エピソード

  • Ep.285 – The Space Between Eras: Exploring the Development, Systems, and Legacy of Bahamut Lagoon
    2026/02/12
    In 1996, Square released \Bahamut Lagoon\ at a moment when the studio was split between mastery of the 16 bit era and uncertainty about the future. In this episode, we explore how a younger team inside Square was given room to experiment on hardware the company fully understood, creating a strategy role playing game that did not behave like one. We trace how the idea of dragons that could not be fully controlled shaped every system in the game, from unpredictable battles to long term character growth. Our conversation follows the people behind the project, the timing that kept it in Japan, and how fan translations later revealed it as a missing chapter in Square’s history. Join us as we study the battlefield, trust our dragons, and revisit Bahamut Lagoon on today’s trip down Memory Card Lane.

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    57 分
  • Ep.284 – Handlebars and Hard Lessons: How Paperboy Was Built, Broken, and Rebuilt on the Arcade Floor
    2026/02/05
    In 1985, Atari released \Paperboy\, an arcade game that looked simple at a glance but demanded something entirely different once players grabbed the handlebars. In this episode, we explore how Paperboy nearly disappeared during early testing, struggling with tone, readability, and player connection before being torn apart and rebuilt from the ground up. We trace how designers Dave Ralston and John Salwitz reshaped its world by watching real players, grounding its chaos in familiar suburban spaces, and redesigning everything from scoring systems to camera angles. Our conversation also dives into the physical reality of the cabinet itself, where broken welds, failed tests, and redesigned controls shaped the final experience. Join us as we steer, adapt, and survive the long road that made Paperboy an arcade classic on today’s trip down Memory Card Lane.

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    59 分
  • Ep.283 – A World That Doesn’t Wait: Why Romancing SaGa Broke the Rules of Traditional RPG Design
    2026/01/29
    In 1992, Square released \Romancing SaGa\ for the Super Famicom, challenging players to navigate a world that refused to explain itself. In this episode, we explore how Akitoshi Kawazu’s design philosophy took shape as Square moved beyond traditional role playing formulas, trusting players to wander, experiment, and live with permanent consequences. We discuss the game’s eight protagonists, nonlinear Free Scenario system, and unconventional mechanics that rewarded curiosity over grinding. Our conversation traces how hardware limits shaped its art, music, and structure, and how its success proved there was an audience for games that valued discovery over direction. Join us as we choose our path, miss entire storylines, and revisit Romancing SaGa on today’s trip down Memory Card Lane.

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    1 時間 2 分
  • Ep.282 – A Notebook Full of Secrets: The Story of Hotel Dusk: Room 215
    2026/01/22
    In 2007, \Hotel Dusk: Room 215\ arrived on the Nintendo DS and quietly proved that handheld games could tell slow, moody, adult stories. This week, we explore how the studio Cing used Nintendo’s family friendly system to deliver a noir inspired mystery built around conversation, atmosphere, and trust. We trace Cing’s roots through Riverhillsoft, Glass Rose, and Trace Memory, and how those experiments shaped their vision of interactive novels. Our conversation dives into the game’s book like presentation, sketchbook art style, interrogation driven dialogue, and clever use of DS hardware that made the system itself part of the puzzle. Join us as we flip the screen sideways, open our notebook, and revisit Hotel Dusk on today’s trip down Memory Card Lane.

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    1 時間
  • Ep.281 – Loyalty for Sale: When Mercenaries: Playground of Destruction Turned War Into a Sandbox
    2026/01/15
    In 2005, \Mercenaries: Playground of Destruction\ dropped players into a warzone that cared less about heroism and more about chaos, contracts, and consequences. This week, we explore how Pandemic Studios built an open world sandbox where loyalty was optional and destruction was the main attraction. We trace the studio’s rise from strategy hybrids like Dark Reign to breakout hits like Star Wars Battlefront, and how that experience shaped Mercenaries into a game driven by systems rather than scripted story beats. Our conversation dives into its faction system, Deck of 52 targets, cinematic hijacks, and technical ambition, along with the controversies and legacy that followed. Join us as we call in airstrikes, switch allegiances, and revisit Mercenaries on today’s trip down Memory Card Lane.

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    55 分
  • Ep.280 – Racing on a Tiny Scale: The Legacy of Micro Machines
    2026/01/08
    In 1991, Micro Machines turned kitchen tables, school desks, and pool halls into racetracks, proving that racing games did not need realism to be unforgettable. This week, we explore how Galoob’s tiny toy cars became a cultural phenomenon and how Codemasters adapted that spirit into one of the most inventive multiplayer games of the 1990s. We trace the game’s unusual development, from reverse engineering the NES without Nintendo’s blessing to shipping cartridges with built in hardware fixes to solve last minute bugs. Our conversation follows the series expansion through Turbo Tournament, the J Cart, and the leap into 3D, while also reflecting on why the games outlasted the toys themselves. Join us as we race across breakfast tables and relive Micro Machines on today’s trip down Memory Card Lane.

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    53 分
  • Ep.279 – Hugo’s House of Horrors: How One Dev Haunted Early PC Gaming
    2026/01/01
    In 1990, Hugo’s House of Horrors arrived quietly as a shareware PC adventure built by one person working nights and weekends. This week, we explore how programmer David P. Gray created the game as a personal plan B, inspired by text adventures, horror films, and Sierra classics like Leisure Suit Larry. We talk about how Hugo dropped players into a haunted house with no instructions, relying on an unforgiving text parser, tongue in cheek humor, and trial and error puzzles that quickly became part of its charm. Our conversation follows how the game spread through floppy disks and bulletin boards, found unexpected success, and grew into a trilogy that defined an era of shareware adventures. Join us as we open doors, solve puzzles, and step inside Hugo’s House of Horrors on today’s trip down Memory Card Lane.

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    47 分
  • Ep.278 – 2025: Year in Review
    2025/12/25
    In 2025, our year in video game history took us from foundational classics to unexpected deep cuts as we explored stories across consoles, companies, genres, and eras. In this episode, we look back at the games that shaped our conversations this year, from Battle Arena Toshinden and Resident Evil 4 to Secret of Mana, Morrowind, and Super Mario Bros 3. We revisit strange detours like Seaman, D, and Trauma Center, along with major industry topics such as the rise and fall of E3 and the legacy of the US National Video Game Team. Our conversation reflects on what surprised us, what challenged us, and what made us laugh along the way. Join us as we celebrate the memories of 2025 on today’s trip down Memory Card Lane.

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    29 分