gaming_Monthly_59/page/n55/mode/2up Newsweek declares 3DO DOA     Lost in Cyberspace, Newsweek, June 13, 1994 , UNITED STATES EDITION, Section: BUSINESS; Start-Ups; Pg. 40     SPECTRUM HOLOBYTE ISSUES CLARIFICATION, PR Newswire, June 9, 1994, Thursday - 08:00 Eastern Time Jaguar software begins to trickle in     https://segaretro.org/File:Edge_UK_009.pdf   pg. 14      Blockbuster/THQ announces Catapult modem     Blockbuster/Davis Video Launch Phone-Based Game Co, Newsbytes, June 7, 1994, Tuesday Sega wants to appeal to girls     Game Makers Finally Targeting Girls, Billboard, June 4, 1994, Section: THE ENTER*ACTIVE FILE; Pg. 88         https://segaretro.org/Sega_Girls_Task_Force        https://www.polygon.com/features/2019/5/27/18526122/sega-girls-task-force-female-players      Tiger Electronics rules handhelds     https://archive.org/details/Electronic_Gaming_Monthly_59/page/n215/mode/2up      Amiga users wait with bated breath     https://archive.org/details/amazing-computing-magazine-1994-06/page/n7/mode/2up Acorn delves into PC compatibility     https://segaretro.org/File:Edge_UK_009.pdf   pg. 18      Wing Commander goes FMV     https://archive.org/details/Computer_Gaming_World_Issue_119/page/n13/mode/1up TNG may be over, but the voyage continues on CDRom     Star Trek Next Generation CD-ROM For MPC, Newsbytes, June 9, 1994, Thursday Pajitnov endorses Spectrum Holobyte games     ALEXEY PAJITNOV, CREATOR OF 'TETRIS(R),' TO ENDORSE SPECTRUM HOLOBYTE'S LINE OF COMPUTER PUZZLE GAMES, PR Newswire, June 10, 1994, Friday - 07:59 Eastern Time      Surf is UP     https://segaretro.org/File:Edge_UK_009.pdf   pg. 11 Japanese Ministry Council to review telecommunication regulations     Private council to consider multimedia rules, Report From Japan, June 22, 1994          Media Futures: Japan plays catch-up with US - At first sight advanced information networks might seem like another instance of Japan stealing a march on its competitors in a key new technology. The truth is rather different, Financial Times (London,England), June 13, 1994, Monday, Section: Pg. 15, Byline: By MICHIYO NAKAMOTO Jurassic Park merch surpasses $1 Billion     JURASSIC PARK' MERCHANDISE SURPASSES $1 BILLION AT RETAIL WORLDWIDE; PRODUCTS CONTINUE TO STAMPEDE OUT OF RETAIL STORES, PR Newswire, June 1, 1994, Wednesday - 07:29 Eastern Time Microsoft to bring interactive TV to  Japan     Microsoft and NTT Announce Interactive Television Agreement, Business Wire, June 22, 1994, Wednesda     https://en.wikipedia.org/wiki/NetShow     NTT AND SILICON GRAPHICS TO BUILD INTERACTIVE MULTIMEDIA SERVICES SYSTEM FOR JAPAN PR Newswire, June 8, 1994, Wednesday - 00:36 Eastern Time         NTT links sight, sound - and companies Telephone giant forges far-flung alliances in effort to strengthen multimedia position, The Nikkei Weekly (Japan), June 27, 1994, Section: INDUSTRY DIGEST; Pg. 21 The Financial Times profiles Square     A role-play revolution - A Japanese businessman has found that a western approach to motivation has helped deliver spectacular results, Financial Times (London,England), June 28, 1994, Tuesday, London, Section: Management (The Growing Business); Pg. 14, Byline: By EMIKO TERAZONO Comic book bubble burst fallout continues     https://archive.org/details/Electronic_Gaming_Monthly_59/page/n213/mode/2up Atari Games RIP (sorta)     Play Meter, June 1994, pg. 3 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/ Games That Weren't - https://www.gamesthatwerent.com/ Sound Effects by Ethan Johnson of History of How We Play. Copyright Karl Kuras  

Video Game Newsroom Time Machine

Mortal Monday,  F-15 Strike Eagle saved by Falcon,  Sega announces Saturn 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 September 1993.  As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Alex Smith of They Create Worlds is our cohost.  Check out his podcast here: https://www.theycreateworlds.com/ and order his book here: https://www.theycreateworlds.com/book 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 Mastodon @videogamenewsroomtimemachine@oldbytes.space Or twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links: 7 Minutes in Heaven: General Chaos Video Version:  https://www.patreon.com/posts/7-minutes-in-93420048 https://www.mobygames.com/game/23830/general-chaos/   Corrections: August 1993 Ep - https://www.patreon.com/posts/august-1993-91387119 5th Anniversary Interview - https://www.patreon.com/posts/5th-anniversary-92773072 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ https://www.mobygames.com/game/63391/battletoads/ https://www.mobygames.com/game/8131/virtua-racing/ https://en.wikipedia.org/wiki/Super_Famicom_Naizou_TV_SF1 https://lmo.wikipedia.org/wiki/Sharp_Nintendo_Television Ethan, in fact, playing Wizkid - https://www.patreon.com/posts/71057943   1993     September 13th is Mortal Monday      https://archive.org/details/Electronic-Games-1993-09/page/n16/mode/1up?view=theater     Gregory Fischbach Part 2 - Acclaim https://www.patreon.com/posts/47720122     Gregory Fischbach Part 1 - Activision - Acclaim https://www.patreon.com/posts/46578120     Chris Garske - EA - Activision - Sierra - Sega - GT Interactive  https://www.patreon.com/posts/39835860 Street Fighter 2 sequels not as pricey as expected     https://archive.org/details/game-pro-issue-50-september-1993/page/133/mode/1up?view=theater Bill White switches sides     https://archive.org/details/game-pro-issue-50-september-1993/page/136/mode/1up?view=theater        https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_56_Sept_1993/page/n19/mode/1up?view=theater Nintendo Espana founded     https://archive.org/details/micromania-segunda-epoca-64/page/n7/mode/1up Sega beats Nintendo at CES     https://archive.org/details/Electronic-Games-1993-09/page/n85/mode/1up?view=theater CES closes to the public     https://archive.org/details/Electronic-Games-1993-09/page/n10/mode/1up?view=theater Multimedia is the new hotness     https://archive.org/details/Electronic-Games-1993-09/page/n45/mode/1up?view=theater     https://archive.org/details/PC.Games.N012.1993.09-fl0n/page/n9/mode/1up?view=theater        https://www.youtube.com/watch?v=aW4OQcBaV5c&list=PLBw24bgyD-sJkM_K9uPP6N73WwyxRFLaW     https://archive.org/details/computer-game-review-and-cd-rom-entertainment-september-1993/page/61/mode/1up?view=theater     https://archive.org/details/CommodoreUserIssue1201993Sep/page/n8/mode/1up?view=theater     https://www.filfre.net/2023/10/a-digital-pornutopia-part-1-the-seedy-rom-revolution/     https://www.filfre.net/2023/11/a-digital-pornutopia-part-2-the-internet-is-for-porn/ MPEG becomes standard     https://archive.org/details/Electronic-Games-1993-09/page/n10/mode/1up?view=theater Commodore sets big goals for CD32     The One , Sept. 1993, pg. 14 CDI gets FMV add-on     https://archive.org/details/Electronic-Games-1993-09/page/n9/mode/1up?view=theater     https://archive.org/details/CommodoreUserIssue1201993Sep/page/n8/mode/1up?view=theater Saturn is Sega's future     https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20050%20%28September%201993%29/page/n49/mode/2up        https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20050%20%28September%201993%29/page/n53/mode/2up Japanese turn to yanks     https://archive.org/details/game-pro-issue-50-september-1993/page/136/mode/1up?view=theater       https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_56_Sept_1993/page/n22/mode/1up?view=theater Game crossovers taking off     https://archive.org/details/game-pro-issue-50-september-1993/page/136/mode/1up?view=theater Acclaim is wheeling and dealing     https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_56_Sept_1993/page/n19/mode/1up?view=theater Acclaim signs deal with James Cameron     https://archive.org/details/Electronic-Games-1993-09/page/n10/mode/1up?view=theater      Barkley signs with Accolade     https://archive.org/details/Electronic-Games-1993-09/page/n9/mode/1up?view=theater     https://archive.org/details/PC-Player-German-Magazine-1993-09/page/n7/mode/1up Game while you fly in Europe     https://archive.org/stream/FinancialTimes1993UKEnglish/Jul%2007%201993%2C%20Financial%20Times%2C%20%23606%2C%20UK%20%28en%29_djvu.txt        https://archive.org/details/Electronic-Games-1993-09/page/n10/mode/1up?view=theater     https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20050%20%28September%201993%29/page/n79/mode/2up Top Guy takes the NES on the go     https://bootleggames.fandom.com/wiki/Top_Guy        https://archive.org/details/game-pro-issue-50-september-1993/page/112/mode/1up?view=theater.        Microprose bought by Spectrum Holobyte     https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1993.09/page/n8/mode/1up       https://archive.org/details/Electronic-Games-1993-09/page/n10/mode/1up?view=theater        https://archive.org/details/computer-game-review-and-cd-rom-entertainment-september-1993/page/60/mode/1up?view=theater     Wild Bill Stealey - Microprose https://www.patreon.com/posts/36710924 Windows goes to the Arcade     https://archive.org/details/PC-Player-German-Magazine-1993-09/page/n9/mode/1up?view=theater     https://www.mobygames.com/game/2842/microsoft-arcade/ Lucasfilm sends Amiga owners mixed messages     http://www.kultmags.com/mags.php?folder=QW1pZ2EgR2FtZXMvMTk5Mw==       Amiga Games September 1993 pg. 8        https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1993.09/page/n8/mode/1up       https://archive.org/details/CommodoreUserIssue1201993Sep/page/n12/mode/1up?view=theater SSI diversifies D&D     https://archive.org/details/Electronic-Games-1993-09/page/n41/mode/1up?view=theater     Joel Billings - SSI https://www.patreon.com/posts/36827469     Don Daglow Part 2 - Broderbund - Beyond Software - Stormfront - SSI https://www.patreon.com/posts/39095819     Don Daglow Part 1 - PDP - Mattel - Intellivision - EA https://www.patreon.com/posts/38445119 Psygnosis partners with MDI     https://www.computinghistory.org.uk/det/49109/Dictionary%20of%20the%20Living%20World/         https://archive.org/details/micromania-segunda-epoca-64/page/n7/mode/1up        https://www.mobygames.com/company/3187/media-design-interactive/ Ad games continue to proliferate in Germany     https://archive.org/details/PC.Games.N012.1993.09-fl0n/page/n9/mode/1up?view=theater       https://archive.org/details/PC.Games.N012.1993.09-fl0n/page/n15/mode/1up?view=theater         http://www.kultmags.com/mags.php?folder=QW1pZ2EgR2FtZXMvMTk5Mw==  Amiga Games September 1993 pg. 9 Tandy to sell off computer manufacturing operations     https://archive.org/details/Electronic-Games-1993-09/page/n10/mode/1up?view=theater        https://en.wikipedia.org/wiki/List_of_TRS-80_and_Tandy-branded_computers#PC-compatible_computers      MediaVision give Soundblaster a run for its money     https://en.m.wikipedia.org/wiki/Media_Vision_Pro_AudioSpectrum     https://archive.org/details/powerplaymagazine-1993-09/page/n15/mode/1up?view=theater        https://archive.org/details/PC-Player-German-Magazine-1993-09/page/n13/mode/1up?view=theater Mediavision gets into interactive movie biz     https://archive.org/details/PC-Player-German-Magazine-1993-09/page/n13/mode/1up?view=theater        https://www.mobygames.com/company/47/hyperbole-studios/ Scorched Earth reviewed in CGW     https://archive.org/details/Computer_Gaming_World_Issue_110/page/n75/mode/1up     http://www.whicken.com/scorch/index.html     http://www.cafepress.com/officialscorch Sega gets into toys     https://archive.org/details/Electronic-Games-1993-09/page/n9/mode/1up?view=theater        https://en.wikipedia.org/wiki/Sega_Toys TSN goes paperless     https://archive.org/details/Electronic-Games-1993-09/page/n94/mode/1up?view=theater     Ken Williams - Sierra https://www.patreon.com/posts/42700706      Andy Eddy leaves Video Games and Computer Entertainment     https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_56_Sept_1993/page/n5/mode/1up?view=theater      Smithsonian inducts software     https://archive.org/details/PC-Player-German-Magazine-1993-09/page/n13/mode/1up?view=theater Vectrex makers post OG files online     https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_56_Sept_1993/page/n14/mode/1up?view=theater        https://en.wikipedia.org/wiki/Vectrex      Camerica shuts down     https://archive.org/details/game-pro-issue-50-september-1993/page/136/mode/1up?view=theater 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/ Games That Weren't - https://www.gamesthatwerent.com/ Sound Effects by Ethan Johnson of History of How We Play. Copyright Karl Kuras

DOS Game Club
Stunts

DOS Game Club

Play Episode Listen Later Sep 13, 2023 184:28


The late 80s and early 90s were filled with "true 3D" polygon-based first-person driving games. There was Hard Drivin' in the arcade by Atari, Geoff Crammond released Stunt Car Racer, Spectrum Holobyte published Stunt Driver, to name a few. But the one game that proved to capture the hearts of many and remains being played […]

3d atari stunts spectrum holobyte stunt car racer
Video Game Newsroom Time Machine

Sega introduces ratings Nintendo beats Tengen Sony buys Psygnosis 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 July 1993.  As always,  we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Alex Smith of They Create Worlds is our cohost.  Check out his podcast here: https://www.theycreateworlds.com/ and order his book here: https://www.theycreateworlds.com/book 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 Mastodon @videogamenewsroomtimemachine@oldbytes.space Or twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links: 7 Minutes in Heaven: Mighty Final Fight     Video Version:  https://www.patreon.com/posts/89127339     https://en.wikipedia.org/wiki/Mighty_Final_Fight     https://www.mobygames.com/game/11085/mighty-final-fight/ Corrections:     June 1993 Ep - https://www.patreon.com/posts/june-1993-86864543     Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/     https://en.wikipedia.org/wiki/St.GIGA     https://en.wikipedia.org/wiki/Barcode_Battler 1993: EA sales way up!     https://archive.org/details/Video_Games_Computer_Entertainment_Issue_54_July_1993/page/n29/mode/1up?view=theater Japanese game makers had bumper 1992     Replay July 1993 pg. 14 Sega's Nakayama sees bright future     https://www.nytimes.com/1993/07/04/business/sega-takes-aim-at-disney-s-world.html      Namco goes to China     Replay July 1993 pg. 3 The press discovers violent games     Play Meter July 1993      Sega introduces rating system     Play Meter July 1993  pg. 38     RePlay July 1993 pg. 18 Genesis Street Fighter gets delayed     https://archive.org/details/ElectronicGamesLC2/Electronic%20Games%20LC2%20Issue%2010%20%28July%201993%29/page/n11/mode/2up     https://archive.org/details/Video_Games_Computer_Entertainment_Issue_54_July_1993/page/n5/mode/1up?view=theater Sunsoft beats Action Replay     https://archive.org/details/Video_Games_Computer_Entertainment_Issue_54_July_1993/page/n9/mode/1up?view=theater      Sega announces Mega Drive 2 and MegaCD 2     https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20048%20%28July%201993%29/page/n56/mode/1up     https://archive.org/details/Video_Games_Computer_Entertainment_Issue_54_July_1993/page/n25/mode/1up?view=theater Hook your TurboDuo up to your PC     https://archive.org/details/ElectronicGamesLC2/Electronic%20Games%20LC2%20Issue%2010%20%28July%201993%29/page/n9/mode/2up       https://archives.tg-16.com/TURBOFORCE/TF-03-04.jpg    https://archives.tg-16.com/00_feature.htm Summer CES belongs to multimedia and networking     Replay July 1993 pg. 28      7th Guest gets mixed reviews     https://archive.org/details/PC.Games.N010.1993.07-fl0n/page/n75/mode/2up Games gum up the works on office PCs     https://www.nytimes.com/1993/07/04/weekinreview/zap-whang-aieeee-eat-phaser-klingon-er-boss.html US government promotes Clipper     https://archive.org/details/eu_BYTE-1993-07_OCR/page/n39/mode/1up        https://en.wikipedia.org/wiki/Clipper_chip      Nintendo launches barebones Gameboy     https://archive.org/details/GamePro_Issue_048_July_1993/page/n144/mode/1up Toys R Us drops the Lynx     https://archive.org/details/GamePro_Issue_048_July_1993/page/n143/mode/2up FAA considering game ban     https://archive.org/details/GamePro_Issue_048_July_1993/page/n146/mode/1up      Nintendo beats Atari Games in court     https://www.nytimes.com/1993/07/30/business/company-news-jury-says-atari-infringed-nintendo-system.html Phillips launches barrage of lawsuits     Replay July 1993 pg. 14 Accolade and Sega bury the hatchet     https://archive.org/details/GamePro_Issue_048_July_1993/page/n144/mode/1up      AT&T buys stake in Sierra Network     https://www.nytimes.com/1993/07/29/business/at-t-sees-the-future-in-games.html        https://archive.org/details/Video_Games_Computer_Entertainment_Issue_54_July_1993/page/n29/mode/1up?view=theater Spectrum Holobyte buys Bullet-Proof     https://archive.org/details/Game_Players_PC_Entertainment_Vol.6_Issue_4_July1993_U/page/n7/mode/1up         https://archive.org/details/Video_Games_Computer_Entertainment_Issue_54_July_1993/page/n27/mode/1up?view=theater Sony buys Psygnosis     https://archive.org/details/Game_Players_PC_Entertainment_Vol.6_Issue_4_July1993_U/page/n7/mode/1up        https://archive.org/details/pc-review-21/page/15/mode/1up     Imagine documentary - https://youtu.be/ZoDh61sgCOg?si=MG-VMl41JvvEN6-X EA goes to Sesame Street     https://archive.org/details/Game_Players_PC_Entertainment_Vol.6_Issue_4_July1993_U/page/n7/mode/1up     https://www.mobygames.com/company/3076/eakids/ Double Dragon coming to TV     https://archive.org/details/ElectronicGamesLC2/Electronic%20Games%20LC2%20Issue%2010%20%28July%201993%29/page/n11/mode/2up     https://en.wikipedia.org/wiki/Double_Dragon_(TV_series) Chris Crawford gives his Dragon Speech at CGDC     https://archive.org/details/Computer_Gaming_World_Issue_108/page/n33/mode/2up         https://www.youtube.com/watch?v=CBrj4S24074        https://archive.org/details/Computer_Gaming_World_Issue_108/page/n161/mode/1up        https://archive.org/details/pc-review-21/page/32/mode/1up     https://archive.org/details/ElectronicGamesLC2/Electronic%20Games%20LC2%20Issue%2010%20%28July%201993%29/page/n9/mode/2up 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/ Games That Weren't - https://www.gamesthatwerent.com/ Sound Effects by Ethan Johnson of History of How We Play. Copyright Karl Kuras

They Create Worlds
Microprose Part 2

They Create Worlds

Play Episode Listen Later Sep 1, 2023 98:57


TCW Podcast Episode 193 - Microprose Part 2   In part two of our look at Microprose we focus on the growth of the company with popular games like Gunship, and Sid Meier's Pirates. Wild Bill continued his aggressive push to expand the company moving into the UK market and even the coin-op space. This unfortunately led Sid to step back from the company and become a contractor. Wild Bill took the company public to help cover the costs of missteps but eventually became embroiled in his own troubles with pressure from the board. It was during a time when he was forced to step back from the company, and the release of problematic adventure and role-playing games led the company to be acquired by Spectrum Holobyte.   Silent Service: https://www.youtube.com/watch?v=Qz4shxxdero Gunship DOS: https://www.youtube.com/watch?v=fCZUc0d8ol8 Gunship C64: https://www.youtube.com/watch?v=A8bBV7uzbSs Airborne Ranger: https://www.youtube.com/watch?v=6wEH2c98-Nc Rules of Wooden Ships and Iron Men: https://www.youtube.com/watch?v=NlT6i1DOeUM Sid Meier's Pirates: https://www.youtube.com/watch?v=owSCqgpv9AA How to be a Pirate Captain: https://www.youtube.com/watch?v=3YFeE1eDlD0 How to be a Pirate Quartermaster: https://www.youtube.com/watch?v=T0fAznO1wA8 Captain Blood Trailer: https://www.youtube.com/watch?v=4HmoyQcoBd0 Arcade F15 Strike Eagle: https://www.youtube.com/watch?v=_7TK56745MM Command HQ: https://www.youtube.com/watch?v=pXFwn29ZEpQ Rex Nebular and the Cosmic Gender Bender: https://www.youtube.com/watch?v=OztH7m4wQzQ What Magic is This? Alchemy: https://whatmagicisthis.com/2020/01/31/alchemy/ Darklands: https://www.youtube.com/watch?v=aILjTCfnmI8   New episodes are on the 1st and 15th of every month!   TCW Email: feedback@theycreateworlds.com  Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book, published Dec 2019, is available at CRC Press and at major on-line retailers: http://bit.ly/TCWBOOK1     Intro Music: Josh Woodward - Airplane Mode -  Music - "Airplane Mode" by Josh Woodward. Free download: http://joshwoodward.com/song/AirplaneMode  Outro Music: RolemMusic - Bacterial Love: http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love    Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/

Video Game Newsroom Time Machine

Street Fighter movie is a go Traditional computer game makers falter Sega's Battle with Nintendo heats up 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 1993.  As always,  we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Alex Smith of They Create Worlds is our cohost.  Check out his podcast here: https://www.theycreateworlds.com/ and order his book here: https://www.theycreateworlds.com/book 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 Mastodon @videogamenewsroomtimemachine@oldbytes.space Or twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links: 7 Minutes in Heaven: Kirby's Adventure     Video Version:  https://www.patreon.com/posts/86863884     https://en.wikipedia.org/wiki/Kirby%27s_Adventure Corrections:     May 1993 Ep - https://www.patreon.com/posts/may-1993-85165933     Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/     https://www.mobygames.com/group/11345/star-trek-licensees/sort:date/     https://www.mobygames.com/game/7384/the-death-and-return-of-superman/     https://en.wikipedia.org/wiki/A_Death_in_the_Family_(comics) 1993: Capcom set to cofinance Street Fighter movie.... oh, and Street Fighter 3 to come in the Fall    Replay June 1993, pg. 3     https://www.imdb.com/title/tt0111301/?ref_=nv_sr_srsg_0_tt_8_nm_0_q_street%2520fighter     https://en.wikipedia.org/wiki/Edward_R._Pressman Capcom announces Street Fighter 2 Turbo for Super Famicom     https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20047%20%28June%201993%29/page/n3/mode/2up        https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20047%20%28June%201993%29/page/n73/mode/2up        https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20047%20%28June%201993%29/page/n127/mode/1up     https://en.wikipedia.org/wiki/HuCard     https://www.mobygames.com/game/8053/street-fighter-ii-champion-edition/     https://www.mobygames.com/game/6239/street-fighter-ii-the-world-warrior/     https://www.mobygames.com/game/7083/street-fighter-ii-turbo/ Castlevania coming to the Genesis          https://tfwiki.net/wiki/The_many_deaths_of_Optimus_Prime     https://www.mobygames.com/game/company:4353/platform:genesis/sort:title/page:1/ Sega reduces cartridge production costs         https://archive.org/details/video-games-computer-entertainment-june-1993/page/n7/mode/2up     Wild Bill Stealey - Microprose https://www.patreon.com/posts/36710924 Nintendo announces Super Famicom online play    https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20047%20%28June%201993%29/page/n75/mode/1up     https://en.wikipedia.org/wiki/Satellaview     https://en.wikipedia.org/wiki/St.GIGA Japanese cart prices drop fast!     https://archive.org/details/GamePro_Issue_047_June_1993/page/n121/mode/1up     Jerry Wolosenko - Synapse https://www.patreon.com/posts/42014024     https://en.wikipedia.org/wiki/Nintendo_Space_World Tomy brings Barcode Battler to the West     https://archive.org/details/theone-magazine-57/page/n13/mode/2up     https://en.wikipedia.org/wiki/Barcode_Battler Konami's Arcadeboy will turn your gameboy into an arcade cabinet     Video Games 06-1993 pg. 31     http://www.kultmags.com/mags.php?folder=VmlkZW8gR2FtZXMvMTk5Mw==     https://www.nintendolife.com/news/2019/04/feature_the_konami_hyperboy_is_a_dumb_but_loveable_throwback_to_a_bygone_era      Court gives AMD go ahead to make 486s     https://archive.org/details/pc-review-20/page/14/mode/2up     https://en.wikipedia.org/wiki/Advanced_Micro_Devices,_Inc._v._Intel_Corp. Creative Labs shows off Soundblaster 16 at Cebit     PC Games 06-1993 pg 18     http://www.kultmags.com/mags.php?folder=UEMtR2FtZXMvMTk5Mw== EPA hopes Energystar will help save the planet         https://archive.org/details/BYTE-1993-06/page/n35/mode/1up?view=theater&q=energystar     https://rmi.org/cryptocurrencys-energy-consumption-problem/ Windows is coming to everything!     https://archive.org/details/BYTE-1993-06/page/n92/mode/1up?view=theater     https://en.wikipedia.org/wiki/List_of_Microsoft_Windows_versions Maxis wants to unify game data     https://archive.org/details/Computer_Gaming_World_Issue_107/page/n95/mode/1up?view=theater     http://podcast.theycreateworlds.com/e/the-simulations-of-will-wright/     https://www.mobygames.com/group/1066/simcity-series/ Andy Hollis leaves Microprose     https://archive.org/details/computer-game-review-and-cd-rom-entertainment-june-1993/page/58/mode/2up     https://www.mobygames.com/group/8561/janes-combat-simulations/     https://www.mobygames.com/game/1365/strike-commander/ Viacom buys ICOM     https://archive.org/details/computer-game-review-and-cd-rom-entertainment-june-1993/page/58/mode/2up     https://www.mobygames.com/company/330/rabid-entertainment-inc/     https://www.mobygames.com/company/447/viacom-new-media/ Trimark gets interactive     https://archive.org/details/Video_Games_Computer_Entertainment_Issue_53_June_1993/page/n21/mode/2up     https://www.mobygames.com/company/753/trimark-interactive/ Spectrum Holobyte gets cash infusion     https://archive.org/details/Video_Games_Computer_Entertainment_Issue_53_June_1993/page/n21/mode/2up         https://archive.org/details/CommodoreUserIssue1171993Jun/page/n41/mode/1up Sheff's Game Over gets reviewed     Replay June 1993, pg. 37   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/ Games That Weren't - https://www.gamesthatwerent.com/ Sound Effects by Ethan Johnson of History of How We Play. Copyright Karl Kuras 30 years ago: #StreetFighter movie is a go, Traditional computer game makers falter & #Sega's battle with #Nintendo heats up These stories and many more on this episode of the VGNRTM with @tcwpodcast's Alex! street fighter,nintendo, sega,microprose,ssi,sierra,spectrum holobyte,icom,barcode battler,konami,snes,genesis,satellaview,castlevania,amd,intel

The Commodore Chronicles Podcast
486 Deluxe Episode One - Wolfenstein 3D

The Commodore Chronicles Podcast

Play Episode Listen Later Jan 8, 2023 32:44


Wolfenstein 3D (IMHO) was the catalyst for the modern first person shooter. It was also the reason I insisted that my parents pickup an IBM-Compatible PC. That PC would be an AST Advantage Adventure 6066d with a 486DX2/66 processor and 8MB of RAM and is the inspiration behind the 486 Deluxe podcast. Thanks to the Commodore Chronicles Family of Podcasts "Fast Load Collective" Patrons Chris Petzel, Jim Pones, Matthew Warren and Eric Nelson. I'm so thankful for your on-going support! If you want to support the Commodore Family of Podcasts, including 486 Deluxe and Fine and Tandy, you can do so over at patreon.com/c64chronicles. If you wish to provide feedback on the next episode of 486 Deluxe, where we'll be covering Spectrum Holobyte's Star Trek: The Next Generation: A Final Unity, you can do so by watching for posts on twitter.com/c64chronicles and facebook.com/c64chronicles. You can also provide feedback via email at commodorechronicles@gmail.com I hope you enjoy the episode. Thanks for listening!

Video Game Newsroom Time Machine

PCEngine goes Duo SNES snags Street Fighter II exclusive PowerPC to take on Intel 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 January 1992. 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 being joined by our guest co-host Jon from the Retro Games Squad https://retrogamesquad.libsyn.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/61867625 https://www.mobygames.com/game/moonstone-a-hard-days-knight http://moonstonetavern.co.uk/ Corrections: December 1991 Ep - https://www.patreon.com/posts/60607281 https://en.wikipedia.org/wiki/Jaleco https://en.wikipedia.org/wiki/Vector_graphics#Vector_display_hardware https://en.wikipedia.org/wiki/LZ_129_Hindenburg https://en.wikipedia.org/wiki/The_War_of_the_Worlds_(1938_radio_drama) 1992: Spectrum Holobyte teams up with Virtuality https://archive.org/details/ACEIssue52Jan92/ACE_Issue_52_Jan_92/page/n10/mode/1up https://archive.org/details/Computer_Gaming_World_Issue_90/page/n23/mode/1up https://archive.org/details/Computer_Gaming_World_Issue_90/page/n69/mode/1up November 1991 jump - https://www.patreon.com/posts/59604459 https://en.wikipedia.org/wiki/Spectrum_HoloByte https://en.wikipedia.org/wiki/Virtuality_(product) NEC launches the Duo https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20030%20%28January%201992%29/page/n49/mode/1up https://en.wikipedia.org/wiki/TurboGrafx-16 https://en.wikipedia.org/wiki/TurboGrafx-16#LT Street Fighter II is coming to the SNES https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20030%20%28January%201992%29/page/n71/mode/1up https://en.wikipedia.org/wiki/Street_Fighter_II Acclaim is coming to Genesis https://archive.org/details/Game_Informer_Issue_003_January-February_1992 pg. 17 https://en.wikipedia.org/wiki/Mirrorsoft https://www.mobygames.com/company/arena-entertainment Greg Fischbach Interview Part 1 - https://www.patreon.com/posts/46578120 Greg Fischbach Interview Part 2 - https://www.patreon.com/posts/47720122 Accolade files counterclaim against Sega https://archive.org/details/Game_Informer_Issue_003_January-February_1992 pg. 17 pg. 54 https://en.wikipedia.org/wiki/Sega_v._Accolade Michael Katz Interview Part 2 - https://videogamenewsroomtimemachine.libsyn.com/michael-katz-interview-part-2 https://www.mobygames.com/browse/games/genesis/accolade-inc/ Atari shows off new wares at Comdex https://archive.org/details/atari_interface_jan92 https://archive.org/details/atari_interface_jan92/page/n7/mode/2up https://archive.org/details/atari_interface_jan92/page/n33/mode/1up https://atarimuseum.nl/atari-pc/ https://en.wikipedia.org/wiki/Atari_STacy https://en.wikipedia.org/wiki/ST_BOOK https://www.facebook.com/348667254556/posts/neuzugang-ein-atari-cdar504-cd-rom-laufwerk-baujahr-1989-/10157955487614557/ https://en.wikipedia.org/wiki/Commodore_PC_compatible_systems IBM, Apple, and Motorola team up for PowerPC https://archive.org/details/eu_BYTE-1992-01_OCR/page/n30/mode/1up https://archive.org/details/eu_BYTE-1992-01_OCR/page/n31/mode/1up https://en.wikipedia.org/wiki/PowerPC https://en.wikipedia.org/wiki/Steve_Ballmer CD upgrades are on the way https://archive.org/details/Video_Games_Computer_Entertainment_Issue_36_January_1992 pg. 26 https://en.wikipedia.org/wiki/Loom_(video_game)#Talkie https://en.wikipedia.org/wiki/Mixed-Up_Mother_Goose#Other_versions Al Lowe Interview - https://www.patreon.com/posts/29977733 Intertainment 91 sees Multimedia and 3D as the future https://archive.org/details/Computer_Gaming_World_Issue_90/page/n67/mode/1up https://en.wikipedia.org/wiki/The_3DO_Company https://en.wikipedia.org/wiki/Knightmare https://en.wikipedia.org/wiki/BattleTech_Centers https://www.mobygames.com/game/plumbers-dont-wear-ties January 1982 jump - https://www.patreon.com/posts/61568685 Amiga to go portable https://archive.org/details/info-magazine-46/Info_Issue_46_1992_Jan/page/n65/mode/1up https://web.archive.org/web/20120624063440/http://www.amigahistory.co.uk/portamiga.html CES will open to the public https://en.wikipedia.org/wiki/Consumer_Electronics_Show https://en.wikipedia.org/wiki/Consumer_Electronics_Show#1993 Konix launches the Joystick tester https://archive.org/details/micromania-segunda-epoca-44/page/n10/mode/1up http://ididapoo.blogspot.com/2012/03/amiga-magazines-wonders-of-early-90s.html https://en.wikipedia.org/wiki/Konix_Multisystem 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.

Video Game Newsroom Time Machine
Gordon Walton Interview Part 2

Video Game Newsroom Time Machine

Play Episode Listen Later Jul 15, 2021 172:33


When we last spoke to Gordon, he was just about to enter the online gaming arena.  Follow his career from Kesmai to EA, Sony, and beyond. Classic games like Star Wars Galaxies, Star Wars Old Republic, Sims Online, Motor City Online, and Ultima Online Third Dawn. Gordon has seen the good, the bad, and the ugly and he's about to bring you a new MMO, Crowfall! Part 1: https://www.patreon.com/posts/gordon-walton-1-52644122 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: https://crowfall.com/en-US/ https://www.mobygames.com/company/kesmai-corporation https://en.wikipedia.org/wiki/News_Corporation https://www.mobygames.com/game-group/air-warrior-series https://www.mobygames.com/game/windows/aliens-online https://www.mobygames.com/company/ientertainment-network https://en.wikipedia.org/wiki/Spectrum_HoloByte https://en.wikipedia.org/wiki/Origin_Systems https://en.wikipedia.org/wiki/Ultima_Online https://www.uoguide.com/Ultima_Online:_Third_Dawn https://ultima.fandom.com/wiki/Ultima_Online_2 https://en.wikipedia.org/wiki/Motor_City_Online https://en.wikipedia.org/wiki/Earth_%26_Beyond https://en.wikipedia.org/wiki/The_Sims_Online https://en.wikipedia.org/wiki/SimAnt https://en.wikipedia.org/wiki/Pogo.com https://en.wikipedia.org/wiki/Electronic_Arts https://en.wikipedia.org/wiki/Star_Wars_Galaxies https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo https://crowfall.com/en-US/ https://en.wikipedia.org/wiki/Guild_Wars Warren Spector interviews Gordon Walton https://www.youtube.com/watch?v=_UWjsJhp3Sc https://en.wikipedia.org/wiki/Apple_Lisa

A Voix Haute
13 - LE MOT DU MATIN - Marc Levy - Yannick Debain.

A Voix Haute

Play Episode Listen Later May 3, 2021 0:25


Marc Levy, parfois orthographié Marc Lévy (né le 16 octobre 1961 à Boulogne-Billancourt) est un romancier français, devenu célèbre dès son premier roman, Et si c'était vrai..., adapté au cinéma en 2005. Son père, Raymond Lévy, connu comme écrivain et résistant, évadé du train de déportés qui les emmenait vers Dachau, est évoqué par Marc Levy dans son ouvrage Les Enfants de la liberté. Après guerre, il travaille dans un magasin avant de reprendre les éditions d'art de son beau-père. Sa mère est agente immobilière. Marc Levy entre à dix-huit ans à la Croix-Rouge française dans les Hauts-de-Seine, tout d'abord comme secouriste, et y reste six ans en prenant notamment des fonctions dans la gestion opérationnelle départementale tout en poursuivant des études de gestion et d'informatique à l'université Paris-Dauphine. En 1983, il crée sa première entreprise avec deux associés (Mickael Bendavid et Xavier Poncin), Logitec France, basée au départ dans les locaux du quai Voltaire à Paris puis à Boulogne-Billancourt (à ne pas confondre avec un certain nombre de sociétés au nom similaire). En 1988, il ouvre une unité chargée de développer une carte de traitement d'images à Sophia Antipolis avec les ingénieurs de la société américaine Spectrum HoloByte. Le projet échoue, ce qui aboutit en 1989 à la perte de contrôle de la société, qui dépose le bilan quelques mois plus tard. Repartant de zéro, à 29 ans, il fonde avec son beau-frère (le frère de sa première femme) un cabinet d'architecture de bureau, Eurythmic Cloiselec. En 2000, après l'immense succès de son premier roman Et si c'était vrai aux Éditions Robert Laffont, Marc Levy démissionne à 38 ans de son cabinet d'architecture et part habiter à Londres pour se consacrer exclusivement à l'écriture. L'ouvrage est traduit dans une quarantaine de langues, publié dans 32 pays et se vend à cinq millions d'exemplaires, restant classé durant deux ans sur les listes de meilleures ventes. DreamWorks SKG en acquiert les droits d'adaptation cinématographique. Le film, intitulé en langue originale Just Like Heaven, réalisé par Mark Waters, interprété par Reese Witherspoon et Mark Ruffalo, se classe premier du box-office américain lors de sa sortie en 2005. Depuis janvier 2017, des histoires de Marc Levy sont proposées, illustrées, chez McDonald's dans leurs menus Happy Meals. Marc Levy est le frère de Lorraine Lévy, auteur de théâtre, scénariste, réalisatrice. Il est le cousin de Julie Andrieu, son grand-père maternel ayant épousé en deuxièmes noces la mère de Nicole Courcel

Video Game Newsroom Time Machine
Tom Dusenberry - Interview

Video Game Newsroom Time Machine

Play Episode Listen Later Dec 20, 2020 69:57


From stacking inventory on the Parker Brothers loading docks, to being knee deep in the trenches of the video game crash, to founding Hasbro Interactive and helping acquire Magic and D&D, Tom Dusenberry has seen the industry like few others and he's here to share his story, his passion for innovation, and some great inside insight on the business of gaming. Links: https://en.wikipedia.org/wiki/Parker_Brothers https://en.wikipedia.org/wiki/General_Mills https://en.wikipedia.org/wiki/Hasbro https://en.wikipedia.org/wiki/Instant_Insanity https://en.wikipedia.org/wiki/Merlin_(console) https://en.wikipedia.org/wiki/Texas_Instruments https://en.wikipedia.org/wiki/Toys_%22R%22_Us https://en.wikipedia.org/wiki/Sears https://en.wikipedia.org/wiki/Atari https://en.wikipedia.org/wiki/Nerf https://www.handheldmuseum.com/ParkerBros/index.html http://www.atarimania.com/list_games_atari-2600-vcs-parker-brothers-usa_publisher_25_2_G.html https://en.wikipedia.org/wiki/Kenner_Products https://en.wikipedia.org/wiki/Tonka https://www.mobygames.com/company/parker-brothers https://www.mobygames.com/game/nes/heavy-shreddin https://en.wikipedia.org/wiki/Hasbro https://en.wikipedia.org/wiki/Hasbro_Interactive https://en.wikipedia.org/wiki/Windows_95 https://en.wikipedia.org/wiki/Westwood_Studios https://www.mobygames.com/game/monopoly https://www.mobygames.com/company/hasbro-interactive-ltd https://en.wikipedia.org/wiki/Spectrum_HoloByte https://en.wikipedia.org/wiki/MicroProse https://en.wikipedia.org/wiki/Atari_SA https://en.wikipedia.org/wiki/Tiger_Electronics http://www.dusenberryentertainment.com/ https://en.wikipedia.org/wiki/Java_Platform,_Micro_Edition https://en.wikipedia.org/wiki/Binary_Runtime_Environment_for_Wireless https://en.wikipedia.org/wiki/Glu_Mobile https://en.wikipedia.org/wiki/Glover_(video_game) https://en.wikipedia.org/wiki/Gen_Con https://en.wikipedia.org/wiki/Magic:_The_Gathering https://en.wikipedia.org/wiki/Alan_G._Hassenfeld https://en.wikipedia.org/wiki/Richard_Garfield https://en.wikipedia.org/wiki/Pok%C3%A9mon https://en.wikipedia.org/wiki/NASCAR_Heat_(series)  

Musica pixeleada
Tetris (Spectrum Holobyte) (Apple II - AMIGA - DOS - Atari ST)

Musica pixeleada

Play Episode Listen Later Aug 3, 2020 17:35


En este programa estaremos conversando sobre una de las tantas versiones del popular juego Tetris, mas concretamente de la versión desarrollada por la compañía Spectrum Holobyte, compañía subsidiaria de Mirrorsoft, la cual se suponía que poseía "legalmente" los derechos del juego, aunque claro, todos sabemos que no era así.

Video Game Newsroom Time Machine

Zenith enters the home computer market, Atari's Lynx goes national & Nintendo finally embraces disks with the 64DD. These stories and some that aren't about abject financial failures on this month's episode of the Video Game Newsroom Time Machine This month we will look back at the biggest stories in and around the video game industry in March of 1980, 1990, & 2000. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events.. Send comments on twitter @videogamenewsr2 Or videogamenewsroomtimemachine@gmail.com 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/user?u=7594060 1980: Home computer specialty shops are proliferating https://www.nytimes.com/1980/03/09/archives/connecticut-weekly-computers-made-to-feel-at-home-shop-talk.html?searchResultPosition=5 Zenith gets into the computer market Zenith's new hope, Forbes, March 31, 1980, pg. 32 Plato comes home https://archive.org/details/creativecomputing-1980-03/page/n87/mode/1up https://en.wikipedia.org/wiki/PLATO_(computer_system) https://en.wikipedia.org/wiki/Control_Data_Corporation Star Raiders reviewed https://archive.org/details/1980-03-compute-magazine/page/n71/mode/1up https://www.youtube.com/watch?v=3_VDM8nC9sM Coleco rights financial ship thanks to electronic games PR Newswire, March 6, 1980 Mattel announces price for Intellivision Wall Street Journal, March 14, 1980, pg. 15 Space Invaders belongs to Atari https://archive.org/details/1980-03-compute-magazine/page/n72/mode/1up Toy & Hobby, March 1980pg. 78 https://www.handheldmuseum.com/Atari/SpaceInvadersSuperBreakout.htm Toy Fair sees 400 electronic SKUs Toys Hobbies & Crafts, March 1980, pg. 16 Aussies get pinball fever Replay, March. 1980, pg. 74 https://www.ipdb.org/search.pl?searchtype=advanced&mfgid=2#2868 Copycats flood the ATE show in London Play Meter, March 15, 1980, pg. 59 https://www.techopedia.com/definition/9905/vector-display 1990: Supreme Court refuses to hear Red Baron Case Play Meter, March 1990, pg. 30 https://itlaw.wikia.org/wiki/Red_Baron_v._Taito Xerox sues Apple https://archive.org/details/1990-03-compute-magazine/page/n7/mode/1up https://www.nytimes.com/1989/12/15/business/company-news-xerox-sues-apple-computer-over-macintosh-copyright.html https://www.nytimes.com/1990/03/24/business/most-of-xerox-s-suit-against-apple-barred.html Spectrum Holobyte sues Accolade over Mental Blocks https://archive.org/details/1990-03-compute-magazine/page/n7/mode/1up https://www.mobygames.com/game/mental-blocks The US Government is going after Nintendo for Antitrust https://archive.org/details/1990-03-compute-magazine/page/n8/mode/1up https://apnews.com/81733e920217fea625390bc536d81e4f Xmas sales numbers are in... Playthings, March 1990 https://en.wikipedia.org/wiki/VTech_Socrates https://nintendo.fandom.com/wiki/Nintendo_Entertainment_System_Power_Set https://nintendo.fandom.com/wiki/NES_Action_Set Nintendo World Championship begins! Playthings, March 1990 https://en.wikipedia.org/wiki/Nintendo_World_Championships Commodore knows how to strike back against Japanese Console dominance! https://archive.org/details/ACEIssue30Mar90/page/n20/mode/1up https://en.wikipedia.org/wiki/Commodore_64_Games_System https://archive.org/details/ACEIssue30Mar90/page/n113/mode/1up CD based A500 rumors... https://archive.org/details/ACEIssue30Mar90/page/n20/mode/1up https://en.wikipedia.org/wiki/Commodore_CDTV Commodre 65 has been cancelled https://archive.org/details/1990-03-computegazette/page/n7/mode/1up https://en.wikipedia.org/wiki/Commodore_65 https://www.nytimes.com/1990/02/01/business/commodore-international-reports-earnings-for-qtr-to-dec-31.html?searchResultPosition=2 Konix sells off the rights to its line of joysticks https://archive.org/details/thegamesmachine-28/page/n7/mode/1up MCA to sell LJN to Acclaim Toy and Hobby World, March 1990, pg. 6 https://www.latimes.com/archives/la-xpm-1990-01-23-fi-524-story.html https://www.nytimes.com/1990/03/13/business/mca-in-pact-with-acclaim.html Atari announces nationwide launch of the Lynx Playthings, March 1990 https://apnews.com/a1288531efff2f9504f70dbcd9f8b6cc .. and the UK launch, too. https://archive.org/details/computer-and-videogames-100/page/n10/mode/1up Atari teams up with Atari https://www.mobygames.com/browse/games/lynx/tengen-inc/ NEC Shows off TurboExpress behind closed doors https://archive.org/details/ACEIssue30Mar90/page/n18/mode/1up https://archive.org/details/computer-and-videogames-100/page/n48/mode/1up https://en.wikipedia.org/wiki/TurboExpress The TurboGrafx 16 arcade cabinets are no more... Replay , March 1990 pg. 66 The first museum show featuring arcade games opens https://archive.org/details/1990-03-compute-magazine/page/n9/mode/1up http://www.movingimagesource.us/articles/hot-circuits-20090115 http://www.movingimage.us/collection/videogames Cinemaware shows off Wings https://archive.org/details/ACEIssue30Mar90/page/n18/mode/1up https://en.wikipedia.org/wiki/Wings_(1990_video_game) 2000: Cinemaware LIVES!!! https://archive.org/details/PC-Player-German-Magazine-2000-03/page/n8/mode/1up https://www.linkedin.com/in/larsbatista/ https://www.mobygames.com/developer/sheet/view/developerId,670214/ https://en.wikipedia.org/wiki/Cinemaware#Cinemaware_Inc._(2000%E2%80%932005) The Amiga is back BABY!!! https://archive.org/details/NextGen63Mar2000/page/n18/mode/1up https://en.wikipedia.org/wiki/Amiga,_Inc. https://www.amigaforever.com/ Bill Gates steps down as CEO of Microsoft https://archive.org/details/PC-Player-German-Magazine-2000-03/page/n8/mode/1up https://www.forbes.com/2000/01/13/mu7.html Bernie Stolar is President and COO of Mattel Interactive https://archive.org/stream/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20128%20(March%202000)#page/n39/mode/1up https://en.wikipedia.org/wiki/Mattel_Interactive https://www.gamasutra.com/view/news/93473/Mattel_Hires_Stolar.php https://en.wikipedia.org/wiki/WonderSwan https://www.retrogamer.net/blog_post/the-weird-world-of-wwf-smackdown-2/ GiveMeTalk.com let's you become a radio star... on the internet! https://archive.org/details/Computer_Gaming_World_Issue_188/page/n170/mode/1up https://web.archive.org/web/20010201144600/http://givemetalk.com/ https://www.streamingmedia.com/Articles/ReadArticle.aspx?ArticleID=62022 64DD Released in Japan https://archive.org/stream/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20128%20(March%202000)#page/n32/mode/1up https://en.wikipedia.org/wiki/64DD N64 colored versions! https://archive.org/stream/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20128%20(March%202000)#page/n33/mode/1up Brazil bans violent games https://www.retromags.com/files/file/3940-gamepro-issue-138-march-2000/ https://www.awn.com/news/brazil-bans-violent-video-games https://en.wikipedia.org/wiki/Brazilian_advisory_rating_system https://gamerant.com/brazil-violent-video-games-crime/ Quebec goes after English only games https://www.retromags.com/files/file/3940-gamepro-issue-138-march-2000/ pg. 36 https://www.cnet.com/news/quebec-says-non-to-english-only-video-games/ https://www.gamasutra.com/view/news/113995/Quebec_Blocks_EnglishOnly_Games_When_French_Version_Exists.php ASC Games closes its doors https://archive.org/stream/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20128%20(March%202000)#page/n39/mode/1up https://archive.org/details/NextGen63Mar2000/page/n17/mode/1up https://en.wikipedia.org/wiki/ASC_Games https://www.mobygames.com/company/american-softworks-corporation Cavedog Entertainment closes its doors. https://archive.org/details/MicromaniaTerceraEpocaSpanishIssue62/page/n3/mode/1up https://www.mobygames.com/company/cavedog-entertainment https://www.mobygames.com/developer/sheet/view/developerId,1527/ https://www.mobygames.com/developer/sheet/view/developerId,339934/ https://www.mobygames.com/company/humongous-entertainment-inc https://www.mobygames.com/search/quick?developer=Ron+Gilbert https://www.mobygames.com/company/atari-inc   Recommended Links: They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Sound Effects by Ethan of History of How We Play.  

Dev Game Club
DGC Ep 201: Bonus Interview with Soren Johnson

Dev Game Club

Play Episode Listen Later Mar 4, 2020 128:33


Welcome to Dev Game Club, where this week we continue our Civilization III discussion with an interview with Soren Johnson, Civilization III designer and programmer and head of Mohawk Games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:49 Interview 1:39:20 Break 1:39:54 Feedback Issues covered: surprises on the 200th episode, getting into games, mispronouncing a California city, computer science as a term, figuring out where to work, being into history, getting away from games in college, the troubled history of Civ III, preferring not to do sequels, bad choices at MicroProse, not thinking about walking away from IP, a rights battle, getting Sid Meier to make a Civ game, Brian Reynolds turning away from Civ games, brain drain, a golden opportunity, "the adults had disappeared," evolving into designer-programmer, the beginning of a franchise, switching away from adding proper nouns to the game, incorporating culture as a fountain to establish borders, design ideas that feel like they should have always been there, adding strategic and luxury resources, pushing trade and tension through resources, the advantages of particular historic civilizations and that not being a good fit for Civ, game play coming from map generation, lacking a single AI technique, starting the AI by starting at the beginning of the game, keeping hard-coded values out of the AI, making things data-driven, mod-ability, adapting the AI to changes and iteration in development, whether an AI is "cheating," being careful with how the AI interacts with the player, the intricacy of a naval invasion, how to choose a good city for your invasion and how players subvert that, making small decisions plausible, having no firewall between AI and game data, scaling for difficulty by bonuses and penalties, beating the opponent vs providing behaviors as a challenge, the inherent difficulty of diplomacy, AI as NPC, the negotiating table, AI career beginning when Civ III released, optimizing the fun out of the game, you don't give up anything to trade technologies, limiting what the AI is allowed to do, Civ is a game about math, giving up floating point math, balancing the numbers through Early Access now but patches in the past, being on the frontier of live games, holding the game together via time with the audience, discovering the perfect strategy for asymmetrical games via iteration, re-examining the 4X with his next game, automating as a poor solution, removing unnecessary vestigial stuff, taking away decision-free micromanagement, being afraid of changing mainstays, revisiting your prior design ideas, working like film and being out-of-order vs starting at the beginning, GDC postponement, Irene of Athens, Tim's love for Civ stories, manga and comics, the variety in the Japanese games market, the prevalence of handheld and mobile in the Japanese market, greater variety of games in smaller budgets, the value of common language, Tim's charity pledging. Games, people, and influences mentioned or discussed: Mark Sean Garcia, EA, Knockout Kings, Firaxis, Maxis, Spore, Dragon Age Legends, Mohawk Games, Offworld Trading Company, Adam Saltsman, Designer Notes, Idle Thumbs, Commodore 64, Amiga, Black Isle Entertainment, Avalon Hill, Sid Meier, MicroProse, Brian Reynolds, Spectrum Holobyte, Sid Meier's Gettysburg, Sid Meier's Alpha Centauri, Activision, Infogrammes, Hasbro Interactive, Sid Meier's Dinosaurs, Starcraft, Age of Empires: Age of Kings, Tim Train, Jason Coleman, David Inscore, Railroad Tycoon, Pirates, X-COM, Julian Gollop, Jake Solomon, Jeff Briggs, Bohnanza, Settlers of Catan, Guns Germs and Steel, Warcraft, Paradox Interactive, Crusader Kings, Europa Universalis, A Few Acres of Snow, Dominion, Ten Crowns, Empire, Beyond Earth, John Romero, SIGIL, DOOM (1993). Warren Linam-Church, Oedipus, Shakespeare, Johnny Grattan, Maus, PlayStation 2, Mr. Mosquito, Xbox (original), Prey (2017), Batman: Arkham Knight. Next time: Another interview?! Links: Playing to Lose, GDC 2008 Irene of Athens Twitch: brettdouville, instagram:timlongojr, @brett_douville, @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

The History of Computing
The Tetris Negotiations

The History of Computing

Play Episode Listen Later Oct 14, 2019 12:58


The Tetris Negotiations Welcome to the History of Computing Podcast, where we explore the history of information technology. Because understanding the past prepares us for the innovations of the future! Todays episode is on the origins of Tetris. I'll never forget the first time I saw St. Basil's as I was loading Tetris up. I'll never get those hours back that I played it. Countless hours. So how did it all begin? OK, so check this out. It's 1984. Los Angeles hosts the olympics and the Russians refuse to come. But then, the US had refused to come to Moscow when they had the Olympics. I am fairly certain that someone stuck their tongue out at someone else. It happens a lot in preschool. One may have even given the middle finger. That's what middle school is named after, right? It was a recession. Microchips were getting cheap. And Digital Equipment Corporation's PDP was one of the best computers ever made. It wasn't exactly easy to come by in Russia though. The microcomputer was becoming a thing. And Alexey Pajitnov was working at the Dorodnitsyn Computing Centre of the Soviet Academy of Sciences. As with a lot of R&D places, they were experimenting with new computers. The Electronika 60 was so similar to the PDP that DEC chip designers printed jokes on chips just for Russians looking to steal their chip designs. They actually managed to get a quarter million ops per second 5 VLSI chips with 8k of RAM. They needed to do some random number generation and visualization. Good ole' Alexey was told to write some software to test the Electronika. He thought, ya' know, I should do a game. The beauty of writing games is that they can be math intensive, so perfect for benchmarking. But what kind of game? When he was a kid, he'd loved to play pentomino games. That's a game where there are 5 squares connected in one of 12 ways. Reduce that to 4 and it's 7. The thing is, when you have 5 the math was a little too intense. And it was a little easier with 4 blocks. He drew them on the screen in ascii and had the tetraminos fall down the screen. The games ended pretty quick, so he added an additional feature that deleted rows once they were complete. Then, he sped the falling speed up as you cleared a level. You had to spin your puzzle pieces faster, the further you got. And once you're addicted, you turn and turn and turn and turn. No frills, just fun. It needed a name though. Since you're spinning 4 blocks or Greet for tetras, it seemed like it got mashed up with tennis for tetraminiss. No, tetraminoss. Wait, cut a syllable here and there and you get to Tetris. They have 7 shapes, ijlostz. The IBM PC version ran with the I as maroon, the j as silver, the l as purple, the o as navy, the green is s, the brown is t, the teal is z. He got a little help from help of Dmitry Pavlovsky and 16 year old programming whiz, Vadim Gerasimov. Probably because they were already hopelessly addicted to the game. They ported it to the fancy schmancy IBM PC in about two months, and it started to spread around Moscow. By now, his coworkers are freakin' hooked. This was the era of disk sharing. And disks were certainly being shared. But it didn't stop there. It leaked out all over the place, making its way to Budapest, where it ended up on a machine at British-based game maker Andromeda. CEO Robert Stein sends a Telex to Dmitry Pavlovsky. He offers 75% royalties on sales and $10,000. Pretty standard stuff so far, but this is where it gets fun. So Pavlovsky responds that they should maybe negotiate a contract. But Andromeda had already sold the rights to spectrum holobyte and so attempted to license the software from the Hungarian developers that did the porting. Then realized that was dumb and went back to the negotiating table, getting it done for “computers.” All license deals went through the USSR at the time, and the Russian government was happy to take over the contract negotiations. So the USSR's Ministry of Software and Hardware Export gets involved. Through a company they setup for this called Elektronorgtechnica or ELORG, they negotiated the contract and did. That's how by 87 Tetris spreads to the US. In fact, Tetris was the first game released from ussr to USA and was for Commodore 64 and IBM PC. It was so simple it was sold as a budget title. Apple II package came with three versions on three disks, 5.25 inch, not copy protected yet. Can you say honor system. In 1988, Henk Rogers discovers Tetris at a trade show in Vegas and gets all kinds of hooked. Game consoles had been around for a long time, and anyone who paid attention knew that a number of organizations around the world were looking to release handhelds. Now, Old Henk was the Dutch video game designer behind a role playing game called The Black Onyx and had been looking for his next thing and customers. When he saw Tetris, he knew it was something special. He also knew the Game Boy was coming and thought maybe this was the killer game for the platform. He did his research and contacted Stein from Andromeda to get the rights to make a version for mobiles. Stein was into it but wasn't on the best of terms with the Russian government because he was a little late in his royalty payments. Months went by. Henk didn't hear back. Spectrum HoloByte got wind as well and sent Kevin Maxwell to Moscow to get the rights. Realizing his cash cow was getting in danger, old Stein from Andromeda also decided to hop on a plane and go to Moscow. They each met with the Russians separately in about a three day span. Henk Rogers is a good dude. As a developer who'd been dealing with rights to his own game, he decided the best way to handle the Russians was to actually just lay out how it all worked. He gave them a crash course in the evolving world of computer vs mobile license agreements in an international world. The Russians showed him their contracts with Andromeda. He told them how it should all really be. They realized Andromeda wasn't giving them the best of deals. Henk also showed them a game that there's no rights deal for. Whether all this was intentionally screwing the other parties or not is for history, but by the time he walked out he'd make a buck per copy that went on the Gameboy. There was other wrangling with the other two parties including an incident where the Russians sent a fax they knew Maxwell couldn't get in order to get out of a clause in a contract. This all set up a few law suits and resulted in certain versions in certain countries shipping then being pulled back off the shelf. Fun times. But because of it all, in 1989 the Game Boy was released. Henk was right, Tetris turned out to be the killer app for the platform. Until Minecraft came along it was the most popular game of all time, selling over 30 million copies. And ranked #5 in the 100 best Nintendo games. It was the first Game Boy game that came with the ability to link up to other Game Boys and you could play against your friends. Back then you needed to use a cable to coop. The field was 10 wide and 18 high in game boy and it was set to music from Nintendo composer Hirokazu Tanaka. The Berlin Wall is torn down in 1989. I suspect that was part of the negotiations with Game Boy. Can you imagine Gorbetrev and Reagan with their Game Boys linked up playing Tetris for hours over the fate of Germany? ‘Cause I can. You probably think there were much more complicated negotiations taking place. I do not. I tend to think Reagan's excellent Tetris skills ended the Cold War. So Pajitnov's friend Vladimir Pokhilko had done some work on the game as well and in 1989. He ran psychological experiments using the game and with that research, the two would found a company called AnimaTek. They would focus on 3D software, releasing El-fish through Maxis. While Tetris had become the most successful game of all time, Pokhilko was in a dire financial crisis and would commit suicide. There's more to that story but it's pretty yuck so we'll leave it at that. Pajitnov, the original developer, finally got royalties in 1996 when the Parastroika agreement ended. Because Henk Rogers had been a good dude, they formed The Tetris Company together to manage licensing of the game. Pajitnov went to work at Microsoft in 1996, working on games. The story has become much more standard since then. Although in 2012 the US Court on International Trade responded to some requests to shut competitors down noting that the US Copyright didn't apply to rules of game and so Tetris did file other patents and trademarks to limit how close competitors could get to the original game mechanics. After studying at the MIT Media Lab, that 16 year old programmer, Vadim Gerasimov went to become an engineer at Google. Henk Rogers serves as the Managing Director of The Tetris Company. Since designing Tetris, Pajitnov has made a couple dozen other games, with Marbly on iOS being the latest success. It needs a boss button. Tetris has been released on arcade games, home consoles, mobile devices, pdas, music players, computers, Oscilloscope Easter eggs and I'm pretty sure it now has its own planet or 4. It probably owes some of its success to the fact that it makes people smarter. Dr Richard hayer claims Tetris leads to more efficient brain activity. Boosts general cognitive abilities. Improved cerebral cortex thickness. If my cortex were thicker I'd probably research effects of games as a means of justifying the countless hours I wanted to spend on them too. So that's the story of Tetris. It ended the Cold War, makes you smarter, and now Alexy gets a cut of every cent you spend on it. So he'll likely thank you for your purchase. Just as I thank you for tuning in to another episode of the History of Computing Podcast. We're so very lucky to have you. Have a great day! Now back to my game!

Game Not Over
Level 037: LHX Attack Chopper

Game Not Over

Play Episode Listen Later May 26, 2019 36:35


Ende der 80er gab es nur sehr, sehr wenige Helikopter-Simulationen – nicht mal die Platzhirsche Microprose und Spectrum Holobyte hatten auf regelmäßiger Basis Lust darauf. Und dann kommt da diese aufstrebende Jungfirma mit dem merkwürdigen… Mehr

attack mehr chopper spectrum holobyte
Dev Game Club
DGC Ep 117: Bonus Interview with Daron Stinnett

Dev Game Club

Play Episode Listen Later Jun 13, 2018 83:17


Welcome to Dev Game Club for a special bonus interview edition. We speak with Daron Stinnett, lead programmer and project lead on Dark Forces, looking at the beginnings of his career before turning to specifics about the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:40       Interview segment 1:04:45  Break 1:05:17  Feedback segment Issues covered: Daron intro, the Stinnett origin story, making houses on computers, Radio Shack, buying a first car, transitioning to having a regular development job, porting Thexder, moving to Spectrum Holobyte, existential threat to the company, becoming a project lead, team lead and lead tester, multiplayer and the 600 baud modem, a Las Vegas con FalCon, modeled cockpit, high-fidelity simulations that didn't exist in the real world, "I knew I had to make Star Wars games," eating lunch at Skywalker Ranch, a room full of prop, Kerner complex, looking out at ILM, crashing a plane in a parking lot, "I want to do a Star Wars Wolfenstein game," the challenge of making Dark Forces, getting a leg up from the DOOM alpha, subtracting from the world rather than adding to it, performance challenge, having a vision of walking around a hangar, expecting to work with Luke Skywalker, Luke belonged to George, adding Ray Gresko as a rendering engineer and Justin Chin as lead designer/story guy, mixing level design and architecture, adding to the palette, specific areas of wish fulfillment, not just a game about shooting things, LucasArts as a place to create new stories, showing the game to George the first time, shooting non-humans in the films, putting together teams to make something no one knows how to build, bringing the conversation around to the car, following up on the interview, getting interviewed ourselves, targeting just one hardware, console exclusivity. Games, people, and influences mentioned or discussed: Thexder, Republic Commando, Spectrum Holobyte, Falcon 3.0, LucasArts, Outlaws, Starfighter (series), Star Wars Episode III, Perpetual Entertainment, Star Trek Online, Gods and Heroes: Rome Rising, PlayGrid, Solo: A Star Wars Story, Rick Lamont, Synergistic Software, Sierra, Microprose, Chuck Yeager, Nintendo, FalCon, X-Wing, Dean Sharpe, Jon Knoles, Taito, Indiana Jones and the Last Crusade, Toshi Morita, Steve Dauterman, Alive, DOOM, Wolfenstein 3D, Faceball 2000, Ray Gresko, Justin Chin, Doug Smith, Lode Runner, Broderbund, Justin Stinnett, Dan Hunter, Terminator: Future Shock, Bethesda Game Studios, Danny O'Dwyer, Gamespot, noclip, Unity, Sony, Sega. Next time: We... think, another interview Links: Space Race Daron's interview on Computer Chronicles NoClip video about BGS Making of Fallout 76 @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Nice Games Club
Nicest of 2017

Nice Games Club

Play Episode Listen Later Jan 9, 2018


Another year of great games! All "four" of your hosts gather in the freezing clubhouse to talk about some of the nicest games of 2017. They decided that they couldn't ALL talk about Zelda and Mario for the whole episode so each of them picked exactly two games to highlight. Mark is on brand, Stephen makes some ambitious resolutions and Martha totally didn't cheat the system.Listen to Sara's Widget Satchel Soundtrack here! - Sara FerrartPlay the jam version of Widget Satchel - Ludem Dare Game Jam Martha's/Mortho's Nicest (2017) 0:08:19 Martha MegarryNicestThimbleweed Park - Terrible Toybox, IncSlime Rancher - Monomi ParkDestiny 2 - BungieCheck out #madewithblocks on Twitter to see/share amazing things made with Bloc… We talk a lot about Destiny 2 in our topic, Repetition, in our episode "Schrödinger's Animal Crossing." Mark's Nicest (2017) 0:22:09 Mark LaCroixNicestStar Trek: Bridge Crew - UbisoftGorogoa - Buried Signal & Annapurna InteractiveThe old school Star Trek game we reminisced about is probably Star Trek: The Ne… - Spectrum Holobyte We talked about VR immersion in a past episode "You can see the cabbage in it."If you are local stop by Glitch's VR Night run by Mark!The Puzzle Of A Lifetime  - Chris Kohler , Kotaku Stephen's Nicest (2017) 0:32:33 Stephen McGregorNicestArms - NintendoNeurovoider - Flying Oak Games Hear more about Stephen's love for fighting games on our Fighting game topci in episode, "Shaniqua Shepard sounds cool." Stephen's Most Anticipated (for 2018) 0:38:35 Stephen McGregorNicestSoul Calibur 6 - Michael McWhertor, PolygonKirby 2018 - Nintendo, YouTubeSmash on the Switch (NINTENDO PLEASE) Martha's/Mortho's Most Anticipated (for 2018) Martha MegarryNicestMineko's Night Market - Meowza GamesOoblets - Glumberland

Dev Game Club
DGC Ep 083: Julian Gollop Interview

Dev Game Club

Play Episode Listen Later Oct 18, 2017 79:03


Welcome to this special bonus interview episode of Dev Game Club, where we welcome Julian Gollop into X-COM Base Provolone for a chat. We delve into the genesis of the game, how a publisher saved the game and itself, and many other topics surrounding the development of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:41       Gollop Interview 1:05:20  Break 1:05:50  Next time Issues covered: Julian's ludography, genesis of X-COM, adding isometric rendering, Microprose's demands of the Gollops, interceptions, bolting on a strategic layer atop the tactical model, having more intelligent aliens and reverse engineering, men in black not making it in, intrapublisher competition, tabletop boardgaming and influence, miniature wargaming, simultaneous movement games, division of labor, geoscape rendering, going to the pub with the producer, getting canceled and not knowing about it, being developed under the radar, QA standing up for the game, working in-house, seeing through the cruft, advancing the alien agenda (mission counts), scaling difficulty, game not being played through before ship, small QA team, adding a difficulty scaling system last-minute, the save game bug, enjoying a simulation of intelligence (of an alien nature), how the alien tech tree works, deployment tables for mission types, save-scumming, theorizing about the difficulty curve, difficulty as draw and happy accidents, "When gamers were gamers," QA as a critical team element, explicit research goals, research as storytelling, procedural generation of level tile placement, descriptions of Phoenix Point, 4X with a declining population, explicit story, the Phoenix Project. Games, people, and influences mentioned or discussed: 2010, 2001: A Space Odyssey, Mythos Games, X-COM (series), Laser Squad, Lords of Chaos, RebelStar (series), Codo Technologies, Laser Squad Nemesis, UbiSoft, Snapshot Games, Microprose UK, Stephen Hand, Civilization, Gerry Anderson, UFO (TV series), Thunderbirds, Space: 1999, Alien Liaison, Timothy Good, Bob Lazar, Squad Leader, Sniper, SPI, RoboRally, John Reitze, Martin Smiley, Spectrum Holobyte, Chris Blohm, Final Fantasy IX, X-COM: Apocalypse, Phoenix Point, Dark Souls, John Broomhall, HP Lovecraft, Cthulhu, FIG, Fallout, Tim Cain, EA, Sid Meier, John Carpenter, The Thing, Sid Meier's Alpha Centauri, Link Between Worlds, Wasteland II, The Evil Within. BrettYK: 0 TimYK: 43 Links: Phoenix Point UFO television series Next time: Silent Hill 2 - check Twitter for how far we'll go @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

TREKS in SCI-FI
Treks in Sci-Fi_645_UMB_Trek

TREKS in SCI-FI

Play Episode Listen Later Aug 6, 2017


A discussion of the 1995 Spectrum Holobyte adventure, Star Trek: The Next Generation - A Final Unity, by Joe of the UMB Cast.

spectrum holobyte treks in sci fi
Playmakers: The Game Industry Podcast
015: Managing Your Game Industry Career with Marc Mencher

Playmakers: The Game Industry Podcast

Play Episode Listen Later Aug 3, 2017 39:32


Marc’s first gaming job was at Sphere, which was later renamed to Spectrum Holobyte. He worked as a software engineer on the games Vet and Falcon 1. When Spectrum Holobyte merged with Microprose in 1993, Mencher was asked to staff the entity and hired over 200 people. He later joined The 3DO Company, a game console manufacturer, as Staffing Manager, and helped to build The 3DO Studio (The 3DO Company’s Game Development Studio) from scratch, hiring over 300 people. In 1996, Mencher decided that he enjoyed the work so much, he opened his own recruiting firm, Virtual Search, which was later renamed to GameRecruiter in 2004, with Mencher as CEO, along with co-founder Howard Taule. The firm specializes in career opportunities within the worldwide gaming industry and is based in Fort Lauderdale, Florida, with satellite offices in Austin, Texas, Las Vegas, Nevada, San Francisco, and Los Angeles. While running the recruiting company, Mencher also contributed to the gaming industry as a producer of games such as Nikopol: Secrets of the Immortals and was given special thanks in the credits of Force 21 and Call of Duty 4: Modern Warfare. Mencher has written many articles for game industry periodicals and websites such as Gamasutra, with advice and observations on gaming careers. He has also been interviewed as an industry expert on Blog Talk Radio and in periodicals such as Wall Street Journal, Boston Globe, the Florida Sun-Sentinel and The Washington Post.  In 2002, he wrote and published his first book, Get in the Game!. The book guides and prepares readers to start a career in the game industry, and shows the reader how to research, network, meet the right industry people, access the unadvertised job market, and present an effective demo. The book also gives advice on writing resumes, handling interviews, and negotiating salary packages. Additional advice is included from several industry experts who discuss different types of careers in the industry. Visit www.playmakerspodcast.com to get access to the full blog post for this episode and much more!

Playmakers: The Game Industry Podcast
Managing Your Game Industry Career, with Marc Mencher

Playmakers: The Game Industry Podcast

Play Episode Listen Later Aug 3, 2017 39:31


Marc’s first gaming job was at Sphere, which was later renamed to Spectrum Holobyte. He worked as a software engineer on the games Vet and Falcon 1. When Spectrum Holobyte merged with Microprose in 1993, Mencher was asked to staff the entity and hired over 200 people. He later joined The 3DO Company, a game console manufacturer, as Staffing Manager, and helped to build The 3DO Studio (The 3DO Company’s Game Development Studio) from scratch, hiring over 300 people.

The Upper Memory Block
UMBCast 100 - Star Trek: The Next Generation - A Final Unity

The Upper Memory Block

Play Episode Listen Later Mar 23, 2017 68:06


Here it is! My long overdue return from "parental leave" and episode 100 of the podcast! This time around I celebrate the 50th anniversary of Star Trek with the 1995 Spectrum Holobyte adventure, Star Trek: The Next Generation - A Final Unity. Find CD copies of the game via this eBay search. A Final Unity research on YouTube: https://youtu.be/h30smq8aX0c Support the show on Patreon at https://www.patreon.com/umbcast Next time, we'll be flying again with F-19 Stealth Fighter and F-117A Stealth Fighter 2.0.

Dev Game Club
DGC Ep 044: TIE Fighter Interview with Larry Holland

Dev Game Club

Play Episode Listen Later Jan 11, 2017 80:10


Welcome to a special interview episode examining 1994's Star Wars classic TIE Fighter. We welcome Larry Holland and discuss the overall arc of his career building games for LucasArts and specifically TIE Fighter. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. TTAJ: Podcast breakdown: 0:31       Interview with Larry Holland 1:05:53  Break 1:06:21  Outro/Next time Issues covered: early career, educational background and focus in anthropology, love of history, military simulation, World War II trilogy, shift to IBM PC, CGA->EGA graphics, reliving history from both sides and controversy, life and death struggles, manuals to support games, combat focus vs flight/avionics focus, switching to a fictional history, quiet around the Star Wars property, moving to 3D from rotating and scaling sprites, adding a 2D cinematic engine, film "history," reflecting the environment as an attempt to be immersive, WWII air combat speeds and gun camera footage vs BVR fighting, life-and-death and pilot knowledge, craft systems management, challenging players with choices, situational awareness, adding mission complexity driving specialized targeting commands, managing franchise complexity, site targeting, multi-level goals and showing players what they were, completion fanatics, origin of the level editor, "beware of the designer's second game," sleeping at Kerner, turning QA into mission designers, learning how to build games while building games, building behaviors, orders and choreography, the agent of the Emperor, a secret society, moral grayness vs the stark black and white, partisan politics and points of view, discussion of what's next and focus. Games, people, and influences mentioned or discussed: Totally Games, Reed Knight, Darren Johnson, Super Zaxxon, HESWare, Noah Falstein, Maniac Mansion, Zak McKracken, PHM Pegasus, Strike Fleet, Battlehawks 1942, Their Finest Hour ("BoB"), Secret Weapons of the Luftwaffe ("SWotL"), Falcon series, Spectrum Holobyte, F-16, Microsoft Flight Simulator, Timothy Zahn, Peter Lincroft, Ed Kilham, John Glenn, Halo, David Wessman, David Maxwell, Rogue One, The Righteous Mind, Jonathan Haidt, SW Republic Commando, Phil Rosehill, Super Metroid at AGDQ, Ico, Shadow of the Colossus, Fumito Uedo, The Last Guardian, Team Ico/genDesign, Japan Studio, Loco Roco, Patapon, From Software, Demons's Souls, Echochrome, Gravity Rush, Tokyo Jungle, Puppeteer, Knack. Next time: We begin Ico! Play up until you have passed the Windmill. Links: Awesome Games Done Quick Shall We Play A Game? GOTY episode @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

ANTIC The Atari 8-bit Podcast
ANTIC Interview 263 - Bill Stealey, co-founder of MicroProse Software

ANTIC The Atari 8-bit Podcast

Play Episode Listen Later Jan 10, 2017 42:56


Bill Stealey, co-founder of MicroProse Software Bill Stealey was co-founder of MicroProse Software, with Sid Meier. They started the company in 1982, and Stealey ran the company until it was sold to Spectrum Holobyte in 1993. MicroProse specialized in flight simulation and war games — the company's games for the Atari 8-bit computers include F-15 Strike Eagle, Hellcat Ace, Kennedy Approach, Silent Service, Solo Flight, Spitfire Ace, Chopper Rescue, Crusade in Europe, and Floyd of the Jungle. This interview took place on January 3, 2017. Teaser quote: "He learned a new technique so he made a flight simulator out of it. And Solo Flight beat out Fight Simulator that year at Handleman." Video version of this interview: https://youtu.be/VFDKbseZrlY Bill on Twitter: http://twitter.com/ZoomieWildBill Wikipedia On Bill: https://en.wikipedia.org/wiki/Bill_Stealey Wikipedia on MicroProse: https://en.wikipedia.org/wiki/MicroProse MicroProse Software at AtariMania  The Digital Antiquarian on MicroProse 

Dev Game Club
DGC Ep 038: TIE Fighter

Dev Game Club

Play Episode Listen Later Nov 30, 2016 78:07


Welcome to our first episode examining 1994's Star Wars classic TIE Fighter. We talk a lot about the Star Wars presentation, simulation depth and choices, and touch a bit on the story. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Battles 1-3 Podcast breakdown: 0:29      Segment 1, Felis Interruptus 20:35    Quick Break 20:40    Segment 2 Issues covered: six degrees of Bill Bixby, Holland's WWII series, alternate histories, showing the perspective of the bad guys, multiplayer and technical feasibility, Star Wars presentation, cockpits in the films, cookie-cutter bureaucracy of the Empire, linear narratives driving things forward in other games, simulating a military career, voice work, Star Wars melodrama and narrative glue, leaning on the films' fiction, secret society of the Emperor, bonus objectives, naming your pilot, save structure, opening cinematic, propaganda, paralleling the films, the Thrawn trilogy, color choices in the HUD, key confusion, level of difficulty, playing like a puzzle game, flight simulation dead ends, genre lulls, flight sims as technical showcases, grognard capture, flying the F-22, moving to flight action, Warthog sims, simulators everywhere, bridging to more accessible games, configuring the complex flight stick, roll and pull configs, guiding the mouse, pulling you back to Star Wars, flying a variety of craft, basis of the Assault Gunboat and the Tydirium Shuttle, introducing the TIE Advanced, vulnerability in the popcorn ship, managing difficulty, energy management, "where's my lasers?", flight model, player skill payoff of deep simulation, roguelikes and punishment, mission length, finishing the primary objectives and moving on, player agency with extra content. Games, people, and influences mentioned or discussed: That Darn Cat, Disney, Bill Bixby, Incredible Hulk, Marvel, Star Wars, Larry Holland, LucasArts, Ron Gilbert, Tim Schafer, Day of the Tentacle, Chuck Yeager, Falcon series, Secret Weapons of the Luftwaffe, Battlezone, Indiana Jones series, Battlehawks 1942, Their Finest Hour, Wing Commander, X-Wing, Totally Games, X-Wing vs TIE Fighter, Rogue One, Dark Forces, Starfighter, James Taylor, Yoda, Deus Ex, Bob Page, Republic Commando, Timothy Zahn, Heir to the Empire, Reed Knight, Star Citizen, Descent, ARMA, F-16, Daron Stinnett, Spectrum Holobyte, Shadows of the Empire, Rogue Squadron, Microsoft Flight Simulator, Call of Duty, Starcraft, Return of the Jedi, Battlestar Galactica, Souls series, Bioshock, System Shock 2. Next time: Battles 4 through 7 Errata: "That Darn Cat" featured Dean Jones, not Bill Bixby. DevGameClub regrets the error. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

The Upper Memory Block
UMBCast 094 - Tyrian

The Upper Memory Block

Play Episode Listen Later Aug 25, 2016 70:33


Time for episode 94 where I cover the 1995 Eclipse Software / Epic Megagames shoot 'em up, Tyrian! First though, I read through some emails I missed out on in the last show discussing Day of the Tentacle. Then we do as we do and dive deep into the various versions and game modes of Tyrian! Links: Steam Regional Prices: http://www.steamregionalprices.com/index.php OpenTyrian: https://bitbucket.org/opentyrian/opentyrian/wiki/Home Remastered Graphics (From Daniel Cook): http://www.lostgarden.com/2007/04/free-game-graphics-tyrian-ships-and.html Get Tyrian FREE on GoG: https://www.gog.com/game/tyrian_2000?pp=1106a1dda2d680438ecfb0bb70fd479c55a1791f My Tyrian Research on YouTube: https://www.youtube.com/watch?v=doYWd0CWXJE Ending music: "Data Flux" by Magellanic http://ocremix.org/remix/OCR02918 Next time, we'll be celebrating the 50th anniversary of Star Trek with the Spectrum Holobyte adventure Star Trek: The Next Generation - A Final Unity.

Business Rockstars
Mark Waldrep President and CEO of AIX Media Group

Business Rockstars

Play Episode Listen Later Dec 17, 2015 81:42


ABOUT MARK WALDREP, PH.D. Founder and President of the Pacific Coast Sound Works in 1989, he developed software tools and techniques that established PCSW as the preeminent digital media service bureau for the most prominent software developers and publishers in the CD-ROM multimedia industry. PCSW clients include Warner New Media, Spectrum Holobyte, Broderbund, Rocket Science, Virgin Interactive, Disney Interactive, and The Learning Company. As a recording and mastering engineer with over 35 years of experience, Dr. Waldrep has repeatedly demonstrated his unique ability to embrace both the technical and creative aspects of the recording industry. In 1994, he was experimenting with technologies and interactive designs that could integrate the record business with the emerging multimedia industry. His innovative idea to place music videos, interviews, liner notes, and web connectivity on a standard audio CD resulted in the birth of the “i-Trax enhanced CD” format. His trademark “i-Trax” appeared on dozens of ECDs released during the early 1990s, including the first ECD from a major label (Rhythm of the Pride Lands/Walt Disney Records), the largest-selling (The Rolling Stones “Stripped/Virgin Records), and the first to have an Internet connection (David Bowie & Bing Crosby “Little Drummer Boy/Oglio Records).

Business Rockstars
Mark Waldrep President and CEO of AIX Media Group

Business Rockstars

Play Episode Listen Later Dec 17, 2015 81:42


ABOUT MARK WALDREP, PH.D. Founder and President of the Pacific Coast Sound Works in 1989, he developed software tools and techniques that established PCSW as the preeminent digital media service bureau for the most prominent software developers and publishers in the CD-ROM multimedia industry. PCSW clients include Warner New Media, Spectrum Holobyte, Broderbund, Rocket Science, Virgin Interactive, Disney Interactive, and The Learning Company. As a recording and mastering engineer with over 35 years of experience, Dr. Waldrep has repeatedly demonstrated his unique ability to embrace both the technical and creative aspects of the recording industry. In 1994, he was experimenting with technologies and interactive designs that could integrate the record business with the emerging multimedia industry. His innovative idea to place music videos, interviews, liner notes, and web connectivity on a standard audio CD resulted in the birth of the “i-Trax enhanced CD” format. His trademark “i-Trax” appeared on dozens of ECDs released during the early 1990s, including the first ECD from a major label (Rhythm of the Pride Lands/Walt Disney Records), the largest-selling (The Rolling Stones “Stripped/Virgin Records), and the first to have an Internet connection (David Bowie & Bing Crosby “Little Drummer Boy/Oglio Records).

Earl Grey: A Star Trek The Next Generation Podcast
Earl Grey 110: The Shift Key Is Your Friend

Earl Grey: A Star Trek The Next Generation Podcast

Play Episode Listen Later Oct 20, 2015 72:26


A Final Unity.The mission of creating a good game based on Star Trek: The Next Generation has been a continuous hit-or-miss enterprise. However, few games can boast the voice talents of the original TNG actors. In 1995, game developer Spectrum HoloByte and publisher MicroProse released "A Final Unity," for both DOS and Macintosh computers. The Enterprise-D faced Romul-, er, Garidian warbirds, went on various away missions, and had Captain Jean-Luc Picard deal with an ultimate moral question concerning power.Daniel, Darren, and Phillip fire up their boot disks in this episode and talk about playing "A Final Unity." The trio discusses gameplay (both the regular and "quick" versions), the game's story, solving puzzles, the graphics, and how our favorite TNG crewmembers are used by players. The trio explain the accuracy of Commander Riker leaning on the bridge, the game mechanics of yesteryear, and why Daniel holds a game secret more powerful than anything the Chodak have to offer. Join Earl Grey as they enter the world of Next Gen gaming and discuss the 1995 release, "A Final Unity."   HostsDaniel Proulx, Phillip Gilfus, & Darren MoserEditor / ProducerDarren MoserExecutive ProducersNorman C. Lao, Matthew Rushing, & C Bryan Jones Production Manager Richard Marquez   Content Manager Will Nguyen Chapters Gameplay (00:23:21) Story (00:29:29) Episode References (00:46:26)TNG GAMES PART 2 (00:52:20)What if? (00:54:55) Final Thoughts (00:59:59) Send us your feedback! Twitter: @trekfm Facebook: http://facebook.com/trekfm Voicemail: http://www.speakpipe.com/trekfm Contact Form: http://www.trek.fm/contact Visit the Trek.fm website at http://trek.fm/ Subscribe in iTunes: http://itunes.com/trekfm Support the Network! Become a Trek.fm Patron on Patreon and help us keep our shows coming to you every week. We have great perks for you at http://patreon.com/trekfm

ANTIC The Atari 8-bit Podcast
ANTIC Interview 39 - Victor Cross, Atari copywriter

ANTIC The Atari 8-bit Podcast

Play Episode Listen Later Apr 29, 2015 15:37


Victor Cross, Atari copywriter   Victor Cross was a freelance copywriter for Atari from 1982 through 1984. He wrote many press releases and product announcements for Atari 2600 and 5200 games. He also wrote the documentation for the Atari 5200 Baseball game; plus various catalog copy for Atari.  He also wrote game manuals for LucasArts, Spectrum Holobyte, Br0derbund, and other software companies.   Victor lent me his collection of Atari news releases that he wrote, which I scanned and uploaded toarchive.org. You'll find a link to that in our show notes atAtariPodcast.com.   This interview was conducted March 5, 2015.   LINK   Victor's Atari 5200 and Atari 2600 News Releases   Teaser quotes:   "For me, this was kind of like my big break... it was a huge blessing for me, really."   "I did play the game, and I kept killing E.T.. ... He kept dying on me. He'd literally have little crosses over his eyes. And I was going my god, nobody's going to like this."

Idle Thumbs
Idle Thumbs 190: A Very Spectrum HoloByte Christmas

Idle Thumbs

Play Episode Listen Later Dec 24, 2014 53:33


It is the season of giving gifts, unless you are Sean Vanaman, who only seems to receive gifs. Danielle and Chris get deeper into Dragon Age Inqusition, which mostly means Iron Bull talk. After that, it's time for a holiday mailbag trip through the digital back alleys of the competitive Smash scene, and a bleak realization about what 2015's really The Year Of.