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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
Would you like to learn new things about your favorite video games, and the people who create them?
A Trip Down Memory Card Lane is a weekly video game history podcast that uses the current week in gaming history as a guide to tell you interesting stories about the history of video games, gaming consoles, game designers, the gaming studios they've founded, and more.
Join hosts David Kassin and Robert Kassin as they take an often-chronological look at the people, companies, technologies, and developmental processes that have helped bring your favorite video games to life on each week's trip down Memory Card Lane.
A Trip Down Memory Card Lane is a weekly video game history podcast that uses the current week in gaming history as a guide to tell you interesting stories about the history of video games, gaming consoles, game designers, the gaming studios they've founded, and more.
Join hosts David Kassin and Robert Kassin as they take an often-chronological look at the people, companies, technologies, and developmental processes that have helped bring your favorite video games to life on each week's trip down Memory Card Lane.
270 Episodes
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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
In 2002, Battlefield 1942 redefined multiplayer shooters by combining infantry, tanks, ships, and planes on massive, team-based maps. We rewind to the roots of DICE and Refraction Games, from digital pinball tables to the ambitious Codename Eagle, and how their merger set the stage for Battlefield’s debut. The episode highlights EA’s role in finally backing the project, the Refractor engine’s technical leap, and the launch maps that turned every match into a story generator. Critics praised its scale and innovation, though single-player bot matches left some underwhelmed. Our conversation explores emergent stunts, early fan culture, influential mods like Desert Combat, and Battlefield’s long legacy in shaping online play. Join us as we storm, soar, and shell our way through Battlefield 1942 on today’s trip down Memory Card Lane.Read transcript
In 1982, David Crane pushed the Atari 2600 to its limits with only four kilobytes of memory, creating Pitfall!, a jungle adventure that became one of the system’s best-sellers. Our conversation traces Crane’s journey from Atari to co-founding Activision, his experiments that led to the iconic “running man” sprite, and the algorithm that generated 255 screens on the fly. We highlight how Raiders of the Lost Ark, Saturday cartoons, and clever coding shaped Pitfall Harry’s swings on vines, leaps across crocodiles, and treasure hunts. We also revisit its commercial success, Jack Black’s cameo in a TV ad, and the technical marvel of Pitfall II: Lost Caverns. Though later revivals varied, the original proved consoles could deliver real adventures. Join us as we revisit the leap that defined platforming on today’s trip down Memory Card Lane.Read transcript
Kick, punch, and weave through traffic—this week we’re diving into Road Rash, the Genesis classic that turned ho-hum racing into all-out street brawling. We trace its unlikely origins from a scrapped Andretti sim to EA’s rebellious in-house hit, unpacking the tech tricks behind those winding roads and the decision to make wipeouts cartoonishly fun. You’ll hear how named rivals, taunting cops, and an attitude-forward aesthetic made Road Rash stand out, why multiplayer had to wait, and how the series exploded across platforms before losing steam in the 32-bit era. We also follow its DNA into later titles, from crash-mad arcade racers to modern motorcycle melees. Love it for the speed, the slapstick, or the swagger—Road Rash left marks that never quite faded. Hop on and hold tight!Read transcript
In 1995, Roberta Williams trades fairy tales for fear with Phantasmagoria, a seven-disc FMV horror epic that looks like a movie and plays like an adventure. We talk about how Sierra built a real film studio, shot actors on bluescreen, and composited them into 1,000+ CG backdrops to create its eerie mansion setting. We also dig into the controversy: graphic gore, mature themes, and a notorious assault scene that led to bans and retailer pushback. While sales soared, critics questioned whether this “interactive movie” had enough interactivity. From there, we explore the sequel, Phantasmagoria: A Puzzle of Flesh, a stranger and edgier chapter with a cult following. Finally, we look at how its DNA carried into horror’s future, influencing Resident Evil, Silent Hill, and Until Dawn. Dim the lights and join us as we revisit this chilling chapter of gaming history on Memory Card Lane.
Today, we’re breaching into the tactical world of Tom Clancy’s Rainbow Six, the 1998 game that redefined the first-person shooter genre with its emphasis on realism, planning, and precision. We begin by tracing the origins of Red Storm Entertainment, born from Tom Clancy’s desire to bring his military fiction to the digital battlefield. Then, we explore how a book and a game were developed in tandem—one shaping the other—resulting in a groundbreaking experience that traded run-and-gun chaos for slow, strategic tension. Finally, we look at Rainbow Six’s lasting influence, from its impact on tactical shooters to its evolution into a cornerstone of competitive gaming. So suit up, synchronize your watches, and join us for a calculated trip down Memory Card Lane!
Today, we’re flattening expectations with Paper Mario, the 2000 RPG that reimagined the Mushroom Kingdom through a papercraft lens. We begin by tracing its origins as a follow-up to Super Mario RPG, developed after Square’s departure from Nintendo. Then, we’ll explore how Intelligent Systems overcame the limitations of the Nintendo 64 to create a charming, accessible RPG full of humor, heart, and strategic depth. Along the way, we’ll look at its unique battle mechanics, the legacy of the ring-style menu system, and how Paper Mario helped redefine Mario’s storytelling potential. So grab your hammer and get ready to peel back the layers on today’s trip down Memory Card Lane!
Revisit the lush world of Secret of Mana (1993), the SNES action RPG that redefined real-time combat and cooperative play in the genre. Born from the ashes of a canceled CD-ROM project, this episode explores how development constraints transformed a once-massive vision into a streamlined yet unforgettable experience. We trace the Mana series’ roots back to Final Fantasy Adventure, delve into Koichi Ishii’s ambitious worldbuilding, and break down the legacy of its ring menu system, drop-in multiplayer, and emotionally resonant story. From its compromised beginnings to its place as a genre-defining classic, Secret of Mana remains a testament to creativity under pressure.
Today, we’re diving into the weird, witty world of Seaman, the 1999 Dreamcast simulation that let players raise a bizarre, human-faced fish—and talk to it. We begin by exploring the career of Yoot Saito, from his early days in experimental media to the creation of SimTower and the founding of his own studio, Vivarium. Then, we’ll chart the development of Seaman, from its humble Mac prototype to its unlikely resurrection by Sega, complete with complex AI, evolving life stages, and full voice recognition—all packed into one of the most surreal games ever released. Finally, we’ll look at how Seaman became a cult hit thanks to Leonard Nimoy’s narration, clever localization, and its undeniable strangeness. So plug in your microphone and prepare for judgment as we dive deep into Seaman on today’s trip down Memory Card Lane!
Today, we’re suiting up with the U.S. National Video Game Team, a pioneering force that helped turn competitive gaming into a legitimate sport. We begin by exploring the roots of the team in the early 1980s, from Twin Galaxies’ arcade leaderboard to Walter Day’s dream of creating an Olympic-style squad of elite gamers. Then, we trace the team’s rise to national recognition—cross-country bus tours, Guinness World Records, TV appearances, and their headlining role in the short-lived but ambitious Electronic Circus. Finally, we follow the USNVGT into its second era under new leadership, including its influence on early gaming magazines and televised competitions. So grab your joystick and join us for a high-score-fueled trip down Memory Card Lane!
Today, we’re heading to a galaxy far, far away to explore Star Wars: Knights of the Old Republic, the 2003 RPG that let players shape their own destiny as Jedi or Sith. We begin by tracing BioWare’s rise—from educational software to RPG juggernaut—and how their partnership with LucasArts gave birth to a story set thousands of years before the films. Then, we’ll dive into the development of KOTOR, from its combat system and memorable companions to the tech hurdles and narrative risks that helped redefine what licensed games could achieve. Finally, we’ll reflect on the game’s legacy, its influence on future RPGs, and the status of its long-rumored remake. So grab your lightsaber and decide your path as we journey through the Force on today’s trip down Memory Card Lane!
Today, we’re navigating shifting gravity and even shakier development timelines as we dive into Prey, the 2006 sci-fi shooter that took over a decade—and four complete overhauls—to reach players. We begin by exploring the ambitious origins of the original Prey, from 3D Realms’ early aspirations for a revolutionary 3D engine to a series of failed prototypes, engine rewrites, and studio shakeups. Then, we follow the game’s surprising resurrection at Human Head Studios, tracing how Cherokee mythology, alien abductions, and groundbreaking mechanics came together in a game that wowed critics and sold over a million copies. Finally, we chart the messy road to Prey 2, its abrupt cancellation, and the eventual reboot by Arkane Studios in 2017—a spiritual successor that channeled System Shock and Dishonored into something entirely new. So grab your spirit bow and prepare to walk the walls on today’s gravity-defying trip down Memory Card Lane!
In this week’s episode, we explore the whimsical world of Banjo-Kazooie (1998), Rare’s beloved 3D platformer that helped define the Nintendo 64 era. We trace its surprising evolution from a scrapped RPG called Project Dream into a genre-defining collect-a-thon starring a bear and a bird. Along the way, we look at how Rare pivoted in response to Super Mario 64, embraced exploration over precision platforming, and created one of gaming’s most iconic duos. We also touch on the legacy of the series, the controversial Nuts & Bolts, and Banjo’s continued presence in games like Super Smash Bros. It’s a nostalgic celebration of creativity, reinvention, and the golden age of Rare.
Today, we’re descending into the depths of Eternal Darkness: Sanity’s Requiem, the 2002 GameCube classic that dared to blur the line between player and character. We begin by exploring how Canadian developer Silicon Knights transitioned from strategy games to psychological horror under the guidance of Denis Dyack, with Eternal Darkness evolving from a Nintendo 64 project into one of the GameCube’s most ambitious launch titles. Along the way, we examine the game’s Lovecraftian influences, complex narrative spanning centuries, and groundbreaking sanity system that played tricks on players’ minds in unforgettable ways. Though it struggled commercially, its critical acclaim and cult following secured its legacy as a pioneer in interactive horror. So steel your nerves and question your reality—it’s time for a sanity-shattering trip down Memory Card Lane!
Today, we’re scrubbing in for a deep dive into the Trauma Center series, Atlus’ bold foray into surgical simulation that began with Under the Knife on the Nintendo DS. We begin by exploring how a team of RPG veterans—best known for their work on Shin Megami Tensei and Persona—pivoted from demons and dungeons to scalpels and styluses, inspired by the DS’s touchscreen to create something truly different. Then we follow the franchise’s evolution across consoles and concepts, from the Wii’s motion-controlled Second Opinion and its co-op sequel New Blood, to the return-to-form Under the Knife 2, and finally the genre-blending, multi-discipline drama Trauma Team. Along the way, we highlight how science fiction, high-stakes gameplay, and emotional storytelling helped these games carve out a unique niche. So steady your hand and grab your stylus—it’s time for today’s life-saving trip down Memory Card Lane!



