For most of human existence our ability to play together has been circumscribed by our physical connection with others in our immediate vicinity, a radiating circle of family, friends, and neighbors, spiced with an occasional get together with more distant associates. As I write this blog, we are in the midst of the COVID-19 pandemic that has mandated new social distancing rules greatly limiting our ability to gather with others. And yet the play must go on. Fortunately for us, […]
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Saving Speedrunning and Digital Communities
How do you preserve the history of a community? What even makes up a community? How can you store something so abstract, intimate, and interpersonal in files and text? These are the questions I was asking last summer at The Strong. My goal as an intern at the International Center for the History of Electronic Games (ICHEG) was to curate and archive the history of video game speedrunning—the act of beating video games as rapidly as possible by any means […]
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Off the Grid: Tron Evolution and DRM Authentication
Digital rights management (DRM) tools have been used on software for decades. Companies install these protections to defend software from piracy or the unauthorized copying of the data. However, although designed with the best of intentions, DRM can have a negative effect on legally purchased software as well.
In 2010, Disney released the game Tron Evolution as a tie-in to the company’s Tron: Legacy movie, and distributed it on console and Windows computer platforms. While the console versions have their own […]
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Unboxing the Past: The Don Daglow Papers
Eight months, 169 boxes, 1,270 folders, 1,314 objects, and a partridge in a pear tree. Minus the bird, these statistics hint at just how large the archives of video game pioneer Don Daglow are and how long it took to prepare them for research use at The Strong’s Brian Sutton-Smith Library and Archives of Play. This collection of video game concepts, development papers, original artwork, never-released game demos, and Stormfront Studios company records provides a behind-the-scenes look at […]
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Building a Mystery—Spotlight on Jane Jensen
Since 2017, The Strong has directed significant energy toward our Women in Games initiative, which documents and celebrates the crucial contributions of women to the electronic games industry. Under the International Center for the History of Electronic Games (ICHEG), the initiative builds upon the holdings of museum artifacts and archival records which illustrate the impact of women in the field. (If you attended the Women in Games: Inspire! or Women in Games: Create! programs in 2018 or 2019, […]
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A 1927 Board Game Prefigures The Oregon Trail and Beth Dies of Dysentery
I recently revisited World Video Game Hall of Fame inductee The Oregon Trail, traveling west with extra oxen, plenty of bullets, and cash to spare. My colleague Laurie was laid up with typhoid, and Jo died of cholera near Independence Rock. I succumbed to the same malady before South Pass, alas! I think I started too late in summer because finding water became an issue, but I still had plenty of bullets. Despite criticism aimed at its biases, […]
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Digging for GEM icons in an Atari ST Floppy Disk
In 2018, The Strong embarked on a project to digitize floppy disks using a device called the Kryoflux to capture the data stored on 3.5- and 5.25-inch floppy disks. Reading a floppy disk in the 21st century was the first step necessary to preserve hundreds of floppy disks in The Strong’s archival collections. In some cases, the Kryoflux was a useful tool to capture old games and development materials but, with more than 1,500 floppy disk images in […]
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Game Saves: Unreleased Gremlins The Arcade Game by Atari
Digital Games Curator Andrew Borman uncovers the history of Atari’s Gremlins The Arcade Game, from its initial conception in 1983 to its cancellation in 1985.
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Clones in the Archives: Console and Software Cloning Practices in the Early Years of Video Games
Ian Larson, 2019 Strong Research Fellow
PhD Student, University of California, Irvine; Irvine, California
Any new popular device is bound to have its share of imitators and copycats. This certainly was the case in 1972 after Ralph H. Baer and Magnavox released the first-ever home video game console, the Magnavox Odyssey. While Baer’s Odyssey failed to spark a revolution, one of its many games, Table Tennis, would become the inspiration for the game that did: Nolan Bushnell and Atari’s PONG, the first […]