Back in 2013, I wrote a post about Spelunky HD and its demonstration of "rule horizons," a concept I described as "expanding layers of ...
In preparation for an article I'm writing on hobbyist Japanese Famicom programmers in the 80s, I've spent the past few days diving into a quirky ...
A Japanese toymaker's role in the history of board games If you played NES in the 80s, watched Power Rangers in the 90s, or dipped into ...
In January 1977, the Electronic Engineering Times organized a three-day gathering of designers, manufacturers, consultants, and suppliers hailing from the nascent electronic game industry. Eighteen ...
The latest announcement of the Final Fantasy VII remake’s episodic structure has triggered the expected blowback from those who hoped their beloved JRPG would ...
Images of Videogame Narratives The following paper was originally delivered at the Readers' Advisory Forum of the American Library Association in Washington D.C., June 2010. As you ...
How Donkey Kong's programmers used compression to save ROM space. The following section is one of I AM ERROR’s oldest—it appeared in the initial drafts of ...
Cuts, corpora, and commentaries from I AM ERROR. Good writing means making sacrifices, and editing is among the hardest tasks that a writer will face. During ...
How Konami's developers used the MMC3 scanline counter to create large moving enemies. The following section was originally intended to directly follow the Mega Man 2 ...
Videogame time is weird. Though all manner of clocks and timers, whether computational or diegetic, drive play, time rarely operates in games as it does ...