『A Trip Down Memory Card Lane』のカバーアート

A Trip Down Memory Card Lane

A Trip Down Memory Card Lane

著者: David Kassin and Robert Kassin
無料で聴く

今ならプレミアムプランが3カ月 月額99円

2026年5月12日まで。4か月目以降は月額1,500円で自動更新します。

概要

A Trip Down Memory Card Lane is a weekly video game history podcast that tells one story per episode, guided by the current week in gaming history. Hosted by brothers David Kassin and Robert Kassin, the show explores the stories behind the games we grew up with. It looks at the creative risks, technical limitations, business realities, and human decisions that shaped what players ultimately experienced. It’s a show for anyone who likes knowing how things were made, why certain paths were chosen, and what those moments can tell us about the industry as a whole. If that sounds like you, come take a thoughtful trip down Memory Card Lane with us each week.Copyright 2026 SF 世界
エピソード
  • Ep.293 – An Unsolvable Maze: The Secret Algorithm Behind Entombed (1982)
    2026/04/09

    In 1982, Western Technologies released \Entombed\ for the Atari 2600, a scrolling maze game published by a division of Quaker Oats that almost nobody played and nearly everyone forgot. In this episode, we trace the game's origins inside a freewheeling Santa Monica development shop, the night a UCLA film student and a math grad student solved a maze problem at a bar, and how the answer got handed off, stripped down, and shipped without anyone fully understanding what they had. We explore the Atari 2600's brutal constraints, what it actually takes to generate an infinite and solvable maze on 128 bytes of RAM, and why a lookup table that worked perfectly stumped researchers for forty years. Our conversation also covers the 2018 paper that went viral, the drunk programmer story that wasn't quite the whole truth, and the moment the man who actually wrote the algorithm finally came forward. Join us as we run the maze, dodge the zombies, and uncover the secret algorithm behind Entombed on today's trip down Memory Card Lane.

    Read transcript

    続きを読む 一部表示
    56 分
  • Ep.292 – Built To Last: LEGO Star Wars and the Brick That Refused To Quit
    2026/04/02

    In 2005, \LEGO Star Wars: The Video Game\ arrived on shelves seven weeks before the film it was partly based on, built by a studio working out of a cottage in the English countryside, and rejected by three major publishers before anyone agreed to sell it. In this episode, we go back further than the game itself, tracing the story of Ole Kirk Christiansen, the Danish carpenter who built one of the most recognizable objects in human history from a woodworking shop in a town with one sidewalk, and whose brick survived fires, depression, and a company that nearly destroyed itself trying to be everything at once. We follow Tom Stone putting his house on the line to rescue a shelved project, Jonathan Smith and Traveller's Tales building levels around a film they weren't allowed to see, and the decision to remove all dialogue that turned out to be the game's secret weapon. Join us for the story behind the brick, the galaxy far far away, and the studio that refused to take no for an answer, on today's trip down Memory Card Lane.

    Read transcript

    続きを読む 一部表示
    1 時間 4 分
  • Ep.291 – The God Game Reborn: How Black & White Dared Players to Choose
    2026/03/26

    In 2001, \Black & White\ asked a question that most games still don't bother asking. What kind of god would you be? Developed by Peter Molyneux and Lionhead Studios over three years, built on some of the most ambitious artificial intelligence ever attempted in a commercial video game, and released on March 27th, 2001, it was a game where your choices shaped the world, your creature learned from watching you, and the land itself kept score. In this episode, we trace the accidental career of Peter Molyneux — from a wrong number that launched Bullfrog, to a drunken email that founded Lionhead — and explore how twelve years of god games finally led to the one he always wanted to make. We look at the wizard concept that became a god game, the AI that tried to pass the Turing Test, the creature that tried to eat itself at MIT, and the development chaos of two million lines of code, three thousand bugs, and a Christmas party canceled on December 26th. We also reckon honestly with what Black & White got right, what it got wrong, and why a community of developers is still rebuilding it from scratch twenty-five years later. Join us as we stretch out our hand and ask the question on today's trip down Memory Card Lane.

    Read transcript

    続きを読む 一部表示
    56 分
まだレビューはありません