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A Trip Down Memory Card Lane

A Trip Down Memory Card Lane

298 episodes — Page 5 of 6

Ep 98Ep.98 – Do Me A Solid: Hideo Kojima’s Stealthy Breakthrough with Metal Gear

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In 1987, Metal Gear crept onto the MSX2 and laid the foundation for stealth-action gaming. We trace Hideo Kojima’s path from cinema-obsessed student to Konami recruit, where hardware limits and inspiration from The Great Escape pushed him toward a game of infiltration over combat. The episode highlights the quirks of sneaking past guards, avoiding line-of-sight, and relying on hostages for rank, alongside mistranslations like “I feel asleep.” We also look at the infamous NES port that Kojima disowned, swapping Metal Gear itself for a generic supercomputer. Our conversation explores critic and player reactions, the debate over clunky design versus historic importance, and the sequels that paved the way for Metal Gear Solid. Join us as we sneak, crawl, and infiltrate our way through Metal Gear on today’s trip down Memory Card Lane.Read transcript

Jul 14, 20221h 1m

Ep 97Ep.97 – I Have To Do This Twice: A Legacy of Pain With Ghosts ’n Goblins

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In 1985, Ghosts ’n Goblins hit arcades with medieval horror, timers, and a two-hit knight who loses his armor. We look back at Tokuro Fujiwara’s path from Konami to Capcom’s Commando, then to this project, originally titled Makai Mura (“Demon World Village”). The episode digs into Arthur’s jump arcs, limited attack angles, checkpoints, and the cruel twist that forces a second playthrough to see the true ending. We swap stories of red demons, regrettable weapon drops, and underwear sprints. Our conversation explores player and critic reactions, sequels and spin-offs from Ghouls ’n Ghosts to Gargoyle’s Quest, and Arthur’s cameos in fighters and comics. Join us as we leap, lance, and respawn through Ghosts ’n Goblins on today’s trip down Memory Card Lane.Read transcript

Jul 7, 202257 min

Ep 96Ep.96 – He's So Viewtiful: The Cel-Shaded Legacy of Viewtiful Joe

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In 2003, Viewtiful Joe brought spandex, cel-shading, and superhero flair to the Nintendo GameCube as part of Capcom’s ambitious “Capcom Five” initiative. We revisit Hideki Kamiya’s early gaming inspirations, his path through Resident Evil 2 and Devil May Cry, and his collaboration with producer Atsushi Inaba, whose lifelong love of superheroes shaped the project. The episode highlights the game’s unique VFX Powers—Slow, Mach Speed, and Zoom—and how they turned a side-scrolling beat ’em up into a cinematic spectacle. Our conversation digs into critic praise for its art style and gameplay depth, as well as mixed user reviews on its repetition and story. We also cover sequels, spinoffs, an anime series, and Kamiya’s later work at Clover Studio and PlatinumGames.Read transcript

Jun 30, 202256 min

Ep 95Ep.95 – Laser Focused: The Laserdisc Revolution of Dragon’s Lair

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In 1983, Dragon’s Lair hit arcades and stunned players with Don Bluth’s hand-drawn animation, making it feel like a playable cartoon. We revisit Rick Dyer’s early dream project Shadoan, his Fantasy Machine prototypes, and how Sega’s Astron Belt inspired him to pursue Laserdisc technology. The episode highlights Dyer’s partnership with Don Bluth Studios, the creative shortcuts behind Princess Daphne and Dirk’s voices, and the challenges of animating on a tight budget. Our conversation digs into critic reviews that praised its visuals and spectacle, while players debated its limited gameplay and reliance on quick-time reactions. We also explore Dragon’s Lair’s enduring legacy, from ports and sequels to a Saturday morning cartoon, a Blu-ray release, and even Netflix’s planned Ryan Reynolds film.Read transcript

Jun 23, 20221h 5m

Ep 94Ep.94 – An Open World Awaits Us: The Origins and Legacy of Ultima

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In 1981, Ultima I: The First Age of Darkness brought open-world exploration, first-person dungeons, and even space combat to the Apple II. We look back at Richard Garriott’s high school programming experiments, including Akalabeth: World of Doom, and how they evolved into one of the first commercial CRPGs. The episode highlights Ultima’s tile-based overworld, quests from lords, stat-building, and the unexpected mix of swords and space shuttles. Our conversation explores critic reviews praising its ambition, player reviews that debated its simplicity and quirky genre mashups, and the legacy Ultima left on role-playing games. We also cover Garriott’s later adventures, from founding Origin Systems to space travel, court battles, and even NFT MMOs. Join us as we quest, grind, and time-travel on today’s trip down Memory Card Lane.Read transcript

Jun 16, 2022

Ep 93Ep.93 – It's Quite Puzzling: How Tetris Took Over The World

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In 1985, Tetris was born at the Soviet Academy of Sciences when Alexey Pajitnov turned childhood memories of pentomino puzzles into falling tetrominoes. We revisit how Vadim Gerasimov’s IBM PC port helped spread it across Moscow, where it was so addictive it had to be banned. The episode explores Robert Stein’s shady licensing faxes, the tangled web of Mirrorsoft, Spectrum Holobyte, Atari, Sega, and Nintendo, and the court battle that secured Game Boy rights for Nintendo. Our conversation digs into critic reviews praising its addictive simplicity, player reviews that tied it to everything from dreams to psychology, and its Guinness record for most ports. We also touch on Pajitnov’s emigration, the founding of The Tetris Company, and the game’s enduring cultural legacy.Read transcript

Jun 9, 20221h 7m

Ep 92Ep.92 – Are You Ready For Some Football: Trip Hawkins, John Madden, and the Birth of EA Sports

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In 1988, John Madden Football debuted on the Apple II, a slow but groundbreaking simulation that insisted on 11-on-11 authenticity. We look back at Trip Hawkins’ journey from Strat-O-Matic fan to Harvard game theory graduate, Apple executive, and founder of Electronic Arts. The episode explores John Madden’s rise from Super Bowl champion coach to broadcaster and why he demanded realism in every detail, even when hardware limitations fought against it. We also cover the game’s three-year development cycle, the Bethesda lawsuit, and EA’s eventual breakthrough with John Madden Football ’92 on the Sega Genesis. Our conversation highlights Madden’s cultural impact, EA’s growth into a sports juggernaut, and how this unlikely partnership shaped football, video games, and generations of fans.Read transcript

Jun 2, 20221h 5m

Ep 91Ep.91 – Who's Afraid of the Dark: Taking Survival Horror into 3D with Alone in the Dark

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In 1992, Alone in the Dark crept onto PCs and laid the foundation for survival horror. We revisit how Frederick Raynal, inspired by porting Alpha Waves and his love of Poe and Lovecraft, created 3D tools that evolved into a haunted house mystery. The episode highlights Infogrames’ odd history, the “matches in the dark” pitch that sparked the idea, and how fixed camera angles, pre-rendered backdrops, and polygonal characters created tension inside Derceto Manor. Our conversation digs into critic reviews that praised its sound design and eerie mood, along with user reviews that debated its clunky controls and scary (or not-so-scary) atmosphere. We also cover sequels, spinoffs, and the infamous Uwe Boll films. Join us as we unlock doors, solve puzzles, and face the darkness on today’s trip down Memory Card Lane.Read transcript

May 26, 202257 min

Ep 90Ep.90 – A Sandbox Adventure: The Indie Journey from Mario Mods to Terraria

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In 2011, Terraria launched on PC and quickly drew comparisons to Minecraft, but over time it carved out its own identity as a 2D sandbox adventure. We revisit Andrew Spinks’ early work on Super Mario Brothers X, how Nintendo shut it down, and how he rebounded by forming Re-Logic. The episode highlights Terraria’s inspirations from Metroid and Castlevania, its mix of mining, building, and combat, and its massive updates from version 1.1 to Journey’s End. Our conversation digs into critic reviews that praised its depth and combat, alongside user reviews that debated whether it was a knockoff or a true indie gem. We also cover crossovers, mods, and its legacy as one of the best-selling indie games ever. Join us as we dig, craft, and fight through Terraria on today’s trip down Memory Card Lane.Read transcript

May 19, 20221h 1m

Ep 89Ep.89 – The Quest For The Crown: Roberta Williams’ Coronation Through King’s Quest

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In 1984, King’s Quest arrived on the IBM PCjr and transformed adventure gaming into something truly new. We revisit Roberta Williams’ journey from Mystery House and The Wizard and the Princess to leading Sierra On-Line through the turbulent early ’80s market crash. The episode highlights how IBM invested in Sierra to showcase the PCjr, how Roberta pushed for animated movement and simulated depth, and how the game became the first fully 3D-animated graphic adventure. Our conversation explores critic praise from the time, modern mixed retrospectives, and user reviews that remember it as both magical and frustrating. We also cover ports, sequels, the Williams’ eventual departure, and even the 2015 reimagining. Join us as we fetch treasures and crowns in Daventry on today’s trip down Memory Card Lane.Read transcript

May 12, 20221h 1m

Ep 88Ep.88 – Everybody Loves B.J: How Wolfenstein 3D Became the Grandfather of First-Person Shooters

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In 1992, Wolfenstein 3D stormed onto PCs and laid the foundation for the modern first-person shooter. We revisit how John Carmack, John Romero, Tom Hall, and Adrian Carmack left Softdisk, experimented with Commander Keen, and eventually struck a deal with Apogee to release their groundbreaking work. The episode explores Carmack’s ray casting breakthroughs, Romero’s design push for fast and loud gameplay, and the gritty art and music that brought Castle Wolfenstein to life. Our conversation digs into critic and player reviews, from early magazine praise to nostalgic stories of hidden passages, secret Pac-Man levels, and food scavenged from castle floors. We also cover bans in Germany, clones built on its engine, and Wolfenstein’s role as the grandfather of FPS games. Join us as we storm, strafe, and shoot our way through Wolfenstein 3D on today’s trip down Memory Card Lane.Read transcript

May 5, 20221h 10m

Ep 87Ep.87 – Episodic Gaming: Why the Satellaview Was Ahead of Its Time

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In 1995, Nintendo released the Satellaview, a peripheral for the Super Famicom that let players download games from satellite broadcasts. We revisit how Nintendo partnered with St.GIGA, a satellite radio company best known for ambient soundscapes, to bring a new kind of interactive service to living rooms. The episode highlights how players used the BS-X application cartridge to explore a hub town, download content, and even play SoundLink games narrated live by voice actors. Our conversation explores the unique library of 114 titles, including episodic takes on Dragon Quest, F-Zero, and Harvest Moon, along with oddities like Radical Dreamers and Excitebike: Bun Bun Mario Stadium. We also talk about preservation efforts and what was lost when broadcasts ended. Join us as we tune in, log on, and play along on today’s trip down Memory Card Lane.Read transcript

Apr 28, 202259 min

Ep 86Ep.86 – Who's the Psycho Now: Tim Schafer’s Wild Ride to Create Psychonauts

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In 2005, Psychonauts launched on PC and Xbox and instantly stood out with its quirky humor, surreal worlds, and heartfelt storytelling. We revisit Tim Schafer’s path from LucasArts, where he worked on Monkey Island, Day of the Tentacle, Full Throttle, and Grim Fandango, to founding Double Fine and shaping a game where players literally step into the minds of others. The episode explores Double Fine’s early struggles, Microsoft’s abandoned publishing deal, and the unlikely loans that kept the studio afloat until Majesco picked it up. Our conversation digs into critic reviews that praised its humor and creativity, alongside user reviews that ranged from adoration to frustration with its controls. Join us as we dive, levitate, and explore the mind-bending world of Psychonauts on today’s trip down Memory Card Lane.Read transcript

Apr 21, 202254 min

Ep 85Ep.85 – Boomshakalaka: How NBA Jam Set Arcades on Fire

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In 1993, NBA Jam hit arcades and became a global phenomenon, mixing two-on-two basketball with exaggerated dunks, flaming balls, and hidden cameos. We revisit Midway’s history, from Arch Rivals and Total Carnage to Mark Turmell’s push for a wider-appeal sports game. The episode highlights how the NBA initially resisted licensing the game, how features like attributes and cheat codes took shape, and how celebrity players like Bill Clinton became Easter Eggs. Our conversation explores player reviews that described it as a “hyperkinetic basketball frenzy,” the Detroit bias secretly programmed into the Bulls’ late-game shots, and the staggering commercial success that saw NBA Jam gross over two billion dollars worldwide. Join us as we dunk, shove, and shout “Boomshakalaka!” on today’s trip down Memory Card Lane.Read transcript

Apr 14, 202252 min

Ep 84Ep.84 – Welcome to Hotel Mario: The Bizarre Story Behind Mario’s Worst Game

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In 1994, Hotel Mario arrived on the Philips CD-i and quickly earned a reputation as one of the strangest entries in Nintendo’s history. We revisit how Nintendo’s broken partnership with Sony led to a deal with Philips, which in turn opened the door for Mario and Zelda to appear on a console Nintendo didn’t own. The episode highlights the CD-i’s origins as a multimedia device, the inexperience of Philips Fantasy Factory, and Animation Magic’s infamous cutscenes that gave us lines like “all toasters toast toast” and “I hope she made lotsa spaghetti.” Our conversation digs into critic and user reviews, quirky anecdotes about its elderly testers, and its legacy as a joke-turned-meme. Join us as we shut doors, dodge Koopas, and cringe at cutscenes on today’s trip down Memory Card Lane.Read transcript

Apr 7, 20221h 0m

Ep 83Ep.83 – By My Guest: Haunting the CD-ROM Era with The 7th Guest

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In 1993, The 7th Guest arrived on MS-DOS and became one of the first true “killer apps” for CD-ROM drives. We look back at how Graeme Devine and Rob Landeros, tired of licensed projects at Virgin, pitched a CD-ROM mystery game, only to be fired and immediately rehired under a new studio, Trilobyte. The episode explores how 3D Studio software, 19th century puzzle books, and blue-screened actors shaped the eerie world of Stauf’s Mansion. Our conversation digs into critic reviews that praised its visuals and music, alongside others frustrated by compatibility issues and uneven gameplay. We also share user reviews that remembered it as both unforgettable and deeply flawed. Join us as we puzzle, haunt, and remember The 7th Guest on today’s trip down Memory Card Lane.Read transcript

Mar 31, 20221h 1m

Ep 82Ep.82 – The Instincts of a Predator: The PC-Melting Legacy of Far Cry and the CryEngine

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In 2004, Far Cry burst onto PCs with lush tropical environments, adaptive AI, and a technical showcase that pushed gaming hardware to its limits. We look back at Cervat Yerli’s unlikely path, from a bike crash inspired by Kick Off to forming Crytek with family support and bluffing his way into E3 1999. The episode highlights the NVIDIA-backed X-Isle demo that evolved into Far Cry, Ubisoft’s role in publishing, and how CryEngine became as important as the game itself. Our conversation explores critic reviews that praised visuals and AI while questioning level design, as well as user reviews ranging from amazement to outright frustration. We also touch on the franchise’s sequels, Ubisoft’s Dunia Engine, and CryEngine’s continued legacy. Join us as we sneak, snipe, and survive Far Cry on today’s trip down Memory Card Lane.Read transcript

Mar 24, 202254 min

Ep 81Ep.81 – Questing Forever: How EverQuest Ushered in the Age of Online Worlds

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In 1999, EverQuest launched and quickly became the most popular MMORPG of its time, drawing inspiration from text-based MUDs like British Legends and DikuMUD. We revisit how John Smedley, Brad McQuaid, Steve Clover, and Bill Trost brought Norrath to life, blending 3D graphics with deep lore and expansive classes. The episode explores its record-breaking subscription growth, infamous downtime, and how raids and guilds fostered both friendships and rivalries. We also dive into critic and user reviews, from praise of its immersive world to frustrations with its slow grind and punishing death penalties. Our conversation highlights unforgettable stories, from Fansy the Bard’s legendary trolling to guilds slaying the supposedly invincible Sleeper. Join us as we quest, raid, and explore Norrath on today’s trip down Memory Card Lane.Read transcript

Mar 17, 2022

Ep 80Ep.80 – Where's Your License: The Unlicensed Legacy of Wisdom Tree’s NES Library

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In the early 1990s, Color Dreams broke Nintendo’s copy protection and began releasing unlicensed NES games. We revisit how the company bypassed the 10NES lockout chip, published quirky titles like Baby Boomer and Raid 2020, and faced Nintendo’s retail pressure that forced stores to stop stocking their games. The episode explores how Color Dreams rebranded as Wisdom Tree, targeting Christian bookstores with titles like Bible Adventures, Exodus, and Spiritual Warfare. We also cover oddities like Sunday Funday, the last commercial NES release in the United States, and the scrapped Hellraiser project that eventually inspired Super 3D Noah’s Ark. Our conversation digs into unlicensed history, from Tengen’s lawsuits to Camerica’s multicarts. Join us as we bypass, preach, and play through Wisdom Tree on today’s trip down Memory Card Lane.Read transcript

Mar 10, 202252 min

Ep 79Ep.79 – Modern Day Ninja: The Brutal Return of Ryu Hayabusa in Ninja Gaiden (2004)

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In 2004, Ninja Gaiden returned on the Xbox as a modern reboot of Tecmo’s classic series. We look back at how Tomonobu Itagaki and Team Ninja, best known for Dead or Alive, spent five years reinventing Ryu Hayabusa for 3D action. The episode explores the game’s development journey from Sega arcade boards to Xbox exclusivity, its brutally fast combat engine, and the wide arsenal of weapons and magic. Our conversation highlights critic reviews that called it one of the best action games of its generation, as well as user reviews that ranged from total admiration to sheer frustration over its punishing difficulty and camera issues. We also touch on its legacy, sequels, and remastered collection. Join us as we slash, flip, and fight our way through Ninja Gaiden on today’s trip down Memory Card Lane.Read transcript

Mar 3, 202250 min

Ep 78Ep.78 – Dracula's Best Kept Secret: How Symphony of the Night Turned Castlevania into a Metroidvania

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In 1997, Castlevania: Symphony of the Night redefined the franchise and helped cement the “Metroidvania” genre. We revisit how Konami scrapped The Bloodletting for Sega’s 32X and shifted development to PlayStation, with Toru Hagihara starting the project and Koji Igarashi stepping in to direct. The episode highlights Igarashi’s push for an explorable open castle, Zelda-inspired backtracking, and RPG mechanics that made the game more accessible. We also look at Ayami Kojima’s debut artwork, the upside-down castle twist, and Alucard’s role as a new kind of hero. Our conversation digs into critic and user reviews, the game’s ports, and its legacy across handhelds, compilations, and even Netflix. Join us as we whip, transform, and explore Dracula’s castle on today’s trip down Memory Card Lane.Read transcript

Feb 24, 20221h 1m

Ep 77Ep.77 – Curiosity Killed The Cat: The Birth of the Professor Layton Franchise with The Curious Village

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In 2007, Professor Layton and the Curious Village arrived on the Nintendo DS and blended puzzle-solving with charming storytelling. We revisit Akihiro Hino’s childhood love for puzzle books, how he founded Level-5, and how Professor Akira Tago’s Head Gymnastics series shaped the design. The episode highlights the game’s mix of logic puzzles, sliding challenges, and riddles, and how Level-5 turned them into an adventure parents were proud to recommend. Our conversation explores the quirky citizens of St. Mystere, user reviews that praised the art style and puzzle variety, and frustrations over difficulty spikes or story pacing. We also touch on the game’s commercial success, its award wins, and the series’ later sequels, anime film, and crossover with Phoenix Wright. Join us as we puzzle, tap, and think our way through Curious Village on today’s trip down Memory Card Lane.Read transcript

Feb 17, 202251 min

Ep 76Ep.76 – The Rhode Island Reckoning: From Baseball to Bankruptcy with Kingdoms of Amalur

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In 2012, Kingdoms of Amalur: Reckoning burst onto the scene with big names attached—MLB pitcher Curt Schilling, fantasy author R.A. Salvatore, comic legend Todd McFarlane, Elder Scrolls designer Ken Rolston, and composer Grant Kirkhope. We trace how 38 Studios aimed to rival World of Warcraft while introducing a single-player RPG full of flashy real-time combat, sprawling customization, and a “Fateless One” storyline that let players rewrite destiny itself. Our story highlights how critics praised its combat depth but debated its weaker narrative, while fans compared it to Skyrim, Fable, and God of War. Ultimately, the hype collapsed into bankruptcy and scandal, costing Rhode Island millions. Our conversation explores the studio’s downfall, DLC revivals, and our own experiences. Join us as we build, fight, and reckon with Amalur on today’s trip down Memory Card Lane.Read transcript

Feb 10, 202247 min

Ep 75Ep.75 – There's A New Mayor In Town: Constructing the City-Building Genre with SimCity

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In 1989, SimCity transformed the Mac and Amiga into playgrounds for would-be urban planners, swapping high scores for mayors’ mansions and monster attacks. We trace how Will Wright’s fascination with level editors, short stories by Stanisław Lem, and even architecture itself collided with Jeff Braun’s publishing ambitions to form Maxis. Our story highlights quirky early rejections, the pizza party that changed gaming history, and the strange notion of a game without a win state. We explore zoning quirks, natural disasters, and Boston’s simultaneous “toilet flush” meltdown in the SNES scenario. Our conversation explores addicting player stories, critic reviews, and the parade of spin-offs from SimAnt to SimCopter. Join us as we zone, bulldoze, and rebuild the world of SimCity on today’s trip down Memory Card Lane.Read transcript

Feb 3, 20221h 0m

Ep 74Ep.74 – Turn It Up To 11: When Rock Stars Became Video Game Heroes

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In 1982, Journey Escape hit the Atari 2600 and kicked off a wave of video games built around famous musicians. We look back at how Journey dodged groupies in a scarab-shaped escape vehicle, how Bally Midway followed up with an arcade game complete with digitized band heads, and how bands like the Thompson Twins, Papa Dance, and Frankie Goes to Hollywood experimented with flexi discs and cassette tie-ins. The episode highlights oddities like Paul McCartney’s Give My Regards to Broad Street, Michael Jackson’s Moonwalker, Sega CD’s Make My Video series, Aerosmith’s Revolution X, and Wu-Tang: Shaolin Style. Our conversation explores these quirky attempts to merge pop culture and gaming. Join us as we play, dance, and rock through music history on today’s trip down Memory Card Lane.Read transcript

Jan 27, 202258 min

Ep 73Ep.73 – Searching for the Elusive Cheetahman: How Action 52 Tried (and Failed) to Launch a Franchise

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In 1991, Action 52 promised fifty-two exciting games in one NES cartridge but instead delivered one of the most infamous disasters in gaming history. We look back at Miami businessman Vince Perri’s idea to legally replicate bootleg multicarts and how he recruited three young developers with just a week of NES training to make the impossible. The episode highlights broken games like Star Evil, Ooze, and Streemerz, alongside curiosities like Bubble Gum Rosie and Storm Over the Desert. We also talk about the planned franchise star, the Cheetahmen, complete with a comic, merchandise plans, and an unfinished sequel unearthed years later. Our conversation explores hilarious glitches, wild user reviews, and why collectors still chase this mess. Join us as we glitch, crash, and laugh through Action 52 on today’s trip down Memory Card Lane.

Jan 21, 202258 min

Ep 72Ep.72 – Leapfrogging the Competition: Exploring 40 Years of Frogger's Success

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In 1981, Frogger hopped onto arcade screens and became one of Konami’s biggest hits, though its journey to North America was almost cut short. We look back at how Akira Hashimoto’s traffic-jam inspiration turned into a game of dodging cars and crossing rivers, and how Elizabeth Falconer fought executives at Sega/Gremlin to secure Frogger’s release in the United States. The episode explores the barroom playtests that proved its appeal, the many ways to die that gave it challenge, and the colorful cast of hazards from snakes to alligators. Our conversation digs into critic and fan reviews, later sequels like Frogger 2: ThreeeDeep!, and the quirky spinoffs that kept the franchise alive. Join us as we jump, dodge, and leap into history on today’s trip down Memory Card Lane.Read transcript

Jan 13, 202253 min

Ep 71Ep.71 – Grinding for Glory: How RuneScape Grew From Kitchen Table Beginnings

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In 2001, RuneScape launched as a free-to-play browser game and grew into one of the most popular MMORPGs in the world. We look back at Andrew, Paul, and Ian Gower’s journey from their early project DeviousMUD to founding Jagex in their parents’ kitchen, complete with bacon-sizzling sound effects recorded by their mom. The episode highlights the game’s evolving engines, the creation of RuneScript, and how community demand eventually split it into RuneScape 3 and Old School RuneScape. We also talk about skill mastery, grinding for experience, and quirky details like Hans, the game’s oldest NPC. Our conversation digs into the unique memories RuneScape created for millions of players, including Rob’s 17 years in Gielinor. Join us as we mine, quest, and grind on today’s trip down Memory Card Lane.Read transcript

Jan 5, 20221h 3m

Ep 70Ep.70 – 2021 - Year In Review

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Its our annual year end review. We're looking back at the entirety of 2021, talking about our favorite episode topics and video games. After looking back, we look forward to 2022, and reveal some of our upcoming topics, and games that we're looking forward to in the following year. Happy New Year's, Everyone....let's take one last 2021 trip down Memory Card Lane.

Dec 30, 202142 min

Ep 69Ep.69 – The Neverending Cave Story: The Indie Legacy of Cave Story’s Solo Development

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In 2004, Cave Story emerged from Daisuke “Pixel” Amaya’s five years of solo development and became one of the most influential indie games of all time. We look back at how Amaya balanced his day job with creating music, sprites, and code for a retro-inspired platformer that channeled Metroid and Castlevania. The episode highlights Quote’s amnesia-driven journey, the Mimiga’s tragic plight, and gameplay that rewarded exploration while punishing mistakes. Critics praised it as a modern classic with NES-era charm, while fans marveled that one person could achieve so much. Our conversation explores its free PC release, later ports, quirky fan memories, and how Cave Story paved the way for indie hits like Braid and Super Meat Boy. Join us as we jump, shoot, and rediscover this indie gem on today’s trip down Memory Card Lane.Read transcript

Dec 23, 2021

Ep 68Ep.68 – Bow Down Before Your Corporate Overlords: Tapper and the Strange History of Marketing in Games

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In 1983, Tapper hit arcades with brass footrails, drink holders, and Budweiser-branded tap handles, making it one of the first widely recognized advergames. Developed by Marvin Glass and Associates and released by Bally Midway, it cast players as bartenders sliding beers to thirsty patrons while snagging empty mugs and tips. Our conversation explores its sponsorship roots, Sega’s Japanese distribution, and the later switch to Root Beer Tapper after concerns about marketing alcohol to kids. From there, we widen the lens to the advergame genre, revisiting oddities like Chex Quest, Yo! Noid, M.C. Kids, Pepsiman, and Burger King’s Sneak King. We even touch on America’s Army and unreleased curiosities like Drac’s Night Out. Join us as we pour one out for corporate gaming tie-ins on today’s trip down Memory Card Lane.Read transcript

Dec 16, 202159 min

Ep 67Ep.67 – It All Comes Crashing Down: How E.T. Became the Fall Guy for Gaming’s First Collapse

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In 1982, Atari rushed out E.T. the Extra-Terrestrial for the 2600 in just five weeks, hoping to cash in on Spielberg’s holiday blockbuster. Designed by Howard Scott Warshaw, fresh off Yars’ Revenge and Raiders of the Lost Ark, it tasked players with collecting phone parts and calling home while dodging FBI agents, scientists, and endless pits. Our conversation explores how the impossible deadline, lack of playtesting, and awkward mechanics made it a notorious flop, often branded one of the worst games ever. But E.T. wasn’t solely to blame for the crash of 1983. We trace the oversaturated console market, competition from home computers, and flood of poor-quality releases that shattered consumer trust. Join us as we revisit gaming’s first great crash on today’s trip down Memory Card Lane.Read transcript

Dec 9, 20211h 2m

Ep 66Ep.66 – Don't Die of Dysentery: How The Oregon Trail Taught a Generation Through Play

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In 1971, three teachers in Minnesota—Don Rawitsch, Bill Heinemann, and Paul Dillenberger—created The Oregon Trail as a classroom project, unknowingly sparking the edutainment genre. Our conversation traces its humble start on a school district mainframe, where kids lined up after class to ford rivers, hunt, and hope to avoid dysentery. We follow its evolution through the Minnesota Educational Computing Consortium, which polished the program and distributed it statewide, before the Apple II port in 1980 added graphics and a trail map. We also revisit the 1985 edition most players remember, with landmarks, NPCs, and family members that deepened the journey. From sequels to cultural recognition, The Oregon Trail proved that learning and fun could coexist. Join us as we revisit gaming’s most iconic pioneer trek on today’s trip down Memory Card Lane.Read transcript

Dec 2, 20211h 1m

Ep 65Ep.65 – There's So Many Ways To Go: Super Mario World and Nintendo’s Leap Into 16-Bits of Fun

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In 1990, Super Mario World debuted on the Super Famicom, ushering Mario into the 16-bit era with bigger worlds, vibrant colors, and one unforgettable dinosaur. Our story explores how Nintendo R&D4, led by Shigeru Miyamoto and Takashi Tezuka, tackled the challenge of designing for brand-new hardware—first porting Super Mario Bros. 3 before charting new territory. We highlight Yoshi’s origins, born from Miyamoto’s long-desired “dinosaur buddy” concept, and the humorous detail that Mario may actually be punching him to extend his tongue. We also dive into the cape’s tricky flight mechanics, early builds resembling SMB3, and Koji Kondo’s soundtrack, which used the SNES sound chip to expand the series’ charm. Critics praised its polish, secrets, and 90+ levels. Join us as we revisit this dinosaur-riding classic on today’s trip down Memory Card Lane.Read transcript

Nov 25, 20211h 0m

Ep 64Ep.64 – Kick. Punch. Its All In The Mind: How PaRappa the Rapper Made Us “Believe”

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In 1997, PaRappa the Rapper brought rhythm gaming to the PlayStation in North America, starring a paper-thin dog with big dreams and a simple motto: “I gotta believe!” Our conversation traces the unlikely collaboration of musician Masaya Matsuura and artist Rodney Alan Greenblat, who blended interactive music with quirky visuals to create something entirely new. We discuss how Sony’s Division Zero encouraged experimentation, how teachers like Chop Chop Master Onion and Instructor Mooselini came to life, and how licensing hurdles pushed the soundtrack from sampled tracks to original songs. Reception was mixed—an instant hit in Japan, but a slower burn in the U.S. From sequels to inspiring Guitar Hero, PaRappa proved originality could thrive. Join us as we revisit the rapping dog who started it all on today’s trip down Memory Card Lane.Read transcript

Nov 18, 202153 min

Ep 63Ep.63 – I Wanna Rock: Guitar Hero's Rhythm Revolution

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In 2005, Guitar Hero hit the PlayStation 2 and transformed living rooms into rock stages, sparking a rhythm game craze that defined the next decade. Our story traces the unlikely pairing of RedOctane, a peripheral maker turned publisher, and Harmonix, an MIT-founded studio obsessed with making music interactive. We explore how they built the plastic guitar, simplified fret buttons, and added showmanship through the whammy bar and star power tilt. We also dive into its eclectic track list—from classic rock covers to indie master tracks—and how licensing hurdles shaped the final mix. Reviews hailed its addictive design, fueling debates over its depth. From sales spikes for bands to paving the way for Rock Band, Guitar Hero made anyone feel like a star. Join us as we plug in, strum along, and revisit the rise of Guitar Hero on today’s trip down Memory Card Lane.

Nov 11, 20211h 1m

Ep 62Ep.62 – The Thrill of Flying: Microsoft Flight Simulator and its Evolution of Virtual Flight

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In 1982, Microsoft Flight Simulator took off on the IBM PC and set a new standard for realism in gaming. Created by Bruce Artwick at Sublogic, the series began with wireframe graphics on the Apple II before Microsoft saw its potential to showcase 16-bit hardware. Our story follows Artwick’s path from graduate research on flight displays to founding Sublogic and releasing FS1 Flight Simulator in 1979, then partnering with Microsoft for the iconic PC version. We explore how each installment pushed boundaries—adding real airports, weather, and aircraft—and how the series became a proving ground for new technology. We also examine its modern revival, where Bing Maps and cloud processing create a living world. Join us as we revisit this mile-high series on today’s trip down Memory Card Lane.

Nov 4, 20211h 6m

Ep 61Ep.61 – Put The Pedal to the Metal: Motor City Online and a Brief History of Online Racing

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In 2001, Motor City Online hit PCs with the promise of being the first massively multiplayer racing game, blending classic hot rods, pink slip wagers, and diner hangouts into a persistent world. Originally conceived as Need for Speed: Motor City, it arrived in the franchise’s golden era but never lived up to expectations. Our conversation explores its ambitious vision—over 30 licensed cars, deep customization, player-run auctions, and social hubs like Roxy’s Diner—alongside frustrations with lag, clunky menus, and limited starter vehicles. We trace how its subscription model and uneven racing doomed it to a short run, shutting down after just 18 months. From there, we expand to the history of online racing. Join us as we revisit EA’s flawed racing MMO dream on today’s trip down Memory Card Lane.Read transcript

Oct 28, 202151 min

Ep 60Ep.60 – Float Like A Butterfly, Sting Like A Bee: How Nintendo’s First Designer Shaped Punch-Out!!

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In 1987, Punch-Out!! hit the NES, introducing players to Little Mac, Doc Louis, and a colorful cast of rivals on the climb to boxing glory. We rewind to Nintendo’s arcade success with the dual-monitor Punch-Out (1984), and how Genyo Takeda’s R&D3 team transformed it into a home console hit. The episode digs into the design choices that created Little Mac, the quirks of opponents from Glass Joe to King Hippo, and the licensing deal that briefly made Mike Tyson the game’s ultimate challenge. Critics hailed its cartoonish charm and puzzle-like combat, while fans still remember its difficulty and personality. Our conversation explores nostalgic reviews, speedrunning feats, and the game’s long-lasting place in Nintendo history. Join us as we dodge, jab, and counterpunch on today’s trip down Memory Card Lane.

Oct 21, 20211h 1m

Ep 59Ep.59 – Objection!: Trials, Contradictions, and the Legacy of Phoenix Wright: Ace Attorney

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In 2001, Phoenix Wright: Ace Attorney debuted on the Game Boy Advance in Japan, bringing courtroom drama to handhelds and redefining the adventure genre. Directed by Shu Takumi, the game was inspired by a childhood incident where he was wrongly accused of theft, an experience that fueled its focus on contradictions and defense. Our conversation traces Takumi’s path from Dino Crisis to leading a small seven-person team with six months to create anything—ultimately choosing a mystery rooted in trials. We explore how Ace Attorney blended visual novel storytelling with puzzles, pun-filled characters, and courtroom showdowns. We also revisit its Western debut on the DS, where a new episode and touch controls helped it find a cult following. Join us as we revisit the series that made shouting “Objection!” a gaming legacy on today’s trip down Memory Card Lane.Read transcript

Oct 14, 20211h 39m

Ep 58Ep.58 – Goodnight, My Sweet Prince: Prince of Persia and the Birth of Cinematic Platforming

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In 1989, Prince of Persia leapt onto the Apple II and set a new bar for cinematic action in games. Created by Jordan Mechner, fresh off the success of Karateka, it drew inspiration from Disney animation, Arabian Nights tales, and swashbuckling films like Robin Hood. Our conversation explores how Mechner used VHS rotoscoping—filming his brother running and jumping in a parking lot—to craft lifelike animation that stunned players. We revisit its story of a nameless hero racing against time to rescue a princess from the vizier Jaffar, complete with swordfights, deadly traps, and a doppelganger conjured by a magic mirror. Critics praised its realism and atmosphere even as U.S. sales lagged, before European and Japanese ports made it a hit. Join us as we revisit the leap that made cinematic platforming legendary on today’s trip down Memory Card Lane.

Oct 7, 202151 min

Ep 57Ep.57 – Gotta Catch Em All: The Pokemon Catch That Conquered the Globe

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In 1996, Pokémon Red and Green hit the Game Boy in North America and launched a cultural phenomenon. Inspired by Satoshi Tajiri’s childhood bug-collecting, the games let players capture, train, and battle 151 creatures to become Champion. Our conversation traces how Tajiri and Ken Sugimori grew Game Freak from a fanzine into a studio, nearly collapsing before Creatures Inc. and Nintendo stepped in. We explore how Shigeru Miyamoto pushed dual cartridges to promote trading, how Sugimori finalized every design, and how Mew’s hidden presence fueled playground rumors. We also revisit the localization, which required reprogramming, renaming, and overcoming doubts about Western appeal. From anime to Pokémon Go, the franchise became the world’s most lucrative empire. Join us as we revisit the catch that conquered the globe on today’s trip down Memory Card Lane.

Sep 30, 20211h 15m

Ep 56Ep.56 – Drop, Shock and Roll: Firefight, Film Noir, and the World of Halo 3: ODST

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In 2009, Halo 3: ODST landed on the Xbox 360, shifting focus from Master Chief to the human perspective of Orbital Drop Shock Troopers. Originally tied to Peter Jackson’s cancelled Halo Chronicles, Bungie reshaped the prototype into a noir-inspired campaign set in New Mombasa. Our conversation explores how its open-ended structure let players piece together the story as “the Rookie,” uncovering what happened to their squad while battling Covenant patrols. We highlight the film noir influences, from nighttime exploration to jazz-tinged music, and the voice cast featuring Firefly alumni Nathan Fillion, Adam Baldwin, and Alan Tudyk. Beyond the campaign, we trace the debut of Firefight, a co-op survival mode that became a staple. Join us as we revisit Bungie’s bold experiment that redefined Halo’s formula on today’s trip down Memory Card Lane.

Sep 23, 20211h 5m

Ep 55Ep.55 – I'm Up To My Eyes In Debt: How Animal Crossing Turned Daily Life Into Play

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In 2002, Animal Crossing arrived on the GameCube in North America and quietly redefined what a video game could be. Our conversation traces its origins on the Nintendo 64 as Animal Forest, the localization hurdles, and how it introduced players to talking animals, seasonal events, and never-ending debt to Tom Nook. We explore how its real-time clock tied gameplay to daily life—catching fish, planting flowers, writing letters, and celebrating holidays alongside the calendar. We highlight its quirky villagers, from K.K. Slider’s late-night concerts to Mr. Resetti’s famous tirades, and the small-town charm that kept players returning. Critics praised its uniqueness, while others questioned if it was even a “game.” Join us as we revisit the cozy, debt-ridden world of Animal Crossing on today’s trip down Memory Card Lane.

Sep 16, 202157 min

Ep 54Ep.54 – Reconstructing Nostalgia: A Debate Over Remakes and Remasters

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In 2021, much of southeast Louisiana was still recovering from Hurricane Ida, forcing the Memory Card Lane team to take an unscheduled break. When power returned, they came back with something a little different—a discussion on remakes, reboots, and remasters. In this episode, David, Rob, and returning guest Matt Sprouse dive into how nostalgia shapes our view of modernized classics, debating where the line falls between a true remake and a simple remaster. From Final Fantasy VII Remake and Warcraft III Reforged to Diablo II Resurrected and Ocarina of Time 3D, they explore what works, what doesn’t, and why old favorites don’t always strike the same chord. Join us as we polish, repackage, and reboot nostalgia on today’s trip down Memory Card Lane.Read transcript

Sep 9, 20211h 1m

Ep 53Ep.53 – Thanks Hurricane Ida: Revisiting Diablo's Design

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In 2021, Hurricane Ida disrupted life across the Gulf Coast, leaving us unable to record a new episode. Instead, we’re sharing one of our favorites: Episode 19 on Diablo (1997). Released by Blizzard North, Diablo brought gothic horror to PC gaming and reshaped RPGs forever. Originally pitched as a turn-based dungeon crawler, it evolved into real-time, loot-driven combat that set the ARPG template still followed today. Our discussion covers its eerie cathedrals and catacombs, unforgettable encounters like the Butcher, and the rocky launch of Battle.net, once hosted on a single computer. We also debate how well it holds up today, remember its addictive loot loop, and tie its demonic themes into a chat about gaming’s greatest villains. Join us as we fight our demons on today’s trip down Memory Card Lane.

Sep 2, 20211h 16m

Ep 52Ep.52 – The Man With the Golden Gun: How GoldenEye 007 Revolutionized Console Shooters

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In 1997, GoldenEye 007 landed on the Nintendo 64 and redefined what first-person shooters could be on consoles. Developed by a small team at Rare led by Martin Hollis, it began as a proposed SNES platformer before evolving into a 3D shooter inspired by Virtua Cop, Doom, and even Super Mario 64. Our conversation explores how the team, working without finalized N64 hardware, improvised tools, studied film sets, and expanded Bond’s missions into interactive levels. We highlight contributors like David Doak, Steve Ellis, and composers Graeme Norgate and Grant Kirkhope, as well as the last-minute multiplayer mode that became a phenomenon. From cheat codes to “The Man with the Golden Gun,” GoldenEye became both party favorite and console blueprint. Join us as we revisit Bond’s most legendary mission on today’s trip down Memory Card Lane.

Aug 26, 20211h 3m

Ep 51Ep.51 – The Hunt for Space Pirates: Metroid's Shocking Exploration

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In 1986, Metroid launched in Japan on the Famicom Disk System and later arrived on the NES, blending exploration, platforming, and atmosphere into something entirely new. Produced by Gunpei Yokoi’s R&D1 team and co-developed with Intelligent Systems, it introduced Samus Aran, a lone bounty hunter sent to stop the Space Pirates and their parasitic Metroids. Our conversation explores how its nonlinear design encouraged discovery, rewarding players with upgrades like the Morph Ball, Ice Beam, and Screw Attack. We highlight its cinematic influences, from Alien to H.R. Giger, and the twist ending that revealed Samus as a woman. Finally, we trace how Metroid laid the foundation for “Metroidvania” and inspired generations of exploration-driven adventures. Join us as we revisit Samus’s first mission on today’s trip down Memory Card Lane.

Aug 19, 202159 min

Ep 50Ep.50 – A Golden Moment In Time: How Chrono Trigger United Square's Dream Team

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In 1995, Chrono Trigger arrived on the Super Nintendo, the product of Square’s “Dream Team”: Hironobu Sakaguchi of Final Fantasy, Yuji Horii of Dragon Quest, and Akira Toriyama of Dragon Ball. Our conversation explores how this trio, joined by producer Kazuhiko Aoki and writer Masato Kato, set out to create something unprecedented, blending time travel with memorable characters and multiple endings. We highlight its innovations, including the Tech system, dual and triple attacks, and the debut of New Game Plus, alongside story beats spanning prehistory to a ruined future. We revisit Yasunori Mitsuda’s celebrated soundtrack, supported by Nobuo Uematsu, and visuals that pushed the SNES hardware. From rocky development to later ports, Chrono Trigger endures as one of the greatest RPGs ever made. Join us as we revisit this timeless masterpiece on today’s trip down Memory Card Lane.

Aug 12, 20211h 0m

Ep 49Ep.49 – We've Arrived At That Weird Mario Place: Why Mario Paint Was Ahead Of Its Time

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In 1992, Mario Paint turned the Super Nintendo into a creativity suite long before “content creation” became a buzzword. Packaged with the SNES Mouse, it let players draw, animate, compose music, and even swat flies in its quirky mini-game Gnat Attack. Our conversation explores how Nintendo R&D1, led by Gunpei Yokoi and directed by Hirofumi Matsuoka, designed the software to prove that consoles could be more than toys. We talk about its toolset of stamps, patterns, and music icons like barking dogs and meowing cats, and the charm of experimenting with animations or looping songs. We revisit reviews that praised its creativity, share memories of doodles and covers, and highlight its legacy in WarioWare DIY, Super Mario Maker, and even early Homestar Runner. Join us as we revisit Nintendo’s most playful experiment on today’s trip down Memory Card Lane.

Aug 5, 20211h 6m