David Kassin and Robert Kassin

A Trip Down Memory Card Lane

Leisure EN ↓ 306 episodes

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 tak...

Author

David Kassin and Robert Kassin

Category

Leisure

Podcast website

www.memorycardlane.com

Latest episode

Jul 9, 2026

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Episodes

Ep.106 – Let's Party: How Wizardry Crawled Through Dungeons and Into Gaming History 08.09.2022

In 1981, Wizardry: Proving Grounds of the Mad Overlord brought Dungeons & Dragons-inspired adventuring to the Apple II and helped define the computer RPG. We trace how Robert Woodhead and Andrew C. Greenberg, both college students and tabletop enthusiasts, turned their love of D&D into code. The episode explores the history of wargaming that led to role-playing games, from Kriegsspiel to C...

Ep.105 – Let's Go Back to the Beginning: Ralph Baer and the Birth of Video Games 01.09.2022

In 1972, the Magnavox Odyssey became the world’s first commercial video game console, launching the entire home gaming industry. We trace Ralph Baer’s journey from his early life in Germany to his pioneering work at Sanders Associates, where his “Brown Box” prototype evolved into the Odyssey. The episode explores how Baer and his small team created light guns, overlays, and card-based games to bri...

Ep.104 – From F-Zero to Fun: The Making of Super Mario Kart 25.08.2022

In 1992, Nintendo released Super Mario Kart for the Super Famicom and SNES, introducing players to the chaos and charm of kart racing. We trace how Nintendo R&D4, fresh off F-Zero, pivoted to split-screen multiplayer and compact circuits, trading futuristic speed for playful competition. The episode explores early prototypes—complete with oil cans instead of banana peels—the creation of Mode 7...

Ep.103 – There's Another World Out There: The Art, Struggle, and Legacy of Eric Chahi’s Another World 18.08.2022

In 1991, Another World , known as Out of This World in the U.S., introduced cinematic storytelling and emotional depth to gaming. We trace Eric Chahi’s journey from contract programmer on titles like Future Wars to creating his own masterpiece through improvisation and innovation. Influenced by Dune, Star Wars, and Dragon Ball, Chahi designed the game’s polygon-based visuals, rotoscoped animation,...

Ep.102 – Take It To The Streets: How a Bored Meeting Sparked the Street Fighter Revolution 11.08.2022

In 1987, Capcom released Street Fighter , the arcade brawler that introduced the world to Ryu, Ken, and the foundation of the fighting game genre. We trace Takashi Nishiyama’s career from Moon Patrol and Kung-Fu Master at Irem to his move to Capcom, where he built on boss-fight mechanics to create one-on-one tournament combat. The episode highlights martial arts film influences, early pressure-sen...

Ep.101 – Narratively Confused: Breaking the Fourth Wall with The Stanley Parable 04.08.2022

In 2011, The Stanley Parable began as a Half-Life 2 mod by Davey Wreden, a film student fascinated by storytelling and player choice. We trace Wreden’s journey from experimenting with narrative disobedience to teaming up with William Pugh for the 2013 standalone version. Together, they expanded the experience with new endings, a self-aware demo, and a narrator whose commentary challenged the illus...

Ep.100 – Time-Out Turtles: The Radical Legacy of Turtles in Time 28.07.2022

In 1991, Konami released Teenage Mutant Ninja Turtles: Turtles in Time to arcades, followed by a SNES port in 1992, giving fans one of the most beloved beat ’em ups of its era. We revisit the Turtles’ origins in Kevin Eastman and Peter Laird’s parody comic, Mirage Studios’ unlikely rise, and the surge of toys, cartoons, and games that turned them into a pop culture force. The episode highlights Tu...

Ep.99 – Nintendo Strikes Out: How the Virtual Boy Fell Flat on Its Face 21.07.2022

In 1995, Nintendo released the Virtual Boy , a tabletop console marketed as the first system with stereoscopic 3D graphics. What could have been revolutionary quickly became one of gaming’s most famous flops. We revisit Allen Becker’s “Private Eye” prototype at Reflection Technology, how Gunpei Yokoi embraced its red-and-black display, and Nintendo’s hopes to bridge the gap before the Nintendo 64....

Ep.98 – Do Me A Solid: Hideo Kojima’s Stealthy Breakthrough with Metal Gear 14.07.2022

In 1987, Metal Gear crept onto the MSX2 and laid the foundation for stealth-action gaming. We trace Hideo Kojima’s path from cinema-obsessed student to Konami recruit, where hardware limits and inspiration from The Great Escape pushed him toward a game of infiltration over combat. The episode highlights the quirks of sneaking past guards, avoiding line-of-sight, and relying on hostages for rank, a...

Ep.97 – I Have To Do This Twice: A Legacy of Pain With Ghosts ’n Goblins 07.07.2022

In 1985, Ghosts ’n Goblins hit arcades with medieval horror, timers, and a two-hit knight who loses his armor. We look back at Tokuro Fujiwara’s path from Konami to Capcom’s Commando, then to this project, originally titled Makai Mura (“Demon World Village”). The episode digs into Arthur’s jump arcs, limited attack angles, checkpoints, and the cruel twist that forces a second playthrough to see th...

Ep.96 – He's So Viewtiful: The Cel-Shaded Legacy of Viewtiful Joe 30.06.2022

In 2003, Viewtiful Joe brought spandex, cel-shading, and superhero flair to the Nintendo GameCube as part of Capcom’s ambitious “Capcom Five” initiative. We revisit Hideki Kamiya’s early gaming inspirations, his path through Resident Evil 2 and Devil May Cry, and his collaboration with producer Atsushi Inaba, whose lifelong love of superheroes shaped the project. The episode highlights the game’s...

Ep.95 – Laser Focused: The Laserdisc Revolution of Dragon’s Lair 23.06.2022

In 1983, Dragon’s Lair hit arcades and stunned players with Don Bluth’s hand-drawn animation, making it feel like a playable cartoon. We revisit Rick Dyer’s early dream project Shadoan, his Fantasy Machine prototypes, and how Sega’s Astron Belt inspired him to pursue Laserdisc technology. The episode highlights Dyer’s partnership with Don Bluth Studios, the creative shortcuts behind Princess Daphn...

Ep.94 – An Open World Awaits Us: The Origins and Legacy of Ultima 16.06.2022

In 1981, Ultima I: The First Age of Darkness brought open-world exploration, first-person dungeons, and even space combat to the Apple II. We look back at Richard Garriott’s high school programming experiments, including Akalabeth: World of Doom, and how they evolved into one of the first commercial CRPGs. The episode highlights Ultima’s tile-based overworld, quests from lords, stat-building, and...

Ep.93 – It's Quite Puzzling: How Tetris Took Over The World 09.06.2022

In 1985, Tetris was born at the Soviet Academy of Sciences when Alexey Pajitnov turned childhood memories of pentomino puzzles into falling tetrominoes. We revisit how Vadim Gerasimov’s IBM PC port helped spread it across Moscow, where it was so addictive it had to be banned. The episode explores Robert Stein’s shady licensing faxes, the tangled web of Mirrorsoft, Spectrum Holobyte, Atari, Sega, a...

Ep.92 – Are You Ready For Some Football: Trip Hawkins, John Madden, and the Birth of EA Sports 02.06.2022

In 1988, John Madden Football debuted on the Apple II, a slow but groundbreaking simulation that insisted on 11-on-11 authenticity. We look back at Trip Hawkins’ journey from Strat-O-Matic fan to Harvard game theory graduate, Apple executive, and founder of Electronic Arts. The episode explores John Madden’s rise from Super Bowl champion coach to broadcaster and why he demanded realism in every de...

Ep.91 – Who's Afraid of the Dark: Taking Survival Horror into 3D with Alone in the Dark 26.05.2022

In 1992, Alone in the Dark crept onto PCs and laid the foundation for survival horror. We revisit how Frederick Raynal, inspired by porting Alpha Waves and his love of Poe and Lovecraft, created 3D tools that evolved into a haunted house mystery. The episode highlights Infogrames’ odd history, the “matches in the dark” pitch that sparked the idea, and how fixed camera angles, pre-rendered backdrop...

Ep.90 – A Sandbox Adventure: The Indie Journey from Mario Mods to Terraria 19.05.2022

In 2011, Terraria launched on PC and quickly drew comparisons to Minecraft, but over time it carved out its own identity as a 2D sandbox adventure. We revisit Andrew Spinks’ early work on Super Mario Brothers X, how Nintendo shut it down, and how he rebounded by forming Re-Logic. The episode highlights Terraria’s inspirations from Metroid and Castlevania, its mix of mining, building, and combat, a...

Ep.89 – The Quest For The Crown: Roberta Williams’ Coronation Through King’s Quest 12.05.2022

In 1984, King’s Quest arrived on the IBM PCjr and transformed adventure gaming into something truly new. We revisit Roberta Williams’ journey from Mystery House and The Wizard and the Princess to leading Sierra On-Line through the turbulent early ’80s market crash. The episode highlights how IBM invested in Sierra to showcase the PCjr, how Roberta pushed for animated movement and simulated depth,...

Ep.88 – Everybody Loves B.J: How Wolfenstein 3D Became the Grandfather of First-Person Shooters 05.05.2022

In 1992, Wolfenstein 3D stormed onto PCs and laid the foundation for the modern first-person shooter. We revisit how John Carmack, John Romero, Tom Hall, and Adrian Carmack left Softdisk, experimented with Commander Keen, and eventually struck a deal with Apogee to release their groundbreaking work. The episode explores Carmack’s ray casting breakthroughs, Romero’s design push for fast and loud ga...

Ep.87 – Episodic Gaming: Why the Satellaview Was Ahead of Its Time 28.04.2022

In 1995, Nintendo released the Satellaview, a peripheral for the Super Famicom that let players download games from satellite broadcasts. We revisit how Nintendo partnered with St. GIGA, a satellite radio company best known for ambient soundscapes, to bring a new kind of interactive service to living rooms. The episode highlights how players used the BS-X application cartridge to explore a hub tow...

Ep.86 – Who's the Psycho Now: Tim Schafer’s Wild Ride to Create Psychonauts 21.04.2022

In 2005, Psychonauts launched on PC and Xbox and instantly stood out with its quirky humor, surreal worlds, and heartfelt storytelling. We revisit Tim Schafer’s path from LucasArts, where he worked on Monkey Island, Day of the Tentacle, Full Throttle, and Grim Fandango, to founding Double Fine and shaping a game where players literally step into the minds of others. The episode explores Double Fin...

Ep.85 – Boomshakalaka: How NBA Jam Set Arcades on Fire 14.04.2022

In 1993, NBA Jam hit arcades and became a global phenomenon, mixing two-on-two basketball with exaggerated dunks, flaming balls, and hidden cameos. We revisit Midway’s history, from Arch Rivals and Total Carnage to Mark Turmell’s push for a wider-appeal sports game. The episode highlights how the NBA initially resisted licensing the game, how features like attributes and cheat codes took shape, an...

Ep.84 – Welcome to Hotel Mario: The Bizarre Story Behind Mario’s Worst Game 07.04.2022

In 1994, Hotel Mario arrived on the Philips CD-i and quickly earned a reputation as one of the strangest entries in Nintendo’s history. We revisit how Nintendo’s broken partnership with Sony led to a deal with Philips, which in turn opened the door for Mario and Zelda to appear on a console Nintendo didn’t own. The episode highlights the CD-i’s origins as a multimedia device, the inexperience of P...

Ep.83 – By My Guest: Haunting the CD-ROM Era with The 7th Guest 31.03.2022

In 1993, The 7th Guest arrived on MS-DOS and became one of the first true “killer apps” for CD-ROM drives. We look back at how Graeme Devine and Rob Landeros, tired of licensed projects at Virgin, pitched a CD-ROM mystery game, only to be fired and immediately rehired under a new studio, Trilobyte. The episode explores how 3D Studio software, 19th century puzzle books, and blue-screened actors sha...

Ep.82 – The Instincts of a Predator: The PC-Melting Legacy of Far Cry and the CryEngine 24.03.2022

In 2004, Far Cry burst onto PCs with lush tropical environments, adaptive AI, and a technical showcase that pushed gaming hardware to its limits. We look back at Cervat Yerli’s unlikely path, from a bike crash inspired by Kick Off to forming Crytek with family support and bluffing his way into E3 1999. The episode highlights the NVIDIA-backed X-Isle demo that evolved into Far Cry, Ubisoft’s role i...

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