TD Gaming Podcast 102: Happy Holidays

This week we’re cooking up some final holiday treats in the form of gaming history, news, retro flashbacks and general commentary. We’re looking back at the Need for Speed franchise, a little gaming history on Black Box Studios and covering some news stories:

This weeks soap box covers a little holiday cheer, what games did you love as a child, which game got you the most excited, what’s your best memory and most prized achievements in gaming. What game was a total turn off?

Wish wish everyone a happy holiday no matter what you celebrate, when you celebrate and how you celebrate. Party hard. Drive Safe. Enjoy.

Podcast Crew.

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Episode 487: Three Hour End of the Year ExtravaganzaEpisode 487: Three Hour End of the Year Extravaganza

It’s the last Gaming Podcast episode of 2018, and it’s three hours long! Well, it’s to make up for the fact we won’t be doing one next week. There are only two news items, but the entire bulk of the episode is our Game Awards for 2017, and we took a different tack than most sites and podcasts by inventing our own Awards Categories!

The news we do discuss include:

  • Soulcalibur 6 finally brings the tale of swords and souls to PC
  • The Witcher 3 Xbox One X update could add support for HDR displays

We also discussed the game we’re looking forward to the most in 2018 — let us know which one you are interested in!

Gaming Flashback: SimCityGaming Flashback: SimCity

SimCity was released in 1989, was originally called Micropolis and was designed by the infamous Will Wright. For those that don’t know Will Wright, its suffice to say he’s one of the most popular and influential game designers of our time. SimCity, TheSims, SimAnt, SimFarm and Spore are a few of his hits and TheSims has taken many records since its original release.

Wright had trouble finding a publisher for a game in which you couldn’t really “win or lose.”  Turned down by Broderbund, Wright eventually pitched the idea to Jeff Braun of Maxis.  Maxis agreed to publish Simcity as one of its first two games.

When near complete, Wright and Braun took the game back to Broderbund to clear the rights for the game.  Broderbund executives Gary Carlston and Don Daglow saw how addicting the game could be and signed Maxis to a distribution deal.  Four years after initial development, SimCity was released for the Amiga and Macintosh platforms, followed soon after by the IBM PC and Commodore 64.  On January 10th 2008, the SimCity source code was released under the GPL license as… Micropolis!

The objective of the game is simple, build and design a city.  Though the player could focus on building a highly efficient city with an ever growing populace, it was by no means required.  In a sense, open ended, the player was free to design the city as they chose.

Included in the city building experience was the possibility of natural disasters such as flooding, tornadoes and more.  Pre-designed scenarios were also included in the game such as the Boston 2010 nuclear meltdown, or mass coastal flooding of Rio de Janeiro of 2047 … even a Godzilla attack of Tokyo in 1961.

In the years to follow, the SimCity franchise would continue to expand with greater detail as SimCity 2000 (1993), SimCity 3000 (1999), SimCity 4 (2003) and a host of other “Sim” games and until the release of “The Sims” in 2000, the SimCity series was the best-selling line of games made by Maxis.

In Fall of 2008, EA will release the next child in the SimCity family, SimCity Creator for the Nintendo Wii and DS systems. And thus, history continues!