They Create Worlds

  • Autor: Vários
  • Narrador: Vários
  • Editor: Podcast
  • Duración: 362:37:13
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Sinopsis

Two guys discuss various topics in video game history as a tie in to a forthcoming book series. New episodes every 1st and 15th of each month!

Episodios

  • The Neo Geo

    15/07/2024 Duración: 01h16min

    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 System (MVS) for arcades and the Advanced Entertainment System (AES) for home use. Priced at $650 in 1990 (equivalent to $1,562 in 2024), the console was expensive but initially well-received by operators due to a strong lineup of games and the six-month lag between arcade and home releases. Despite an attempt to introduce a lower-priced CD version, it was too late to compete effectively. Ultimately, the Neo Geo could not keep up with the emerging 3D transition and the more affordable Sony PlayStation.   Alex's Book is available on Humble Bundle again! Through July 28/29 2024! https://www.humblebundle.com/books/game-pr

  • The Exidy of the 80's and 90's

    01/07/2024 Duración: 01h31min

    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 arcade machines with their Max-A-Flex system. Unfortunately, only four games were produced for the system. Their new light gun hardware enabled the creation of some very interesting shooting games, including Crossbow, Cheyenne, and Combat. When Exidy entered Chapter 11 bankruptcy, it was hoped that Chiller would make Exidy popular again in the same way Death Race did in the 70s. Exidy managed to exit bankruptcy and continued to refocus itself on redemption games. However, the company met its end in the early 90s when embezzlement by an employee forced the company to close. The rights to the properties were sold off, all

  • The Exidy of the 70's

    15/06/2024 Duración: 01h36min

    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 Race '98, the first nationwide controversial video game for violence. Exidy's first microprocessor-based game, Car Polo, wasn't a major hit but was ahead of its time, foreshadowing Rocket League's concept of cars pushing a ball into a goal. They continued innovating with popular games like Circus, a precursor to Breakout. We finish our look at Exidy in the 70s with their venture into the computer market with the Exidy Sorcerer, which showed promise but was overshadowed by VisiCalc's release for the Apple II.   TCW 211 - Ramtek: https://podcast.theycreateworlds.com/e/ramtek/ Art Bell Interview Malachi Martin: https://www.

  • Ramtek

    01/06/2024 Duración: 01h30min

    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 Atari Pong arcade game. Fascinated by Pong, Ramtek's engineers decided to create their own version, marking the beginning of their foray into video games and later electro-mechanical games. One of their top engineers, Pete Kauffman, left to found Exidy to focus solely on video games. For many years, Ramtek's coin-op division sustained the company, ensuring cash flow and becoming the core of their business. Despite setbacks, including a poorly designed baseball game, a failed pinball transition, and a devastating fire at their uninsured Sunnyvale facility, Ramtek recovered and went public in 1978. By then, their high-end d

  • Accolade Part 2

    15/05/2024 Duración: 01h33min

    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 revision that would tie their trademarked logo into the startup handshake. This would give them the leverage they needed to sue anyone who reverse-engineered the system. Accolade managed to get the injunction on their games dissolved, but SEGA still retained the option to sue them. Ultimately, Accolade was forced to settle with SEGA to release their games, which left them with ongoing debt that would continue to haunt them. Accolade continued to struggle to grow their franchises. They had the disastrous release of Bubsy 3D, coinciding with the launch of classics like Mario 64, Tomb Raider, and Crash Bandicoot. In the end, I

  • Accolade Part 1

    01/05/2024 Duración: 01h21min

    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 product, Accolade finds success through several popular sports franchises, including Hardball, Jack Nicklaus Golf and, most significantly, Test Drive. By the beginning of the 1990s, the company remains small, but profitable, and is ready to parlay its success on computer platforms to still greater success in the rapidly growing 16-bit console market.   TCW 126 - Activision and Atari: https://podcast.theycreateworlds.com/e/activision-and-atari/ TCW 009 - History of Mediagenic Part 1: https://podcast.theycreateworlds.com/e/history-of-mediagenic-part-i/ TCW 010 - History of Mediagenic Part 2: https://podcast.theycreatewor

  • Two Dunes: The Battle for Arrakis

    15/04/2024 Duración: 01h29min

    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 we explore the intricate landscape of adaptations, particularly the simultaneous development of two landmark Dune games by Virgin Games. Cryo Interactive's adventure strategy game "Dune" and Westwood Studio's real-time strategy game "Dune 2: Battle for Arrakis" emerge as distinct creations, each influenced by its respective studio's vision. We navigate the complexities of rights acquisition following Frank Herbert's passing and the lukewarm reception of the 1984 film adaptation, shedding light on the intricate plots and tangled webs that define these two seminal Dune gaming experiences.   DUNE Series Explained: https

  • SEGA Saturn Part 2

    01/04/2024 Duración: 01h08min

    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 tradition of Otoshidama and its influence on the perception of video games compared to the United States. Additionally, we investigate the collaborative efforts between SEGA of Japan and SEGA of America, particularly in the development of the 32X add-on for the SEGA Genesis. Despite potential advancements, concerns arose about the perceived high cost for a market still viewing video games as disposable toys. The emergence of SEGA's arcade division further complicated matters with the release of Virtua Fighter, signaling the advent of 3D gaming. This shift was notably exemplified by Virtua Fighter's port to the Saturn and t

  • SEGA Saturn Part 1

    15/03/2024 Duración: 01h10min

    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 with the announcement of the Sony PlayStation, prompting SEGA's aspirations for enhanced 3D capabilities. SEGA sought Hitachi's involvement to augment the machine's speed for handling 3D demands. Fortuitously, the utilization of the SH2 chip presented an opportunity for two processors to collaborate seamlessly. Our discussion delves into the profound technical intricacies, laying the groundwork for the subsequent episode where we will unravel the repercussions of these technological endeavors for SEGA and the Saturn.   TCW 127 - Dreams of SEGA: http://podcast.theycreateworlds.com/e/dreams-of-sega/ TCW 129 - The Crash Th

  • Shepherd's Mass Effect 2 & 3

    01/03/2024 Duración: 01h40min

    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, albeit sidelining the original game's crew and downplaying choices made in its predecessor. Regrettably, Mass Effect 3 faced challenges, including the departure of its head writer and a departure from the hard sci-fi roots. The third game disappointed fans as high aspirations fell short, particularly in the lack of meaningful impact from player choices on the ending, which itself was criticized for adopting a Deus Ex Machina style conclusion. Despite these setbacks, the series retains a devoted fan base, attesting to its enduring appeal.   Want to get Alex's book? Want to save some cash doing so? Want more books, and he

  • Exploring the Mass Effect

    15/02/2024 Duración: 01h32min

    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, inspired by luminaries such as architect Santiago Calatrava, futurist Syd Mead, and John Harris, contributes to the game's visually captivating universe. The initial year of development was dedicated to crafting a compelling hard sci-fi universe. A key goal was to imbue the game with cinematic qualities and broaden its audience appeal, challenging the conventions of RPGs at the time. The innovative use of a dialog wheel, featuring concise words to convey dialog choices, coupled with full voice acting for both player characters and the main protagonist, marked significant strides in the gaming landscape.   KOTR in 3 Minu

  • Alone In The Dark

    01/02/2024 Duración: 01h35min

    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 films and Alfred Hitchcock's suspenseful works. It pioneered the use of 3D models in a pre-rendered environment with fixed camera angles, a technique later adopted as a staple on the first Sony PlayStation. Despite its significant success, Raynal departed Infogrames due to a lack of recognition, inadequate compensation, and the directive to create a new game with the same engine within a year. Subsequently, he founded his own company, Adeline Software.   Content Warning: The movies and genres referenced may not be suitable for some audiences.   Can You Hack Your Eyes to See Upside Down: https://www.youtube.com/watch?v=E

  • Advanced Balls and Paddles Part 2

    15/01/2024 Duración: 01h27min

    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 Breakout extended to the home gaming market with Atari and Nintendo releasing ball and paddle games. A standout in this genre was the uniquely designed Warlords, which evolved in parallel as an arcade and console game. Concluding our exploration, we delve into the history of Arkanoid, unveiling its captivating story, including previously unknown details about the creators that have yet to be found in English sources.   Monaco GP: https://www.youtube.com/watch?v=NGTGoKR7hUI TCW 179 - Space Invaders and Nishikado: http://podcast.theycreateworlds.com/e/space-invaders-and-nishikado/ TCW 180 - Space Invaders Part II: http:/

  • Advanced Balls and Paddles Part 1

    01/01/2024 Duración: 01h24min

    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 Pong. Other companies like Midway and Exidy also entered the scene with TV Flipper and TV Pinball, respectively. The narrative culminates with a detailed examination of the Breakout story, shedding light on subtle nuances often overlooked. The exploration concludes with the monumental success of Breakout upon its launch.   TCW 107 - Storytime with a Book: http://podcast.theycreateworlds.com/e/storytime-with-a-book/ Screenshots of Whirlwind Bouncing Ball & Extras: https://retrocomputingforum.com/t/footage-of-bouncing-ball-on-whirlwind/2124 Whirlwind Bouncing Ball Simulator: https://www.retrogamedeconstructionzone.com/20

  • The History of Handheld Games Part 3

    15/12/2023 Duración: 02h20min

    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 subpar battery life, ultimately being overshadowed by the Nintendo Game Boy—a device well-suited for puzzle games. Sega's Game Gear, whose origin may have stolen its design from Nintendo or Epyx- It's complicated. The Game Gear was notable but never had a lasting impact. Gunpei Yokoi took a daring leap with the Virtual Boy, which unfortunately flopped, returning to familiar ground with the Game Boy Pocket. Yokoi's departure coincided with the rise of Pokémon, injecting new vitality into handheld gaming. Yokoi later founded his own company, contributing to the development of Bandai's Wonderswan. This prompted Nintendo's re

  • The History of Handheld Games Part 2

    01/12/2023 Duración: 01h22min

    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 companies like Tiger Electronics. Citing the advancements in LCD technology, we culminate with a detailed examination of the enigmatic origins of the Game Boy, dispelling common misconceptions and unraveling a more intricate narrative. The episode concludes just before the release of the Game Boy, leaving listeners on the edge of their seats with a journey through the previously opaque yet fascinating world of handheld gaming history.   How LCD Work: https://www.youtube.com/watch?v=VbdhbyiHX-s MicroVision Complete Library: https://www.youtube.com/watch?v=6NmwIvrDR8w TCW 153 - Nintendo Playing with Cards: http://podcast.the

  • The History of Handheld Games Part 1

    15/11/2023 Duración: 01h34min

    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 classics such as Mattel Football and Auto Race. As advancements and reduced production costs followed, favorites like Simon and Merlin emerged. However, the early games faced a common challenge—the limitations of display capabilities at an affordable price point. To overcome this hurdle, inventive technologies like nixie tubes, VFD displays, and LEDs were harnessed to deliver engaging gameplay experiences. Notably, the VFD display mini arcades left a lasting mark, offering some of the most captivating recreations of popular arcade titles. This is part 1 of a 3-part series, exploring the evolution of handheld gaming and

  • The ID Of Game Development

    01/11/2023 Duración: 01h31min

    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 engine to other companies, and so much more. Many moders of Doom got their start in the video game industry by being level designers for other companies. ID was instrumental in popularizing the structure by which games are made to this day.   TCW 030 - DOOM!: http://podcast.theycreateworlds.com/e/doom-1479057917/ TCW 192 - Microprose Part 1: http://podcast.theycreateworlds.com/e/microprose-part-1/ TCW 193 - Microprose Part 2: http://podcast.theycreateworlds.com/e/microprose-part-2/   Slordax: https://www.youtube.com/watch?v=DMj2WlSsg4o Engine Overview: https://www.youtube.com/watch?v=xrqRuxAkkG8 Commander Keen 1: ht

  • The Sumerian Game

    15/10/2023 Duración: 01h12min

    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 first women to design a video game. Though the game has been lost to time its influence is felt to this day. The first part was the inspiration for Hamurabi, influencing Civilization, and other game designers that followed. We beg to report on this fascinating bit of video game history!   I'm Learnding: https://www.youtube.com/watch?v=PKg2ZzPKl2M NDEA: https://www.youtube.com/watch?v=3ChXTy_C3xs Formal Logic Overview: https://www.youtube.com/watch?v=8_MUDF1d1sU Formal Logic: https://www.youtube.com/@FormalLogic Oh No my Brain: https://www.youtube.com/watch?v=SZoQxH-il7E Mabel Addis: https://en.wikipedia.org/wiki/Mabel_

  • Finding Video Game Copyright

    01/10/2023 Duración: 01h31min

    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 counterfeiters, parallel importers, and more. Hey at one point it started a Yakuza war!   TCW 179 - Space Invaders and Nishikado: http://podcast.theycreateworlds.com/e/space-invaders-and-nishikado/ TCW 180 - Space Invaders Part II: http://podcast.theycreateworlds.com/e/space-invaders-part-ii/ Sea Wolf: https://www.youtube.com/watch?v=ipssJjkN2bY Depth Charge: https://www.youtube.com/watch?v=PTuJb4MLGzs IPM Invaders: https://www.youtube.com/watch?v=DBtV4cqqkVQ Astro Blaster: https://www.youtube.com/watch?v=AR2kStMWBCs Star Castle: https://www.youtube.com/watch?v=qOFLaa3bmiU Scramble: https://www.youtube.com/watch?v=R_zO5p

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