An award-nominated documentary and narrative audio series about video games and the video game industry — as they were in the past, and how they came to be the way they are today. History doesn't just vanish into the distance behind us; it casts a very long shadow that affects everything that comes after it, and so with The Life and Times of Video Games journalist and historian Richard Moss draws those through lines to tell fascinating stories about the past that link right back to the present.
[re-uploaded as mono] An extended interview with Pocket Gamer co-founder Jon Jordan about the evolution of App Store business models and iOS game design. Bonus/unused content from the Race to the Bottom documentary.
The story of the one of the earliest flight simulator games, Airfight, a favourite among the PLATO community back in 1973, based on an interview with its creator. Airfight was a multiplayer flight combat sim with wireframe graphics and real-time chat, and it was an influence on the first home computer flight simulator, subLOGIC's fittingly-named 1980 game Flight Simulator for the Apple II and TRS-80.
A story from the dawn of 3D sports games, and the forgotten link between the 16-bit isometric and 32-bit 3D EA Sports games — this is how FIFA 3DO transformed the way sport was represented in video games.
The story of a cancelled X-Men TV controller game, as told by former LucasArts illustrator Mark Ferrari, who is a world-renowned and innovative pixel artist responsible for popularising multiple graphical techniques — including dithering, colour cycling, and palette shifting. And an inside look at the downside of having marketing-focused gatekeepers in charge of what products hit store shelves.
At the dawn of emulation and the World Wide Web, a group of fans discovered the Nintendo and Super Nintendo games that never made it over from Japan. One of them decided to hack into a few of these and translate them, unofficially, with help from some friends -- starting with Final Fantasy II for the NES.
Every aspect of Tomb Raider 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.
Continuing the story from Part 1, this is how the original Tomb Raider's grid-based engine/level editor impacted on the series, on Lara Croft's rise to fame, and on the shifting sands of blockbuster game development. This episode also discusses the place that such a grid system has — or might have — in game design today. Featuring input from former Core Design artists and level designers Heather Stevens and Andy Sandham as well as programmer Gavin Rummery.