
Insights from recent episode analysis
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Total monthly reach
Estimated from 1 chart position in 1 market.
By chart position
- 🇹🇭TH · Video Games#1100K to 300K
- Per-Episode Audience
Est. listeners per new episode within ~30 days
30K to 90K🎙 Daily cadence·294 episodes·Last published 2d ago - Monthly Reach
Unique listeners across all episodes (30 days)
100K to 300K🇹🇭100% - Active Followers
Loyal subscribers who consistently listen
40K to 120K
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From 15 epsHosts
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Recent episodes
Ep.304 – When the Hammer Fell: Quake and the Creative Fracture That Changed id Software Forever
Jun 25, 2026
Unknown duration
Ep.303 – Sunny Days: How Sesame Street Brought Its Classroom to the Console
Jun 18, 2026
Unknown duration
Ep.302 – What A Ride: Building Theme Park and the Mind Behind It
Jun 11, 2026
57m 07s
Ep.301 – For Super Players: How Super Mario Bros.: The Lost Levels Stayed Hidden for Seven Years
Jun 4, 2026
1h 04m 18s
Ep.300 – Humble Beginnings: The History of A Trip Down Memory Card Lane
May 28, 2026
57m 12s
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| Date | Episode | Topics | Guests | Brands | Places | Keywords | Sponsor | Length | |
|---|---|---|---|---|---|---|---|---|---|
| 6/25/26 | ![]() Ep.304 – When the Hammer Fell: Quake and the Creative Fracture That Changed id Software Forever | In 1996, id Software released Quake, one of the most influential games ever made, and one that nearly destroyed the team behind it. In this episode, David and Rob Kassin trace the full arc of how Quake came to be, starting with a Dungeons and Dragons campaign, running through a year of engine development that left designers with nothing to do but wait, and ending with a shareholder confrontation, a last minute redesign, and a launch day that one man spent alone in an empty office. Along the way, they explore what the game was supposed to be, what it became, and what it cost the people who built it, on today's trip down Memory Card Lane.Read transcript | — | ||||||
| 6/18/26 | ![]() Ep.303 – Sunny Days: How Sesame Street Brought Its Classroom to the Console | In 1969, Sesame Street premiered with a mission unlike anything children's television had attempted before, and thirteen years later, the Children's Television Workshop asked the same question on a new screen. In this episode, David and Rob trace the full arc of Sesame Street's history, from Joan Ganz Cooney's dinner party in 1966 to the November 10th premiere that changed children's television forever, and then follow the franchise through forty years of video games, from the first Apple II titles in 1982 to the Atari 2600, the NES, the CD-ROM boom, and all the way to a Kinect game made by the studio behind Psychonauts. Join them as they explore how one of television's most enduring institutions brought its classroom to the console, on today's trip down Memory Card Lane.Read transcript | — | ||||||
| 6/11/26 | ![]() Ep.302 – What A Ride: Building Theme Park and the Mind Behind It✨ | game developmentsimulation games+5 | — | Bullfrog ProductionsTheme Park | — | Theme ParkBullfrog Productions+6 | — | 57m 07s | |
| 6/4/26 | ![]() Ep.301 – For Super Players: How Super Mario Bros.: The Lost Levels Stayed Hidden for Seven Years✨ | video game historySuper Mario+4 | — | Super Mario Bros.: The Lost LevelsNintendo+1 | — | Super Mario Bros.Lost Levels+6 | — | 1h 04m 18s | |
| 5/28/26 | ![]() Ep.300 – Humble Beginnings: The History of A Trip Down Memory Card Lane✨ | video game historynostalgia+3 | — | A Trip Down Memory Card Lane | — | video gamespodcast+3 | — | 57m 12s | |
| 5/21/26 | ![]() Ep.299 – Ground Pounders: Breaking Down the Wall That Built First-Person Shooters with Red Faction✨ | first-person shootersvideo game history+4 | — | Red FactionVolition+1 | Champaign, Illinois | Red Factionfirst-person shooter+6 | — | 1h 01m 44s | |
| 5/14/26 | ![]() Ep.298 – Follow the Light: How Remedy Found Alan Wake in the Dark✨ | game developmentpsychological thriller+5 | — | Remedy EntertainmentAlan Wake+2 | Pacific Northwest | Alan WakeRemedy Entertainment+6 | — | 1h 08m 43s | |
| 5/7/26 | ![]() Ep.297 – Too Little, Too Late: Why the Atari 7800 Never Got the Launch It Deserved✨ | Atari 7800video game history+4 | — | Atari 7800 ProSystemAtari+1 | — | AtariAtari 7800+5 | — | 1h 06m 26s | |
| 4/30/26 | ![]() Ep.296 – Tee It Up: How Golf (1984) Set the Template for an Entire Genre✨ | golf historyvideo game development+3 | — | GolfHAL Laboratory | Scotland | GolfNintendo+5 | — | 1h 00m 50s | |
| 4/23/26 | ![]() Ep.295 – Frame By Frame: The Handcrafted Art That Made Metal Slug (1996)✨ | video game historyhandcrafted art+3 | — | Nazca CorporationIrem+1 | Neo Geo MVS | Metal SlugNazca Corporation+5 | — | 1h 09m 54s | |
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| 4/16/26 | ![]() Ep.294 – When Life Gives You Lemons: An Evolutionary Journey into Portal 2✨ | game developmentPortal 2+5 | — | Portal 2Valve+2 | — | Portal 2Valve+7 | — | 1h 20m 37s | |
| 4/9/26 | ![]() Ep.293 – An Unsolvable Maze: The Secret Algorithm Behind Entombed (1982)✨ | video game historyAtari 2600+4 | — | Western TechnologiesQuaker Oats+2 | Santa Monica | EntombedAtari 2600+6 | — | 55m 35s | |
| 4/2/26 | ![]() Ep.292 – Built To Last: LEGO Star Wars and the Brick That Refused To Quit✨ | LEGOStar Wars+4 | — | LEGO Star Wars: The Video GameTraveller's Tales | English countrysideDenmark | LEGOStar Wars+6 | — | 1h 04m 20s | |
| 3/26/26 | ![]() Ep.291 – The God Game Reborn: How Black & White Dared Players to Choose✨ | game developmentartificial intelligence+4 | — | Lionhead StudiosBullfrog+1 | MIT | Black & WhitePeter Molyneux+6 | — | 55m 41s | |
| 3/19/26 | ![]() Ep.290 – A World That Feels Alive: The Systems, Simulation, and Evolution of Elder Scrolls IV: Oblivion✨ | game designopen world+4 | — | The Elder Scrolls IV: OblivionBethesda+5 | — | OblivionBethesda+5 | — | 58m 28s | |
| 3/12/26 | ![]() Ep.289 – Stand By For Titanfall: Reinventing Movement and Mechs in the Modern Shooter✨ | game developmentmultiplayer design+5 | — | TitanfallTitanfall 2+3 | — | TitanfallRespawn Entertainment+8 | — | 55m 52s | |
| 3/5/26 | ![]() Ep.288 – The Foundation of the Fight: How Street Fighter II Standardized the Modern Fighting Game✨ | Street Fighter IIfighting games+4 | — | CapcomStreet Fighter II | — | Street Fighter IICapcom+6 | — | 1h 08m 27s | |
| 2/26/26 | ![]() Ep.287 – Radical in its Quiet: Why Stardew Valley Redefined Success in the Era of Blockbusters | In 2016, Stardew Valley quietly launched on Steam at a time when the industry was defined by massive budgets, live service roadmaps, and blockbuster spectacle. In this episode, we explore how Eric Barone spent four years teaching himself art, music, and design while building a farming RPG that valued pacing, sincerity, and player trust over scale. We trace the game’s unexpected launch surge, its direct relationship between developer and community, and how free updates, mod support, and steady communication helped it grow into one of the best selling games of all time. Our conversation looks at why players connected so deeply with its rhythm, its freedom, and its refusal to rush anyone. Join us as we plant, harvest, and reflect on the legacy of Stardew Valley on today’s trip down Memory Card Lane.Read transcript | — | ||||||
| 2/19/26 | ![]() Ep.286 – A Catalog of Possibility: The Rise and Fall of the Atari Program Exchange | In 1981, Atari quietly launched the Atari Program Exchange, opening its doors to hobbyists, students, and programmers who did not work inside the company walls. In this episode, we explore how Dale Yocum’s scrappy mail order catalog became a proving ground for ideas that Atari’s traditional publishing arm would never have touched. We trace the rise of programs like My First Alphabet, Eastern Front, Caverns of Mars, Typo Attack, Getaway, and Dandy, following how bedroom projects turned into bestsellers, careers, and even arcade inspiration. Our conversation also looks at the Atari Star awards, the culture shift inside the company, and why the exchange quietly disappeared during the crash of 1983. Join us as we flip through the catalog and rediscover the Atari Program Exchange on today’s trip down Memory Card Lane.Read transcript | — | ||||||
| 2/12/26 | ![]() Ep.285 – The Space Between Eras: Exploring the Development, Systems, and Legacy of Bahamut Lagoon | In 1996, Square released Bahamut Lagoon at a moment when the studio was split between mastery of the 16 bit era and uncertainty about the future. In this episode, we explore how a younger team inside Square was given room to experiment on hardware the company fully understood, creating a strategy role playing game that did not behave like one. We trace how the idea of dragons that could not be fully controlled shaped every system in the game, from unpredictable battles to long term character growth. Our conversation follows the people behind the project, the timing that kept it in Japan, and how fan translations later revealed it as a missing chapter in Square’s history. Join us as we study the battlefield, trust our dragons, and revisit Bahamut Lagoon on today’s trip down Memory Card Lane.Read transcript | — | ||||||
| 2/5/26 | ![]() Ep.284 – Handlebars and Hard Lessons: How Paperboy Was Built, Broken, and Rebuilt on the Arcade Floor | In 1985, Atari released Paperboy, an arcade game that looked simple at a glance but demanded something entirely different once players grabbed the handlebars. In this episode, we explore how Paperboy nearly disappeared during early testing, struggling with tone, readability, and player connection before being torn apart and rebuilt from the ground up. We trace how designers Dave Ralston and John Salwitz reshaped its world by watching real players, grounding its chaos in familiar suburban spaces, and redesigning everything from scoring systems to camera angles. Our conversation also dives into the physical reality of the cabinet itself, where broken welds, failed tests, and redesigned controls shaped the final experience. Join us as we steer, adapt, and survive the long road that made Paperboy an arcade classic on today’s trip down Memory Card Lane.Read transcript | — | ||||||
| 1/29/26 | ![]() Ep.283 – A World That Doesn’t Wait: Why Romancing SaGa Broke the Rules of Traditional RPG Design | In 1992, Square released Romancing SaGa for the Super Famicom, challenging players to navigate a world that refused to explain itself. In this episode, we explore how Akitoshi Kawazu’s design philosophy took shape as Square moved beyond traditional role playing formulas, trusting players to wander, experiment, and live with permanent consequences. We discuss the game’s eight protagonists, nonlinear Free Scenario system, and unconventional mechanics that rewarded curiosity over grinding. Our conversation traces how hardware limits shaped its art, music, and structure, and how its success proved there was an audience for games that valued discovery over direction. Join us as we choose our path, miss entire storylines, and revisit Romancing SaGa on today’s trip down Memory Card Lane.Read transcript | — | ||||||
| 1/22/26 | ![]() Ep.282 – A Notebook Full of Secrets: The Story of Hotel Dusk: Room 215 | In 2007, Hotel Dusk: Room 215 arrived on the Nintendo DS and quietly proved that handheld games could tell slow, moody, adult stories. This week, we explore how the studio Cing used Nintendo’s family friendly system to deliver a noir inspired mystery built around conversation, atmosphere, and trust. We trace Cing’s roots through Riverhillsoft, Glass Rose, and Trace Memory, and how those experiments shaped their vision of interactive novels. Our conversation dives into the game’s book like presentation, sketchbook art style, interrogation driven dialogue, and clever use of DS hardware that made the system itself part of the puzzle. Join us as we flip the screen sideways, open our notebook, and revisit Hotel Dusk on today’s trip down Memory Card Lane.Read transcript | — | ||||||
| 1/15/26 | ![]() Ep.281 – Loyalty for Sale: When Mercenaries: Playground of Destruction Turned War Into a Sandbox | In 2005, Mercenaries: Playground of Destruction dropped players into a warzone that cared less about heroism and more about chaos, contracts, and consequences. This week, we explore how Pandemic Studios built an open world sandbox where loyalty was optional and destruction was the main attraction. We trace the studio’s rise from strategy hybrids like Dark Reign to breakout hits like Star Wars Battlefront, and how that experience shaped Mercenaries into a game driven by systems rather than scripted story beats. Our conversation dives into its faction system, Deck of 52 targets, cinematic hijacks, and technical ambition, along with the controversies and legacy that followed. Join us as we call in airstrikes, switch allegiances, and revisit Mercenaries on today’s trip down Memory Card Lane.Read transcript | — | ||||||
| 1/8/26 | ![]() Ep.280 – Racing on a Tiny Scale: The Legacy of Micro Machines | In 1991, Micro Machines turned kitchen tables, school desks, and pool halls into racetracks, proving that racing games did not need realism to be unforgettable. This week, we explore how Galoob’s tiny toy cars became a cultural phenomenon and how Codemasters adapted that spirit into one of the most inventive multiplayer games of the 1990s. We trace the game’s unusual development, from reverse engineering the NES without Nintendo’s blessing to shipping cartridges with built in hardware fixes to solve last minute bugs. Our conversation follows the series expansion through Turbo Tournament, the J Cart, and the leap into 3D, while also reflecting on why the games outlasted the toys themselves. Join us as we race across breakfast tables and relive Micro Machines on today’s trip down Memory Card Lane.Read transcript | — | ||||||
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Chart Positions
2 placements across 1 market.
Chart Positions
2 placements across 1 market.
