Épisodes

  • PAX Panel: Shareware Downunder
    Dec 22 2022

    I was on a panel about shareware games at PAX Australia in October, with Halloween Harry / Alien Carnage co-creator John Passfield, indie developer and bookshop owner Terry Burdak, and ACMI games curator Arieh Offman. This is the full audio from that panel.

    You can find a PDF of my slides from the panel at this Dropbox link. I've also got John's slides in PowerPoint format (so you can play the videos yourself) and Terry's in another PDF.

    As for where to find us and the things we talked about:

    • My new book, Shareware Heroes: The renegades who redefined gaming at the dawn of the Internet, has a website here
    • You can find out more about John's past work at the Play It Again website and his personal site.
    • Terry's games studio and shop are located in Melbourne's inner north. You can check out their games and buy some things at https://www.paperhousegames.com/
    • If you live in or are ever visiting Melbourne, be sure to visit ACMI and stop by the free Story of the Moving Image exhibition.
    • And you can find us all on social media. I'm @MossRC on Twitter and @mossrc@social.mossrc.me on the Fediverse (Mastodon et al); John is @JohnPassfield on Twitter and @johnpassfield@mastodon.gamedev.place on the Fediverse; Terry is @PaperHouseGames on Twitter and Instagram; and Arieh is @OffmanArieh.
    • Special thanks to Helen Stuckey for conceiving and organising the panel

    And here's the original panel description:

    Remembering a time when the shareware demo ruled PC gaming, this panel discusses the impact and legacy of shareware on the local gaming landscape. Featuring author of "Shareware Heroes: The renegades who redefined gaming at the dawn of the Internet" Richard Moss, game designer John Passfield, whose Apogee-published game Halloween Harry / Alien Carnage (1993) topped the charts just before shareware legends id Software made it irrelevant with Doom, and shareware devotee in their youth, indie developer Terry Burdak (Paper House). Panel chaired by Arieh Offman, ACMI's Curator of Videogames for Play it Again: Preserving Australian videogame history of the 1990s project.
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    1 h et 9 min
  • Soundbite: Home of the Underdogs founder Sarinee Achavanuntakul on abandonware vs piracy
    Feb 28 2022

    I'm still a ways off of finishing the next full episode, but here's something to fill the void in the meantime.

    When I spoke to Home of the Underdogs founder Sarinee Achavanuntakul, we had a long segue into the broken world of copyright and its connections to the abandonware scene in games. I'm not sure how much of it will make it into the main story, but I thought a solid chunk of what she said could stand well on its own — especially in light of recent industry discussions around preservation and digital sales (or re-sales) of games.

    So here it is, with a fairly substantial intro from me that felt almost like a dress rehearsal for the abandonware discussion I'll have to include in the full episode.

    If you'd like to contribute your thoughts/memories/insights on the Home of the Underdogs, please record a voice clip (in any audio format) and send it to me at richard@lifeandtimes.games, DM me @MossRC on Twitter, or upload directly to this drop folder.

    You can support The Life & Times of Video Games in any of the following ways:

    • subscribe to my Patreon
    • make a one-time or recurring donation via paypal.me/mossrc
    • buy my book The Secret History of Mac Gaming
    • preorder my second book Shareware Heroes: The renegades who redefined gaming at the dawn of the internet
    • or just by sharing your favourite episodes and telling other people about the show


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    9 min
  • If Monks Had Macs (Ludiphilia re-release)
    Dec 29 2021

    To wrap up the year I wanted to revisit one of my old favourites: a story I made for my other (currently-inactive) podcast about one of the strangest and most thought-provoking programs ever created. This is the story of If Monks Had Macs.

    Original description

    It all started with a Macintosh ad: 'You too can be a knowledge worker.' This is the story of Brian Thomas' 15-year odyssey at the helm of one of the strangest pieces of multimedia software ever created — If Monks Had Macs.

    Links

    • You can learn more about Brian, and about Monks, at his website: http://www.rivertext.com/monks.html
    • The original HyperCard stack is downloadable from http://www.rivertext.com/classic.html and also playable at the Internet Archive 
    • Ludiphilia Episode 10, Life After If Monks Had Macs 

    All music and sound effects from If Monks Had Macs (with some touch-up by me), except:

    • I Am a Man Who Will Fight for Your Honor by Chris Zabriskie
    • Oneiri by Kai Engel
    • Comatose by Kai Engel
    • And some bits I composed myself

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    36 min
  • The Tomb Raider grid (remastered)
    Oct 25 2021

    To celebrate the 25th birthday of my favourite game franchise, I thought I'd pull out the old Tomb Raider grid episodes from Season 1 and merge them into one. I also put some time into cleaning up the audio, though it'll still sound rough compared to newer episodes — given the lower-fidelity recordings I was using then. Here's the original episode description:

    Every aspect of the original Core Design Tomb Raider series (and by extension the franchise's success post-Core) comes back to the grid that lies beneath it — the majority of the puzzles; the platforming; the cavernous chambers and ruins and outdoor areas that provide a sense of isolation, of solitude and discovery; and Lara Croft's iconic acrobatic movement style. And yet it never would have happened if not for one pragmatic choice made by a programmer early in the game's development.

    This is the story of how that came to be, and how it made Tomb Raider…well, Tomb Raider, based on interviews with Heather Stevens (née Gibson) and Gavin Rummery as well as my past work covering Tomb Raider's history as a freelancer. The second part, which was originally a separate release, also includes discussion of the place that such a grid system has — or might have — in game design today. 

    Thank you to my Patreon supporters for making this episode possible — especially my producer-level backers Carey Clanton, Wade Tregaskis, Seth Robinson, Rob Eberhardt, Simon Moss, Scott Grant, Vivek Mohan, and Joel Webber.

    To support my work, so that I can uncover more untold stories from video game history, you can make a donation via paypal.me/mossrc or subscribe to my Patreon. 

    My first book, The Secret History of Mac Gaming, is getting republished in October 2021 (this month!) by Bitmap Books in an "Expanded Edition", featuring a revised layout and design, more images, additional written content, and new sections including a timeline and icon gallery. Head to Bitmap's product page for more details. 

    My second book, meanwhile, Shareware Heroes: The renegades who redefined gaming at the dawn of the internet, has just been copyedited and will soon be going through design and typesetting phases. It'll be out around Q2 2022, but you can preorder from Unbound.

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    1 h et 1 min
  • 33 - MobyGames, the IMDB of Video Games
    Oct 3 2021

    There was no encyclopaedia nor fleshed-out database of video games in 1999. There were barely even any reliable or comprehensive lists of video games. Not until Jim Leonard decided he needed to build one.

    He called it MobyGames, and 22 years later it's the de facto source for credits, screenshots, and other general information about video games. It is the "IMDB of video games". This is its story.

    My thanks to the people who contributed to this story:

    • Jim Leonard blogs at Oldskooler Ramblings and tweets @MobyGamer.
    • John Szczepaniak's Untold History of Japanese Game Developers trilogy is on Amazon. There's also re-edited, prettified version called Japansoft available from Read-Only Memory.
    • Clint Basinger runs the excellent Lazy Game Reviews YouTube channel, where he explores and discusses retro games and technology.
    • Matej Jan blogs about pixel art and retro games at Retronator. He's also developing Pixel Art Academy, an adventure game for learning how to draw.
    • These days John Romero is COO at Romero Games, a triple-A game studio he co-founded with his wife (and company CEO) Brenda. Their most recent title is Empire of Sin.
    • Tomer Gabel is now a software architect and consultant. You can find out more about him and his work via his LinkedIn and Twitter profiles.

    Thank you to my Patreon supporters for making this episode possible — especially my producer-level backers Carey Clanton, Wade Tregaskis, Seth Robinson, Rob Eberhardt, Simon Moss, Scott Grant, Vivek Mohan, and Joel Webber.

    To support my work, so that I can uncover more untold stories from video game history, you can make a donation via paypal.me/mossrc or subscribe to my Patreon. (I also accept commissions and the like over email, if you're after something specific or just don't want to deal through those platforms.)

    My first book, The Secret History of Mac Gaming, is getting republished in October 2021 (this month!) by Bitmap Books in an "Expanded Edition", featuring a revised layout and design, more images, additional written content, and new sections including a timeline and icon gallery. Head to Bitmap's product page for more details. 

    My second book, meanwhile, Shareware Heroes: The renegades who redefined gaming at the dawn of the internet, has just been copyedited and will soon be going through design and typesetting phases. It'll be out around Q2 2022, but you can...

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    56 min
  • Interview: Kate Willaert (A Critical Hit)
    Aug 5 2021

    I speak to games historian and graphic designer Kate Willaert about her research and current projects, as well as her efforts to turn this work into a job.

    We also voice our complaints about Google's Usenet archives, discuss the horrible world of YouTube publishing, the struggles of getting your work seen/read/heard as a content creator today, the value of a good hook for getting people interested in history, how to structure a historical narrative, our font choices for writing draft scripts, and much, much more.

    Interview conducted 1 May 2021

    Links:

    • Kate has talked lots about her Carmen Sandiego research, both on Twitter and her blog. Here's one example.
    • Tetris: The Games People Play, a graphic novel about the history of Tetris
    • The intro to Kate's (eventually) 50-part video series on playable female protagonists
    • MobyGames tag for female protagonists (excludes games with multiple playable characters)
    • Hardcore Gaming 101 feature on 1980s video game heroines
    • The rules governing her 50-part playable female protagonists series are laid out in the intro video and this article
    • Atari Compendium's collection of scanned magazines
    • The Internet Archive's Magazine Rack
    • The Usenet archives on Google Groups are now mixed in with the other groups and not easily browsable, but search still works
    • The UTZOO-Wiseman archives on archive.org are a great resource for Usenet posts
    • American Radio History
    • newspapers.com
    • newspaperarchive.com
    • Kate's Moonlander article
    • Kate's YouTube channel
    • I didn't go into specifics on the many significant games made in 1973, so here are several off the top of my head:
    • Maze, arguably the first first-person shooter
    • Spasim, one of the earliest 3D games
    • Airfight/Airace, the first computer flight combat sim (covered on this show in ep2)
    • Moonlander
    • Empire (the PLATO one)
    • David Ahl's 101 BASIC Computer Games...
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    1 h et 34 min
  • 32 - Flight Control, the simple little iPhone game that helped redefine an industry
    May 19 2021

    How a game designed in a week helped to change everything — for the company that made it, for a local industry in turmoil, and for a global industry in transition. 

    Features interviews with Defiant Development co-founder Morgan Jaffit and Firemint founder / Flight Control creator Rob Murray, along with a clip of former Touch Arcade editor Eli Hodapp.

    LINKS

    • You can't get Flight Control on iOS or Android anymore, but the HD Mac and Windows port is still available on Steam — if your computer is old enough to run it.
    • The clip of Eli Hodapp speaking on The Touch Arcade Show is from episode 222, published in September 2015 — shortly after Flight Control (along with many other EA-owned games) was delisted from the App Store
    • For more from me on the early mobile games business, be sure to check out episode 1 - Race to the bottom as well as the extended interview I posted with Pocket Gamer co-founder Jon Jordan after that episode came out. I also briefly touched on early iPhone hit Trism in episode 6 - ROM Hack — which featured Trism creator Steve Demeter talking about his stint in the ROM hacking and translations community.

    If you're curious what these guys are up to nowadays, you'll find Eli at GameClub carving out deals to pull more old iOS and Android games out of purgatory and into their subscription catalogue. Rob is a stay-at-home dad, years deep in a bigger-than-he'd-expected project to design his family's new house. And Morgan is also enjoying the home life after winding down Defiant in 2019, happy that it had served its purpose and was no longer needed. He says he's also writing a script for a new game some ex-Defiant people are building, consulting on various upcoming game projects, and writing short stories (which he describes as a "very nice" change of pace, as he can get a story done in days rather than the years most games he's worked on took to complete).

    Thank you to my Patreon supporters for making this episode possible — especially my producer-level backers Joel Webber, Vivek Mohan, Seth Robinson, Simon Moss, Carey Clanton, Scott Grant, Wade Tregaskis, and Rob Eberhardt.

    To support my work, so that I can uncover more untold stories from video game history, you can make a donation via paypal.me/mossrc or subscribe to my Patreon. (I also accept commissions and the like over email, if you're after something specific or just don't want to deal through those platforms.)

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    42 min
  • Interview: Andrew Borman (Strong Museum of Play, PtoPOnline)
    Apr 27 2021

    The Strong Museum of Play's digital games curator Andrew Borman describes his deep passion for uncovering and preserving cancelled, unreleased, and prototype games. This is so much more than a vocation for him, and here you get to hear all the stories and insights he shared with me when I interviewed him for the season 4 finale, The Ghosts of Games That Never Were.

    Highlights include the stories behind cancelled Halo and Elder Scrolls games, an unreleased version of Until Dawn, an early version of Resident Evil 2, and some in-depth discussion about the significance of finding and sharing these stories. We also talk a bit about Andrew's work at The Strong and the amazing power and value of institutional backing in games preservation.

    Interview conducted January 14th, 2021.

    Links (many of these go to YouTube):

    • I can't find a surviving archive of Andrew's Resident Evil 1.5 post, but here's a great Eurogamer article about the game and the community quest to preserve it
    • The Strong Museum of Play
    • Research fellowships at The Strong
    • This page on The Tomb of Ash has info, screenshots, and download links for Core Design's cancelled Tomb Raider 10th Anniversary Edition
    • Episode 31 of this show also included a segment on said 10th Anniversary Edition
    • Tomb Raider's video game hall of fame entry
    • Andrew has multiple videos on the Haggar Xbox demo build for a Halo Mega Bloks game. Here's the most recent one. And here's the first one.
    • A video Andrew made about the Sonic Extreme skateboarding/hoverboarding game that turned into the Sonic Extreme we actually got
    • Elder Scrolls Oblivion cancelled PSP game
    • Andrew's Star Wars Battlefront 3 unseen PC footage video
    • Andrew's video on Until Dawn's unreleased PS3 version
    • VICE Gaming/Waypoint has an excellent Halo 1 oral history
    • Manse was mentioned four times in Ambrosia Software's newsletter before its quiet cancellation
    • Here's the Wikipedia page on Captain Comic
    • Andrew's Stargate SG1: The Alliance hub page from his old website has both articles and videos
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    58 min