Send us a text Boot up the CRT and jump back to 1992 with us as we relive a summer when California Games felt like a whole arcade in one cart, Super Smash TV turned co‑op into bedlam, and Streets of Rage made the living room sound like a neon city. We trade notes on surfing technique, hacky sack timing, and why some micro‑events had ridiculous staying power with friends. Then we draw a bright line between thrills and theory: arcade sprites that hit fast versus early 3D sims that promised a fu...
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Send us a text Boot up the CRT and jump back to 1992 with us as we relive a summer when California Games felt like a whole arcade in one cart, Super Smash TV turned co‑op into bedlam, and Streets of Rage made the living room sound like a neon city. We trade notes on surfing technique, hacky sack timing, and why some micro‑events had ridiculous staying power with friends. Then we draw a bright line between thrills and theory: arcade sprites that hit fast versus early 3D sims that promised a fu...
Send us a text Boot up the CRT and jump back to 1992 with us as we relive a summer when California Games felt like a whole arcade in one cart, Super Smash TV turned co‑op into bedlam, and Streets of Rage made the living room sound like a neon city. We trade notes on surfing technique, hacky sack timing, and why some micro‑events had ridiculous staying power with friends. Then we draw a bright line between thrills and theory: arcade sprites that hit fast versus early 3D sims that promised a fu...
Flashback
Send us a text Boot up the CRT and jump back to 1992 with us as we relive a summer when California Games felt like a whole arcade in one cart, Super Smash TV turned co‑op into bedlam, and Streets of Rage made the living room sound like a neon city. We trade notes on surfing technique, hacky sack timing, and why some micro‑events had ridiculous staying power with friends. Then we draw a bright line between thrills and theory: arcade sprites that hit fast versus early 3D sims that promised a fu...