How Nintendo threatened to destroy the early Australian Game industry

How Nintendo threatened to destroy the early Australian Game industry

How Nintendo threatened to destroy the early Australian Game industry and Beam Software became an accredited developer for the NES. In 1983, when the Famicom was first released in Japan, Beam Software co-founder and CEO Alfred Milgrom travelled to Japan and acquired some machines. He brought them back to the South Melbourne offices of Beam where Adrian Thewlis, disassembled them.

Curators speak about their collections

Curators speak about their collections

The curation of videogames, their collection and preservation creates new challenges for the Museum. In 2002, Stanford curator of History of Science and Technology and Film and Media collections Henry Lowood called for new institutional and curatorial models capable of addressing videogames. Yet in a 2011 survey on the state of Digital Preservation, authored by Barwick et al reflected that most heritage institutions remain locked into a traditional object based understanding of collecting, and still do not have policies capable of supporting digital artefacts. There are however a number of organisations dedicated to collecting videogames and although they share a purpose in ensuring the preservation of these significant cultural artefacts their curatorial agendas are not identical but reflect the overall philosophies of the institution.

Challenge Chamber

Challenge Chamber

Showcasing  gaming achievement was important for many game fans. Home computer fans had no public leader boards like those enjoyed in the arcades but  magazines once more came to the rescue of Australian micro computer gamers.  Each month with the pages of the Australian edition of PC Games, gamers were invited to send their high scores in ‘Challenge Chamber’.

Adventure Fans, Clubs and Help Columns

Adventure Fans, Clubs and Help Columns

Help columns were a regular feature of computer magazine in the 1980s. As Adventure games were perhaps the most challenging games to play frequently leaving players stuck and unable to progress the Adventure help guru was a must for most game publications. The popularity of “The Hobbit” and the challenges of the Megler’s world and puzzles and the possibilities of Mitchell’s parser saw many column inches dedicated to the game.

Home Coder: Lost Treasure Recovered

Home Coder: Lost Treasure Recovered

  Forgotten what amused your 12 year old self? Rediscover the pleasure of school boy gags and code with this lost game of the 1980s. Matthew Hall‘s Microbee adventure game the “Jewels of Sancara Island” had survived the last thirty or so years as a Turbo Pascal...
How I got started in games – Matthew Hall – Klicktock

How I got started in games – Matthew Hall – Klicktock

I started making games when I was 8.  I got a Commodore 64 for my birthday.  And I got one game, which was a game called “The Pit” – it’s rather obscure and it’s really shit – and the other thing I got, of course, was a manual.  And so the game I finished very quickly, and then I had nothing else to do so I dove straight into the manual.

If you had access to a micro computer in the 1980s chances are you played a text adventure.

If you had access to a micro computer in the 1980s chances are you played a text adventure.

Frustrated gamers playing text adventures would inevitably find themselves at some time typing a string of expletives into the hapless interface only to be rewarded by a snide comment or just more stonewalling from the game. Infuriating and often very punitive on the player the punishing nature of these games made the actual mastery of a text adventure a special pleasure.

Role Playing Games Conventions in 1980s and local community

Role Playing Games Conventions in 1980s and local community

Local role playing games conventions such as Melbourne’s Arcanacon and Canberra’s Cancon were important in the 1980s in bringing together people who were interested in the emerging genre of home computer games. Steve Fawkner, author of the “Warlords” series and “Puzzlequest” games, recalls taking the first computer game he wrote “Quest for the Holy Grail” to a games convention in Melbourne in 1984 and giving it away.

Australian Pioneers: John De Margheriti on Learning from the US

Australian Pioneers: John De Margheriti on Learning from the US

Micro Forté co-founder and CEO John De Margheriti reflects on how, when Micro Forté  was established in the mids 1980s, despite the US ‘crash’, they looked to America. They didn’t know of any other Australian games companies. They knew nothing of the UK games scene...
Australian Pioneers: SSG’s American Strategy

Australian Pioneers: SSG’s American Strategy

Sydney based games designers and publishers Strategic Studies Group (SSG) founded their Australian studio in 1982. SSG belong to the world of strategy wargames, a popular hobby with its origins  in military history and mathematics, and its home (at this time) in America.

Australian Pioneers – Melbourne House and the Tyranny of Distance

Australian Pioneers – Melbourne House and the Tyranny of Distance

The ‘tyranny of distance’ was the famous phrase historian Geoffrey Blainey used in 1966 to describe his thesis on how Australia’s geographical remoteness shaped the nation’s history, with the country generally viewed as a British colonial outpost on the far side of the planet. Whilst such a legacy would seem hardly germane in the 1980s it is curious that Australia’s colonial roots do play a seminal role in the beginnings of the Australian games industry.

Strategic Studies Group Pty Ltd (SSG)

Strategic Studies Group Pty Ltd (SSG)

Strategic Studies Group (SSG) was founded in New South Wales in 1982 by wargame specialists Roger Keating and Ian Trout. SSG was both a developer and a publisher.  Their first game, “Reach for the Stars” (1983), is identified with launching the 4X genre of space games (eXplore, eXpand, eXploit, eXterminate).