
They Create Worlds
Alex Smith, and Jeffrey Daum 269 episodes Nov 1, 2026
They Create Worlds is a podcast about the people, technology, business decisions, and cultural forces that built the video game industry. Through historical research, it traces how games were made and why they turned out the way they did across companies, platforms, and decades. Hosts Alex Smith and Jeffrey Daum explore where games came from, who made them, and how creative and commercial choices shaped what appeared on screen. The show also examines how new documents and conflicting memories keep video game history unsettled.
Episodes

Mortal Kombat
TCW Podcast Episode 269 - Mortal Kombat
What began as a stopgap project at Williams/Midway became one of the defining fighting-game franchises of the 1990s. Warren Davis returned to rebuild Williams’ video game division with a belief that 256-color hardware and digitized actors could give games a new level of visual realism. Truevision’s TARGA board made true-color image capture dramatically

Dragon Quest Part 2
TCW Podcast Episode 268 - Dragon Quest Part 2
Yuji Horii continued developing adventure games after The Portopia Serial Murder Case, but his growing interest in Ultima and Wizardry led him to incorporate role-playing elements into his work. Karuizawa Yūkai Annai combined adventure-game investigation with Ultima style overworld exploration and a climactic fighting sequence that included leveli

Dragon Quest Part 1
TCW Podcast Episode 267 - Dragon Quest Part 1
Kazuhiko Torishima is not well known outside Japan, especially in relation to video games, but the Weekly Shōnen Jump editor was instrumental in bringing together many of the people behind Dragon Quest. He encouraged Akira Toriyama early in his career, helping him develop the work that led to his first major hit, Dr. Slump. Torishima’s friendship

The 10 Best Selling Atari Games
TCW Podcast Episode 266 - The 10 Best Selling Atari Games
An internal Atari document visible in the background of the documentary Once Upon Atari provides a rare look at the company’s best-selling VCS games during the years leading up to, and just after, the video game crash. The Atari VCS was designed around just two player graphics, two missile graphics, and a ball, yet its most successful

Hasbro Interactive
TCW Podcast Episode 265 - Hasbro Interactive
Hasbro began as a family business selling textile remnants and pencil boxes before expanding into school supplies, children’s art products, and toys. Innovations such as Mr. Potato Head established the company as a toy maker, while G.I. Joe became a major success before the Vietnam War damaged its popularity and left Hasbro in a precarious position

Knights of the Old Republic
TCW Podcast Episode 264 - Knights of the Old Republic
Knights of the Old Republic did not simply bring Star Wars to the role-playing game format. It was BioWare’s effort to build a cinematic RPG in a part of the galaxy far enough from the films to tell a new story, while drawing on decades of Expanded Universe worldbuilding, tabletop systems, and the storytelling model popularized by Timothy Z

Howell Ivy
TCW Podcast Episode 263 - Howell Ivy
Howell Ivy had a knack for taking familiar arcade ideas and pushing them somewhere new. He discovered video games through Computer Space while serving in the Air Force, and in his off time he built a ball-and-paddle game that led to a position at Ramtek. Clean Sweep gave the ball-and-paddle format a new twist and helped inspire Atari's Breakout. Ramtek Bas

Vectrex
TCW Podcast Episode 262 - Vectrex
The Vectrex came with its own screen, plastic color overlays, and roots in the aerospace industry. GCE brought Smith Engineering in to design and develop digital watch games, then calculator games, before the two companies set their sights on a full home console. That console had to include its own display because home televisions could not support vector gra

Starfox
TCW Podcast Episode 261 - StarFox
Before Star Fox, there was a developer in Britain building copy protection tools, a dinner party that opened the right door, and a Game Boy prototype game that could do something it was never supposed to do. Jez San's Argonaut Software caught Nintendo's attention at CES and was invited to Japan. The meeting led to a two million dollar deal to build a custom c

Vivendi Electric Boogaloo
TCW Podcast Episode 260 - Vivendi Electric Boogaloo
How does a Canadian liquor company end up owning Universal Studios and, eventually, help create Activision Blizzard? Seagram chased diversification as liquor sales softened, tried to take over Conoco, and instead wound up with a 25% stake in DuPont that generated most of its earnings. Edgar Bronfman Jr. sold that stake to buy MCA from Matsus

A Cendant to Vivendi
TCW Podcast Episode 259 - A Cendant to Vivendi
CUC International looked like a company that never missed. Quarter after quarter, just barely beating estimates, right up until the moment Henry Silverman got access to their books and found out why. When a new customer signed up, CUC booked a full year of revenue immediately, even though billing was monthly. If that customer left before the year

The Shenanigans of CUC Software
TCW Podcast Episode 258 - The Shenanigans of CUC Software
Walter Forbes built CUC International from Comp-U-Card, a phone-in discount shopping club that cut out the middleman with a small markup and annual fee, not unlike a proto-Amazon Prime. As computer networks like CompuServe, Prodigy, and GEnie rose, CUC pivoted online and Forbes set his sights on the games business, joining the Sierra O

Nine Atari Games
TCW Podcast Episode 257 - Nine Atari Games
The Atari VCS launched with nine games to entice consumers into the new gaming medium, and Combat set the trend of packing multiple "games" into a single cartridge. Featuring a wide array of game modes, Combat holds its own even today and served as the console's official tie-in title. Atari's partnership with Sears, however, rebranded all but one of

Cinemaware
TCW Podcast Episode 256 - Cinemaware
Bob Jacob launched Cinemaware to fuse movies and video games on Amiga, hiring journalist Kellyn Beeck to design Defender of the Crown's medieval themes. Programmer John Cutter led in-house development after massive outside studio delays, tapping coder R.J. Michael for an intense programming marathon to barely hit deadline and make Defender the Amiga's kill

The Elder Scrolls: Morrowind
TCW Podcast Episode 255 - The Elder Scrolls: Morrowind
After Arena and Daggerfall's triumphs, Julian LeFay's Battlespire spinoff marked his last hand in the Elder Scrolls universe. Amid conflicts while working on other projects, LeFay left. Ted Peterson had already departed after Daggerfall. This left Bethesda Softworks with none of the original creators for the next Elder Scrolls. Developmen

The Elder Scrolls: Arena & Daggerfall
TCW Podcast Episode 254 - The Elder Scrolls: Arena & Daggerfall
Bethesda Softworks, founded in 1985 by Christopher Weaver with sports titles like Gridiron and Wayne Gretzky Hockey along with licenses like The Terminator, pivoted to RPGs. Demo scene legend Julian LeFay hired Vijay Lakshman as designer and buffer to management so LeFay could focus on games. Together they birthed The Elder S

Masanobu Endō
TCW Podcast Episode 253 - Masanobu Endō
Masanobu Endō is one of Japan's most important game designers, yet remains relatively unknown in the West. Starting from an uncertain role at Namco, he first made his mark by turning Dig Dug play notes into an official strategy booklet, then shifted into programming work where he learned from Namco's maze games, including Pac-Man. Assigned as a programm

A Guitar Hero
TCW Podcast Episode 252 - A Guitar Hero
The rise and fall of the Guitar Hero franchise and the rhythm game craze of the mid to late 2000s. Red Octane got its start making Dance Dance Revolution pads, but a partnership with Harmonix Music Systems, a studio building technology that let people interact with music without learning an instrument, led to the creation of Guitar Hero. Major retailers

Virgin Games
TCW Podcast Episode 251 - Virgin Games
As a companion piece to our Mastertronic episode, we look at the rise and fall of Virgin Games. Beginning with Richard Branson’s mail-order record business and the success of Virgin Records, the company expanded into games under executive Nick Alexander, whose interest in the industry led to the creation of a Virgin gaming subsidiary. Early successes inc

Mastertronic
TCW Podcast Episode 250 - Mastertronic
From budget software publisher to the gateway for SEGA’s entry into Europe, we look at the rise and fall of Mastertronic. Initially shunned by high street retailers, the company found success supplying discount games to chains like Woolworths while importing and reselling titles from other publishers for the European market. A failed attempt to bring budget

New World Computing
TCW Podcast Episode 249 - New World Computing
We look at the rise and fall of New World Computing through the career of Jon Van Caneghem. Coming from the era of the lone programmer as the industry shifted toward larger development houses, Jon built Might and Magic into one of the most influential RPG franchises of its time. We trace the evolution of the series from its early focus on quest drive

An Act of Control
TCW Podcast Episode 248 - An Act of Control
We look at Japan’s Act on Control and Improvement of Amusement Business and its impact on the arcade industry in Japan. In the late 1970s and early 1980s, video games became increasingly popular in Japan, drawing public concern over how much time and money players were spending in game centers. With little cultural context for games as entertainment, m

The History of Commodore Pt 4
TCW Podcast Episode 247 - The History of Commodore Pt 4
The final chapter of our Commodore series covers the company’s chaotic decline. After early success with the Amiga line, internal conflict grew under President Tom Rattigan, who wanted to focus on the low end with the Amiga 500 while Irving Gould pushed for high end systems like the Amiga 2000. Missed deadlines and a failed boardroom chal

The History of Commodore Pt 3
TCW Podcast Episode 246 - The History of Commodore Pt 3
After Jack Tramiel left Commodore and founded Tramel Technology, the company pressed on with mixed results. Systems like the SX 64, the C900, the Plus/4, the C16, and the C116 failed to gain traction, which led to the development of the C128. It improved on the C64 in many ways, but because so many games relied on C64 quirks, Commodore in

The History of Commodore Pt 2
TCW Podcast Episode 245 - The History of Commodore Pt 2
Commodore’s shift from calculators to computers began with the PET, which found success in Europe as a business machine. After seeing the ZX80 in Britain, Jack Tramiel pushed for an affordable home computer, leading to the VIC-20. Guided by marketing manager Michael S. Tomczyk, Commodore promoted the VIC-20 as “the friendly computer” with W

The History of Commodore Pt 1
TCW Podcast Episode 244 - The History of Commodore Pt 1
We kick off our look at Commodore with the story of its founder, Jack Tramiel. A Holocaust survivor who emigrated to the United States, Tramiel began repairing lamps and typewriters before founding a typewriter import business in Toronto. His early success was nearly undone by the Atlantic Acceptance financial scandal, which forced him i

RCA Studio II
TCW Podcast Episode 243 - RCA Studio II
The RCA Studio II emerged from the company’s faltering computer division and the vision of engineer Joseph Weisbecker, who had long dreamed of personal computing after reading "Giant Brains or Machines That Think". He developed FRED at home, a TTL-based hobby computer. A later iteration using the COSMAC microprocessor inspired his daughter Joyce, who we

Fumito Ueda
TCW Podcast Episode 242- Fumito Ueda
Fumito Ueda entered game design through art rather than a love of traditional play. Influenced by titles like Flashback and Another World, he sought to tell stories with minimal interfaces and expansive environments rich in mood. After early work on D and Enemy Zero, Sony gave him a trial period that led to ICO, a game shaped by surreal landscapes inspired

The First 10 Years of European Consoles
TCW Podcast Episode 241 - The First 10 Years of European Consoles
The first decade of European consoles began with imports of the Magnavox Odyssey, but soon local experiments took shape. In Spain, the Overkal may have been tied to a possible attempt to bring the Odyssey into the country, though no hard evidence survives, and it is generally treated as a local product. Across Europe, companies

Nintendo: Playing with Mii & Wii
TCW Podcast Episode 240 - Nintendo: Playing with Mii & Wii
From DS touch-and-stylus play to living-room motion, we trace Nintendo's road to Wii. Nintendogs and Brain Age broadened the audience to parents and grandparents. After cold receptions at Microsoft and Sony, inventor Tom Quinn's Gyration motion tech found a home at Nintendo, and internal prototypes were so fun they became Wii Spor

Nintendo: Wii Were Struggling
TCW Podcast Episode 239 - Nintendo: Wii Were Struggling
Nintendo’s struggle for cultural relevance in the lead-up to the Wii was marked by the N64’s poor fit for Japanese homes and the GameCube’s failure to outsell even the fledgling Xbox globally. Internally, a power struggle unfolded as Hiroshi Yamauchi prepared to retire. Former Sharp executive Atsushi Asada was brought in and became Execu

Quake
TCW Podcast Episode 238 - Quake
We dive into the development of Quake, the ambitious and turbulent follow-up to Doom from ID Software. John Carmack set out to build a groundbreaking engine featuring full 3D rendering, dynamic lighting, and client-server multiplayer. This pushed the technical boundaries in a pre-GPU world. To achieve this, he brought in legendary programmer Michael Abrash from

Jordan Mechner and Price of Persia
TCW Podcast Episode 237 - Jordan Mechner and Price of Persia
We continue our look at Jordan Mechner with the development of Prince of Persia. Its cinematic inspirations include Castles of Dr. Creep, the opening of Raiders of the Lost Ark, and the 1938 Robin Hood. To animate the prince, Mechner filmed his brother performing stunts, then manually painted key frames, painting his brother white and

Jordan Mechner and Karateka
TCW Podcast Episode 236 - Jordan Mechner and Karateka
This episode explores the early life of Jordan Mechner and the making of Karateka. We cover his Jewish family’s escape from Nazi Europe, his years at Yale, and his struggle to choose between careers in film, art, and game design. Drawing on lessons from arcade games, Mechner formed core design principles that shaped his approach. He also work

Coin-op Legends of Japan
TCW Podcast Episode 235- Coin-op Legends of Japan
Long before they entered the world of video games, a generation of Japanese entrepreneurs built their fortunes in the coin-operated amusement business. In this episode, we trace the early lives and business ventures of five pioneering founders who helped lay the groundwork for companies like Tehkan (later Tecmo), Sammy, and IPM (later IREM). Thes

Yu Suzuki
TCW Podcast Episode 234 - Yu Suzuki
Often called SEGA’s Shigeru Miyamoto, Yu Suzuki redefined arcade gaming through innovation and ambition. He pioneered immersive cabinets like Hang-On's rideable motorcycle and After Burner’s flight sim, and used sprite scaling to simulate 3D in hits like Space Harrier and OutRun. His work culminated in the R360 G-LOC—a gyroscopic cabinet offering full 360°

Baldur's Gate
TCW Podcast Episode 233 - Baldur's Gate
When three doctors, a prolific dungeon master, a database programmer, and a writer come together to make video games, you get Baldur’s Gate! Often credited with saving the Western RPG, Baldur’s Gate became a phenomenal hit, taking full advantage of Microsoft’s new DirectX API and Windows 95. With this technology, the team created massive, beautiful maps

All the Other Home Pongs
TCW Podcast Episode 232 - All the Other Home Pongs
The home Pong market of the mid-1970s extended far beyond the big three—Atari, Coleco, and Magnavox. Numerous smaller companies entered the scene, not only in the United States but also across Europe and other parts of the world. As the home gaming industry rapidly evolved, many manufacturers introduced unique systems powered by integrated ci

Street Fighter 2
TCW Podcast Episode 231- Street Fighter 2
Street Fighter 2 is often credited with reviving the arcade scene in the early 1990s. While it successfully brought back the must-have arcade game mentality, it couldn’t stop the overall decline of arcades. The original Street Fighter was influenced by many sources, including Bruce Lee’s Game of Death, anime like Fist of the North Star, and Space Batt

Crafting the World of WarCraft
TCW Podcast Episode 230 - Crafting the World of WarCraft
World of Warcraft has stood the test of time for twenty years, and now we can explore the fascinating history behind its creation. The developers drew inspiration from MMOs like Ultima Online, EverQuest, Anarchy Online, Dark Age of Camelot, and more, incorporating what they loved while tackling unique challenges. From art style and stor

US Gold
TCW Podcast Episode 229 - US Gold
US Gold started as an importer of American games before becoming a dominant force in the British gaming industry. Partnering with Ocean Software, they formed a duopoly that shaped the UK and European gaming markets, bringing top titles to 8-bit computers and later expanding into consoles—US Gold backing SEGA while Ocean focused on Nintendo. When competitors b

PopCap Games
TCW Podcast Episode 228 - PopCap Games
PopCap Games was initially overlooked by the larger gaming industry due to its focus on fun, well-designed, and polished casual games. Their first major hit, Bejeweled, became a consistent source of income, allowing PopCap to invest time in developing new titles. This led to the creation of Peggle, which helped solidify PopCap’s reputation, particularly

Donkey Kong
TCW Podcast Episode 227 - Donkey Kong
Donkey Kong, a game and character that stands as one of the foundational elements of video game history, has a popular narrative with some inaccuracies that need correction. Thanks to the efforts of Kate Willaert and Norman Caruso, we can better understand the influences and origins of Donkey Kong. Nintendo’s use of hardware from another game, Radar Scope

Ray Kassar
TCW Podcast Episode 226 - Ray Kassar
Ray Kassar rose from humble beginnings to become a talented, savvy, and personable executive. He began his career in the textile industry at Burlington Industries, where he eventually became president of its most profitable division. However, after the unexpected passing of Burlington’s head, Kassar faced ageism and cronyism, which stifled his advancement. De

Games by Apollo
TCW Podcast Episode 225 - Games by Apollo
The great video game crash of the mid-1980s had many factors contributing to it. One such factor was the rise of companies like Games by Apollo, which is sometimes seen as an exemplar of the many businesses that entered the video game industry hoping to make quick money. While some criticisms of Games by Apollo are valid, the company was also much more t

D&D & Video Games 3E
TCW Podcast Episode 224 - D&D & Video Games 3E
In our final look at D&D & Video Games, we explore the early PC and mainframe computer scene, as well as the games created by fans of D&D. Various aspects of D&D were incorporated into these games, ranging from puzzles and light combat to full-on dungeon dives to claim treasure from the deepest levels. These games grew in

D&D & Video Games 2E
TCW Podcast Episode 223 - D&D & Video Games 2E
In the second part of our exploration of Dungeons & Dragons and its connection to video games, we examine the game’s refinement and rise in popularity. D&D was a groundbreaking experience, brought to life through Gary Gygax’s collaboration with others, particularly Dave Arneson, who developed many of its foundational concepts. The ga

D&D & Video Games 1E
TCW Podcast Episode 222 - D&D & Video Games 1E
In the first part of this series, we explore the various influences leading to the creation of Dungeons & Dragons. This episode is an edited version of our livestream, delving into the rise in popularity of war games, board games, and miniatures. Avalon Hill, a major company in this field, published The General magazine, which helped

North to Hellgate London
TCW Podcast Episode 221 - North to Hellgate London
In a pseudo part three of our look at Condor and Blizzard North, we explore the troubles the company faced after a year and a half of crunch. David, Max, and Eric were all burned out along with the rest of the staff. David was going through a divorce and had trouble putting his heart into figuring out what the next game would be. Due to lack of

Diablo 2
TCW Podcast Episode 220 - Diablo 2
We continue exploring the Diablo franchise with Diablo 2 and the journey of the team at Blizzard North. This episode covers the history of the Hellfire expansion for Diablo 1 and how it came to be developed by Sierra Online. A directive was issued for Blizzard North to focus on creating Diablo 2. The team aimed not just to create a bigger dungeon but to expa

Diablo 1
TCW Podcast Episode 219 - Diablo 1
We explore the monumental game Diablo! Initially a collaborative effort between David Brevik, Erich Schaefer, and Max Schaefer, Diablo brought together elements from games like X-Com, Angband, and surprisingly NHL '94. The trio formed the company Condor, producing NFL games and a Street Fighter clone called Justice League Task Force for the SEGA Genesis. At

The 100 Games Redux - The Revival
TCW Podcast Episode 218 - The 100 Games Redux - The Revival
We’re back to revisit the 100 most influential games, this time with your feedback! We’ve made many changes to the list and even brought back some of the games that were previously cut. A huge thank you to everyone who wrote in, left a comment on YouTube, or reached out to us in other ways. Although we couldn’t read every single comment

The Games of Ed Logg
TCW Podcast Episode 217 - The Games of Ed Logg
Ed Logg had a long and distinguished career in Atari's coin-op division. Initially aspiring to be a math professor, his path changed after encountering the Atari 2600 at a friend's Christmas party. While at Atari, Logg created the legendary game Asteroids, which became a massive success. He continued his streak with Super Breakout and co-created

The 100 Games Redux - The Removal
TCW Podcast Episode 216 - The 100 Games Redux - The Removal
We revisit our list of the top 100 most influential games, making decisions on what to keep, remove, or change. We’ve removed 19 games and altered another—do you agree with our choices? What would you add or remove? We’d love to hear your thoughts! Email us at feedback@TheyCreateWorlds.com to make your case. We’ll use your feedback in o

Final Fantasy VII
TCW Podcast Episode 215 - Final Fantasy VII
Final Fantasy VII holds a special place in the hearts of many gamers. For some, it was the first time they really connected with a JRPG. For others, it marked the transition from pixel art games to 3D gaming. Final Fantasy VII owes much to the storytelling work of its predecessor, Final Fantasy VI, led by Yoshinori Kitase. Kitase used his love of filmm

The Neo Geo
TCW Podcast Episode 214 - The Neo Geo
The Neo Geo was SNK's attempt to create a versatile hardware system for operators, allowing them to swap out games at a reduced cost while also bringing an authentic arcade experience into homes. The system's development was influenced by Capcom, with Street Fighter creator Takashi Nishiyama moving to SNK. The Neo Geo came in two versions: the Multi Video Sy

The Exidy of the 80's and 90's
TCW Podcast Episode 213 - The Exidy of the 80's and 90's
In our second part, we look at Exidy as we wrap up the 70s and explore their products of the 80s and 90s. They continued developing microprocessor games with a variation on Pac-Man with Mouse Trap. The game was moderately successful during the downturn in the mid-80s. Exidy tried to leverage the power of an Atari 400 computer to create

The Exidy of the 70's
TCW Podcast Episode 212 - The Exidy of the 70's
Following our examination of Ramtek, we now turn to Exidy, founded by Pete Kauffman and Samuel Hawes. Exidy began by producing Pong variants during the Pong boom. John Metzler joined in 1975, creating Destruction Darby, later licensed to Chicago Coin as Demolition Derby. After Metzler left, Howell Ivy revamped the game into the notorious Death R

Ramtek
TCW Podcast Episode 211 - Ramtek
Ramtek was an unlikely entrant into the video game space. Starting off as employees of Data Disc Corporation, Charles McEwan and John Metzler aimed to use technology to positively impact society. With a focus on high-end displays, money was slow to come in. A local bar, Andy Capp's Tavern, frequented by company's engineers, served as a test site for the new At

Accolade Part 2
TCW Podcast Episode 210 - Accolade Part 2
In our second look at Accolade, we cover the company’s gradual decline in the 90's leading to its acquisition by Infogrames. The desire to expand into console games grew too strong, and Accolade decided to save money on production costs by clean-room engineering the lockout mechanism on the SEGA Genesis. Meanwhile, SEGA was working on an internal revi

Accolade Part 1
TCW Podcast Episode 209 - Accolade Part 1
In part one of a two-part retrospective, we explore how the pressures of the North American video game crash combined with the desire to create more sophisticated products for home computer platforms led Alan Miller and Bob Whitehead to leave Activision and establish their own company, Accolade. Publishing a mix of internally developed and third-party

Two Dunes: The Battle for Arrakis
TCW Podcast Episode 208 - Two Dunes: The Battle for Arrakis
In this episode, we delve into the expansive universe of Dune, a rich tapestry woven with themes, warnings, and boundless inspiration. Its profound impact extends beyond literature, influencing science fiction and serving as a wellspring of creativity for writers, artists, and futurists alike. Our focus shifts to the realm of gaming as

SEGA Saturn Part 2
TCW Podcast Episode 207 - SEGA Saturn Part 2
In the second part of our examination of the SEGA Saturn, we delve into its influences, challenges, and lasting impact. Beginning with a detailed analysis of its pricing strategy, we scrutinize the psychological effect of pricing items at $99, creating an illusion of affordability. We then explore the cultural context in Japan, highlighting the tra

SEGA Saturn Part 1
TCW Podcast Episode 206 - SEGA Saturn Part 1
In this in-depth exploration of the SEGA Saturn, our focus delves into the intricate technology that underpins the console. We delve into the challenges associated with 3D modeling, collision detection, and object occlusion, scrutinizing how the Saturn, primarily a sprite-based system, manages to incorporate 3D elements. The pivotal moment arrives

Shepherd's Mass Effect 2 & 3
TCW Podcast Episode 205 - Shepherd's Mass Effect 2 & 3
In our examination of the second and third installments of the Mass Effect trilogy, we delve into the development of each game and the transformative impact of BioWare's acquisition by EA. Mass Effect 2 marked a notable departure, shifting away from RPG elements towards a more structured shooter, with a renewed emphasis on narrative,

Exploring the Mass Effect
TCW Podcast Episode 204 - Exploring the Mass Effect
In part one of a two-part exploration of the original Mass Effect trilogy, the game emerges as a synthesis of diverse influences from literary books, video games, art styles, TV shows, and movies. Drawing heavily from Bablyon 5 and the TV series 24, the main framework of Mass Effect reflects a blend of narrative inspirations. The art style,

Alone In The Dark
TCW Podcast Episode 203 - Alone In The Dark
Despite appearing outdated by today's standards, Alone in the Dark remains a highly influential game in the survival horror genre. Numerous franchises, including Silent Hill, Resident Evil, and Eternal Darkness, either cite or incorporate tropes popularized by Alone in the Dark. Spearheaded by Frédérick Raynal, the game drew inspiration from Giallo

Advanced Balls and Paddles Part 2
TCW Podcast Episode 202 - Advanced Balls and Paddles Part 2
Following the release of Breakout by Atari, its influence spread to Japan, sparking a surge in demand that prompted numerous Japanese companies to enter the video game industry by creating clones of the popular game. Seeking innovation, Exidy developed Circus, introducing new elements to the Breakout formula. The widespread appeal of

Advanced Balls and Paddles Part 1
TCW Podcast Episode 201 - Advanced Balls and Paddles Part 1
In this two-part exploration of advancements in ball and paddle games beyond Pong, we delve into the human fascination with balls and trace the evolution of coin-operated games leading to Pong's creation. Ramtek's contributions, especially with Wipe Out and Clean Sweep, spurred Atari to experiment with new ideas, resulting in Pin Pon

The History of Handheld Games Part 3
TCW Podcast Episode 200 - The History of Handheld Games Part 3
In our concluding episode exploring the evolution of handheld games, we kick off with the Amiga and the allure of bouncing balls before delving into the Atari Lynx, an early and captivating handheld console. Despite its appeal, the Lynx struggled against challenges like its high price, the limited library of engaging games, and su

The History of Handheld Games Part 2
TCW Podcast Episode 199 - The History of Handheld Games Part 2
Continuing in front of a live streaming audience, part two of our exploration into the history of handheld games delves into the pivotal role of LCDs. We kick off with the Microvision and trace the progression through the iconic Game & Watch, credited with saving Nintendo during challenging times and inspiring emulation by com

The History of Handheld Games Part 1
TCW Podcast Episode 198 - The History of Handheld Games Part 1
Recorded in front of a live-streaming audience, we delve into the captivating history of handheld games, commencing with an unexpected origin—the pocket-sized calculator. The innovative strides made in pocket calculator technology paved the way for toy companies to venture into the realm of handheld electronic games, resulting in

The ID Of Game Development
TCW Podcast Episode 197 - The ID of Game Development
ID Software; the makers of many games that are beloved by gamers. Due to the need for rapid development ID was forced to separate game design from the mechanics. Having a dedicated game engine that was focused on visual and support technologies as opposed to the specifics of game design. ID Software utilized tools to make levels, licensing

The Sumerian Game
TCW Podcast Episode 196 - The Sumerian Game
The Sumerian Game is one of the first uses of video games to help enhance education. Developed using some funds from the National Defense Education Act, the Sumerian game used education techniques where facts and data could be presented not by a teacher, but by a computer. The game itself is notable because it was designed by Mabel Addis, one of the

Finding Video Game Copyright
TCW Podcast Episode 195 - Finding Video Game Copyright
We look at copyrights and video games. Where did they come from? Were video games even creative works that could be copyrighted? If a video game is copyrightable is it like a book or like a movie? We look at how the United States, Japan, the United Kingdom, and Europe answered these questions in game maker's long legal battles to combat c

The 7th Guest
TCW Podcast Episode 194 - The 7th Guest
We cover the 7th guest in so much detail it's frightening! This game has everything from a genius bedroom programmer from the UK teaming up with an artist who made some raunchy comics, to bar fights, Twin Peaks, and a Shakespeare troupe. The 7th guest has it all to bring us a game that turned CD-ROM from an expensive luxury to a must-have item for any P

Microprose Part 2
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

Microprose Part 1
TCW Podcast Episode 192 -Microprose Part 1
In the first part of our look at Microprose, we cover the central characters of Wild Bill Stealey and Sid Meier. The duo came from very different backgrounds that helped inform the creative and business powerhouse. Wild Bill had to grow up at a young age after his father's death. This led to him having to manage the home finances, negotiate out of de

SEGA and CSK Part 2
TCW Podcast Episode 191 - SEGA and CSK Part 2
In part two of our look at SEGA and CSK we look closely at the circumstances that lead to Isao Okawa taking direct control as CEO of SEGA. We also take a new look at the circumstances that lead to the financial difficulties with SEGA in lending money inside the company. We have a lot of new insights here behind the problems with the Dreamcast, how O

SEGA and CSK Part 1
TCW Podcast Episode 190 - SEGA and CSK Part 1
In this first of a two-part episode about SEGA and CSK, we look at the origin of CSK, and the major players involved. Most notably Isao Okawa who had a history of making bold moves to pivot CSK during uncertain times. SEGA was in the hands of Hayao Nakayama who got Okawa to buy the company from Gulf and Western. Nakayama then worked for many years
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