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A couple of weeks ago, I mentioned the revised approach I'll be taking to podcast production while our ability to meet and record in person is diminished, and here's the first example of the (hopefully) temporary format: A pair of conversations about two very different games from the mid ’80s. First, I chat with long-time Retronauts blog and social media contributor Stuart Gipp about the Alex Kidd series (the good and the bad of it alike), which is followed by a conversation with Dave Marsh, who helped design ICOM's Shadowgate back in the day along with the remake for PC/PS4/Xbox One/Switch. Special thanks to Greg Leahy for the quick turnaround on editing and to Leeann Hamilton for the amazing cover illustration!

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Jared Blankenship

For Christmas in 1987, my mom got me a Master System with Alex Kidd in Miracle World so I could trade games and play with my best friend at the time. He got Alex Kidd in High Tech World a bit later, and we managed to play through both, with Miracle World being the superior of the two games. When my stepdad moved in a couple of years later, he brought his NES with him and gave it to me. Lo and behold, he had a copy of Shadowgate among his collection, which I remember stumping me for a good bit before I got through it. Later, I got the remake for the GBC and enjoyed that as well. I think this is the first Retronauts with multiple topics where I can actually relate to each one!

Ryan Langley

Found the Alex Kidd segment great, fantastic work. Gipps comment about Astro Boy Omega Factor is exactly what i’ve thought an Alex Kidd game could be rebooted to be like. If you took Rock, Paper, Scissors as Punch, Block, Kick I feel you can do a lot by using the IDEA of Janken, rather than actually having a RPS game, and make an interesting actuon platformer.

Micah

The real question is which is sillier (and therefore canon) , the giant onigiri or the giant burger?

Anonymous

Hey, would it be possible to show the cover illustrations in the email announcements too?

Anonymous

Wow, Dave thinks his art wasn't scary? Tell that to my 8 year old self, playing through these games back then. The servant ghost, the Scarlett Ohara ghost, the Shadowgate wraith... Even some stuff in Déjà Vu was ominous and scary. The holy trinity of NES puzzles, they were some of my favourite games on the system, and I always wished I had a CIB copy of each one. Love the remake, and I sincerely hope Déjà Vu and my favourite, Uninvited, get remade as well.

John Learned

In my senior year of high school, a bunch of friends of mine and I took a computer programming class, and I was immediately overwhelmed. I coasted through it with my friends' help, basically swiping their work and passing it off as my own. At the end of the year, our final grades were going to be based on a large project, and they all looked at me and said, "ok, time for you to design us a video game." We were working in Turbo Pascal, and had to find something to work within its (substantial) limitations, so I brought my NES to school and we all went through a detailed run of Shadowgate with notebooks in hand. What I eventually designed was a ripoff of Deja Vu, and to make sure it was ready for not only our grade but something of a regional competition, we even had a 3 day crunch. We wound up winning that competition, too. I love, love, love Shadowgate to this day, and will buy it again no matter what it comes out on

Bob Mackey

Podcast art used to show up in those e-mails until a few months ago; Patreon changed that for reasons that are unclear to me (I don't like it either).