No episode this week. There will be more podcast goodness next week.
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Gaming Podcast 150: FPS ClanGaming Podcast 150: FPS Clan
This week’s gaming podcast brings back the old game Lemmings in our flashback while covering the history of DMA Designs. We’re also going to explain to you why we’d never make an FPS clan. This weeks news includes:
- Xbox Live iPhone App
- Microsoft thinking about bringing Natal to TVs
- Santa Claus coming to PlayStation Home
- Puzzle Quest 2 Coming in the Spring
- Valve and Steam don’t mix
- Blizzard: Don’t bother cloning WoW
This week’s question of the week, would you rather have the “Swiss army knife” of gaming hand-held systems that does it all, but features must be turned off to conserve battery life or a more focused hand-held platform that does just what’s needed with no additional bells and whistles?
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!
Episode 282: Resident Paul 6Episode 282: Resident Paul 6
This week’s episode is light on news but heavy on features, as the Gaming Flashback checks out the coin-op arcade racer Omega Race while the Gaming History looks at the failed GameBoy Micro.
This week’s news includes:
- Resident Evil 6 on-disc DLC unlocked by modders
- Sony sues Kevin Butler actor for appearing in Wii commercial
- World of Warcraft cities laid waste by first level priest
We also have a single Reader Feedback and the Question of the Week is, “What is your game purchase in the Fall season with the highest priority?”
