Gaming
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Spatial Software
An essay on software where users navigate a shared 2D or 3D space, from games to virtual worlds, offering a framework fo…
Spelunky Generator Lessons
A walkthrough of how Spelunky generates its levels, beginning with the algorithm that carves a guaranteed solution path…
Spore: An Oral History
A long oral history of Spore, the decade-long gamble to simulate life from cell to galaxy, told by eight team members in…
Standard Patterns in Choice-Based Games
A game designer's catalogue of the recurring structures in choose-your-own-adventure works, such as branch-and-bottlenec…
Star Castle 2600, the Story
A programmer tells how he finally ported the arcade game Star Castle to the Atari 2600 some thirty years later, solving…
Strafe Aim Guide
A wiki guide from the x76 gaming community explaining strafe-aiming in a vacuum, breaking down how to coordinate movemen…
Super Fighter versus Sango Fighter
A feature by Brandon Cobb on two rival Taiwanese fighting games, the legal wrangles that followed and how the Chinese wa…
SWAGGINZZZ
The story of a NetHack game won in 7 minutes 15 seconds by manipulating the random number generator, told as a playful t…
Terminal Phase 1.0
A release announcement for Terminal Phase, a space shooter that runs in the terminal, with the story of how it was built…
Tetris Story by Vadim Gerasimov
A first-hand account of how Tetris was created in the Soviet Union in 1984-86, written by one of its original programmer…
The 100:10:1 Method for Game Design
A board game designer explains his process of brainstorming 100 game ideas, prototyping 10 and polishing 1, with concret…
The AI Engine of Street Fighter II
A deep dive into the original Street Fighter II code revealing how the computer-controlled fighters choose their moves,…
The Case Against Gameplay Loops
A game-design essay arguing that the industry's obsession with gameplay loops flattens what makes games memorable, drawi…
The Casino in Your Pocket
A rough statistical analysis of the mobile game Wordscapes, with the data behind the claim that it uses casino-style tri…
The Data Structures of Roads
A programming essay on how procedural road networks are represented in code, covering the data structures that make gene…
The Fun Factor of the Video Game Uplink
A game-design essay on why Uplink, the hacking simulation, is so compelling, looking at its interface, pacing and sense…
The Game Boy Pocket SP
Allison Parrish recounts modding a Game Boy Pocket into a folding clamshell handheld she calls the Pocket SP, with photo…
The Game Center CX Episode Guide
A front-to-back episode guide to Game Center CX, the Japanese TV show where comedian Shinya Arino battles brutally hard…
The Game Magazine That Spent Two Years Taunting a Final Fantasy VIII Hater
A gaming-history tale of a 1990s magazine that kept teasing one reader who despised Final Fantasy VIII, with scans of th…
The Gold Standard of Optimization: RollerCoaster Tycoon
A look under the hood of RollerCoaster Tycoon and the assembly-level tricks that let one developer make the classic park…
The greatest program ever written
A game programmer's short ode to David Horne's 1K ZX Chess, a playable chess program squeezed into the tiny memory of a…
The HarmoNESica
A step-by-step photo walkthrough of gutting an old NES game cartridge and fitting a working harmonica inside it, written…
The History of Microsoft Flight Simulator
A visual walkthrough of every Microsoft Flight Simulator release since 1982, with screenshots showing how graphics and f…
The Library Level: Archives in Videogames
The National Library of Scotland looks at how libraries and archives appear in video games, from puzzle rooms and perilo…
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