Brief History of Computer Game Platforms - Part 1

This is the first part of a quite lengthy article I wrote last summer, that tries to summarize the history of computer games and computer games platforms. This first part covers the early years of the 8-bit era, from 1977 to 1982.As an amateur historian of computer games, I find it fascinating that in the '80s and part of the '90s, companies were developing their titles for so many different platforms. For example, take Lode Runner: it was initially released for Apple II, Atari-8 bit, Commodore 64, Vic-20 and IBM-PC. Then it was ported to ZX Spectrum, MSX, BBC Micro, Amstrad CPC, Atari ST, and Amiga. Ultima IV was released for Amiga, Atari 8-bit, Atari ST, C64, DOS, MSX, and the Japanese computers FM-7, FM-Towns, PC-88, PC-98, Sharp X1, and X68000. Read More

Posted: 2 October 2019, 12:56 pm


E' stata la Commodore o la Apple ad inventare il Personal Computer?

Nel 1980 il Wall Street Journal pubblica un'intervista a Steve Jobs dove lui dichiara candidamente: "quando inventammo il personal computer...". Nell'occhiello il giornalista ribadisce: "Steve Jobs inventò il primo personal computer nel 1976 con il suo socio Steve Wozniak". L'intervista di per sé non è rimasta nella storia, ma potrebbe aver dato il via ad un mito che ancora oggi è più vivo che mai. Read More

Posted: 31 March 2019, 12:00 am


Heroes of the 16-bit: The Story of Thalion Software

I wrote this article for GamesNostalgia because I have always been fascinated by Thalion Software, one of the most talented game development studios of the ’90s. Gurus of the 68000 based home computers (Amiga and Atari ST) these guys created some of the games that I loved most when I was young. They were real innovators, and they could not accept the limits of the hardware. That's why their story is so interesting. Read More

Posted: 3 March 2019, 12:00 am


La vera storia di è stato uno dei primi siti in Italia (forse al mondo) ad offrire una selezione di programmi scaricabili gratuitamente per PC.Alla fine degli anni 90 Internet era ormai esplosa e la gente aveva scoperto che si potevano scaricare programmi dalla rete. Anche se non tutti sapevano la differenza tra freeware e shareware, si era capito che in rete si trovava tutto ciò che poteva servire al proprio PC: browser alternativi, client di posta, messengers, programmi per archiviare (zip, rar), file manager, media players, antivirus, screensaver e ovviamente giochi. Read More

Posted: 3 January 2019, 12:00 am


Un pezzo di storia del videogame: Santa Paravia e Fiumaccio

Quando mi hanno chiesto se avevo mai giocato a Santa Paravia e Fiumaccio pensavo fosse uno scherzo. Sembrava un nome uscito dal film “Non ci resta che piangere”, non il titolo di un videogame. La sorpresa è stata scoprire che non solo esiste, ma che, ancora oggi, conserva un discreto numero di fan. E’ un gioco dalla storia intrigante, che ho deciso di raccontare. Read More

Posted: 1 May 2018, 7:54 am


Sid Meier's Colonization - One of the best games ever designed

When I first heard about Colonization, I thought: ok, so this is just like Civilization, but instead of the entire world, you only have America; instead of barbarians you have the Indians tribes; instead of the whole span of the history of humankind, you have no more than 358 years. You don’t have technological advancements or scientific research, so that you won’t discover robots or jets. Why should I play it? I was very wrong. Read More

Posted: 1 January 2018, 5:24 am


Dual Track Agile: The Experience so Far

Last September my team and I decided to test a new methodology called Dual Track Agile for the development of our product (a simple mobile game called Game Arena). The main principles of the methodology are listed in this post I published on October 7th. After 4 months I thought it would be nice to tell you about this experience, how we applied it, what worked and what didn’t work for us. Read More

Posted: 26 January 2017, 1:33 pm


Introducing Dual Track Agile

Last July I had the chance to follow a 2 days training called “How to Create Products Customers Love” held by the Silicon Valley Product Group. The workshop was really intense and information-rich, with a lot of useful suggestions for our product team and our product development process. In this post, I’ll try to give a recap of the points that I consider the most important ones. In the meantime, I have been trying to put the teachings into practice in my team, so I promise to write a new post about my personal experience soon. Read More

Posted: 8 October 2016, 4:50 pm