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A Trip Down Memory Card Lane
A Trip Down Memory Card Lane
Author: David Kassin and Robert Kassin
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Description
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.
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.
284 Episodes
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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.Read transcript
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.Read transcript
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.Read transcript
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.Read transcript
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.Read transcript
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.Read transcript
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.Read transcript
In 1987, Phantasy Star arrived on the Sega Master System and proved that Sega could compete in a genre dominated by Dragon Quest and Final Fantasy. This week, we explore how a small internal team led by Kotaro Hayashida, Yuji Naka, and artist Rieko Kodama set out to build an RPG that broke from medieval tradition. We trace how the game blended science fiction and fantasy, introduced one of the earliest female protagonists in Alis, and pushed the Master System far beyond expectations with full screen 3D dungeons, animated battles, and a massive 4 megabit cartridge. Our conversation follows the series evolution through Phantasy Star II, III, and IV, its reinvention with Phantasy Star Online, and the expanded universe that grew from it. Join us as we chart the stars and revisit Phantasy Star on today’s trip down Memory Card Lane.Read transcript
In 2010, Ni no Kuni: Dominion of the Dark Djinn introduced players to a world where Studio Ghibli’s hand-drawn warmth met Level-5’s heartfelt RPG design. In this episode, we explore how a studio famously cautious about video games found unexpected harmony with a developer that valued emotion as much as mechanics. We follow the project from its DS origins and physical spellbook to the deeper PS3 reimagining that blended animation, music, and storytelling into something that felt unmistakably Ghibli. Our conversation also traces the series’ evolving identity through Revenant Kingdom and Cross Worlds, and how its themes of grief, courage, and kindness shaped its legacy. Join us as we journey through magic, loss, and wonder in Ni no Kuni on today’s trip down Memory Card Lane.Read transcript
In 2001, Nintendo released the e-Reader, a quirky card-scanning accessory for the Game Boy Advance that blended trading cards with tiny bursts of digital content. This week, we explore the long road that led to its creation, tracing the evolution of barcode gaming from Japan’s Barcode Battler craze to Bandai’s Datach and even arcade hits like Mushiking and Love and Berry. We follow how Pokémon cards, dot-code technology, and Japan’s card culture shaped the device, and why the e-Reader thrived briefly in Japan but stumbled in the West. Our conversation also looks at the legacy it left behind—QR codes, AR cards, Amiibo, and physical-to-digital play. Join us as we swipe, scan, and rediscover the Nintendo e-Reader on today’s trip down Memory Card Lane.Read transcript
In 1993, Atari launched the Jaguar, a console that promised 64-bit power and a bold return to gaming glory—but the reality was far more complicated. In this episode, we explore how Atari partnered with Flare Technology, canceled its 16-bit Panther system, and aimed to leapfrog the competition with a futuristic design that was ambitious, confusing, and notoriously difficult to develop for. We trace the Jaguar’s tangled architecture, marketing push to “Do the Math,” and the hardware quirks that doomed it from the start. Our conversation also dives into the console’s standout games, failed add-ons like the Jaguar CD and VR, and its strange second life as an open platform for homebrewers. Join us as we plug in and power up the story of the Atari Jaguar on today’s trip down Memory Card Lane.Read transcript
In 2000, \Hitman: Codename 47\ introduced players to Agent 47 and a new breed of stealth gaming built on improvisation, experimentation, and precision. In this episode, we trace how a small team of Danish demoscene veterans formed IO Interactive, built the Glacier Engine from scratch, and turned a 'simple shooter' concept into one of the most influential stealth franchises in history. We follow the evolution from Codename 47’s experimental beginnings to Silent Assassin’s refinement and Contracts’ atmospheric retelling, exploring how each installment shaped IO’s design philosophy. Our conversation also touches on IO’s roots, ragdoll physics innovation, and the World of Assassination era that followed. Join us as we slip into the shadows and revisit Hitman’s origin story on today’s trip down Memory Card Lane.Read transcript
In 1979, Mattel entered the console wars with the \Intellivision\, a machine that promised to outthink Atari with its 'intelligent television' design. This week, we explore how a toy company known for Barbie and Hot Wheels transformed into a technological powerhouse, creating one of the first true competitors to Atari’s 2600. We discuss the innovations that made the Intellivision stand out, its 16-bit processor, unique keypad controllers, and focus on realism, and the missteps that led to its fall amid the 1983 crash. Our conversation dives into its visionary add-ons, the Blue Sky Rangers, and the legacy that still shapes console design today. Join us as we plug in and power on the story of Mattel’s Intellivision on today’s trip down Memory Card Lane.Read transcript
In 2006, Epic Games released Gears of War, a brutal and cinematic reinvention of the third-person shooter. In this episode, we trace Cliff Bleszinski’s journey from teenage shareware designer to creative director at Epic, and how his vision helped transform a scrapped Unreal prototype into one of gaming’s most iconic franchises. We explore the birth of the Lancer, the evolution of cover-based combat, and how Epic’s technical mastery of Unreal Engine 3 changed console gaming forever. Our conversation covers Gears’ critical and commercial success, its influence on modern shooters, and how it became a defining moment for the Xbox 360. Join us as we reload, rev up, and fight through the Locust Horde on today’s trip down Memory Card Lane.Read transcript
In 1981, a trio of writers—Arnie Katz, Bill Kunkel, and Joyce Worley—released Electronic Games, the first magazine dedicated entirely to video games. In this episode, we trace how their early ‘Arcade Alley’ column evolved into a full publication that gave the gaming world its first real voice. Our conversation explores the magazine’s creation, from pitch meetings and prototype covers to its bold editorial vision that treated games as art rather than toys. We discuss the rise and fall of the magazine through the video game crash, its 1990s revival, and how its writers shaped the language, ethics, and spirit of game journalism that persist today. Join us as we flip through the pages of history and celebrate the magazine that started it all on today’s trip down Memory Card Lane.Read transcript
In 1990, Nintendo released Super Mario Bros. 3, the NES encore that pushed 8-bit gaming to its absolute limit. In this episode, we explore how Shigeru Miyamoto and his team built a theatrical masterpiece from the ground up, transforming technical constraints into creative brilliance. Our conversation traces the journey from Donkey Kong to the Mushroom Kingdom’s final curtain call, covering the team’s innovations in overworld maps, new power-ups like the Super Leaf and Tanooki Suit, and the MMC3 chip that made it all possible. We discuss the game’s debut through The Wizard, its massive cultural impact, and how it became one of the best-selling and most beloved platformers of all time. Join us as we take flight one last time on the NES and relive the magic of Super Mario Bros. 3 on today’s trip down Memory Card Lane.Read transcript
In 1997, Ensemble Studios released Age of Empires, a real-time strategy game that transformed history into spectacle. We trace Tony Goodman’s journey from running a Dallas software company to founding Ensemble, and how veteran designer Bruce Shelley brought board game and Civilization experience to the team. The episode highlights the creation of “Dawn of Man,” the challenges of pathfinding and dial-up multiplayer, and Microsoft’s gamble on a game that mixed Warcraft’s immediacy with Civilization’s scope. Our conversation explores critic reviews praising its balance of history and playability, as well as fan memories of chopping wood, raising wonders, and fighting to the population cap. We also cover Rise of Rome, sequels, Definitive Editions, and Age of Empires IV. Join us as we build, march, and conquer through Age of Empires on today’s trip down Memory Card Lane.Read transcript
In 2010, Ninja Theory released Enslaved: Odyssey to the West, a post-apocalyptic reimagining of the Chinese epic Journey to the West. We trace Tameem Antoniades’ turbulent path from Kung Fu Chaos and Heavenly Sword to founding Ninja Theory and building Enslaved on a shoestring budget. The episode highlights the extraordinary creative lineup—Andy Serkis shaping Monkey, Alex Garland embedding with the team as co-designer, and Nitin Sawhney composing its score. Our conversation explores its lush environments, groundbreaking performance capture, and the dynamic between Monkey and Trip that critics compared to ICO and Prince of Persia. While sales fell short of expectations, expansions like Pigsy’s Perfect 10 and cult acclaim cemented its legacy. Join us as we climb, fight, and journey west through Enslaved on today’s trip down Memory Card Lane.Read transcript
In 2011, Edmund McMillen and Florian Himsl released The Binding of Isaac, a crude Flash project that grew into one of the most influential indie games of its era. We trace McMillen’s path from comics to Super Meat Boy, his partnership with Himsl, and the deeply personal religious themes that shaped Isaac’s grotesque story. The episode highlights its Zelda-inspired dungeons, roguelike randomization, and item transformations that turned every run into a new tale of survival. Our conversation explores critic and fan reactions, Nintendo’s rejection over “blasphemous” content, and how expansions, remakes, and community mods expanded it into Rebirth, Afterbirth, and Repentance. From small experiment to genre-defining giant, we explore how Isaac sparked the roguelike revival. Join us as we dodge, cry, and descend into Isaac’s basement on today’s trip down Memory Card Lane.Read transcript
In 1990, Origin Systems released Wing Commander, Chris Roberts’ groundbreaking space combat simulator that aimed to feel like a movie you could play. We trace Roberts’ path from teenage programmer on the BBC Micro to his time at Origin, where Times of Lore shaped his cinematic ambitions. The episode explores how Roberts taught himself 3D tricks, pitched Squadron, and assembled a small team to bring branching campaigns, cockpit chatter, and dynamic music to life. Our conversation highlights critic and fan praise for its spectacle, the rush of expansions and sequels, and its leap into full-motion video with Mark Hamill in Wing Commander III. We also follow Roberts beyond Origin, from Freelancer to Star Citizen. Join us as we dogfight, dive, and dream big through Wing Commander on today’s trip down Memory Card Lane.Read transcript



