In a world where the history of video games is often dominated by familiar names like Nintendo and Sony, Lewis Packwood's book "Curious Video Game Machines" shines a light on lesser-known consoles that have been overlooked by Western audiences. Through meticulous research, Packwood explores machines that never received much attention during their time, revealing a rich tapestry of gaming history that extends far beyond the usual suspects. This interview with Packwood delves into the inspiration behind his work and uncovers some of the most fascinating devices he discovered along the way.
The journey began in 2014 when Packwood stumbled upon the Avatar Machine, an innovative creation by artist Marc Owens that allowed users to view themselves from a third-person perspective, mimicking a video game experience. This discovery sparked his interest in unusual consoles and computers, leading him to explore more obscure devices such as the Galaksija, a Yugoslavian open-source computer, and the Casio Loopy, a Japanese console that printed stickers. In 2021, an interview with Chris Crawford about his custom-built KIM-1 kit computer further fueled Packwood’s fascination with niche gaming hardware. These encounters ultimately inspired him to write the book, aiming to revisit and document the stories behind these curious machines.
One of the standout consoles featured in the book is the Daewoo Zemmix, a South Korean MSX-based system that gained significant popularity within its home country but remained virtually unknown outside of it. With its striking triangular design and various color options, the Zemmix V stands out as a visually stunning piece of technology. Packwood also highlights how the history of video games varies greatly depending on geographic location, noting that while the 1983 crash affected the US market, other regions like the UK were thriving with microcomputers, Brazil embraced the Sega Master System, and Russia favored the Dendy, a bootleg version of the Nintendo Famicom.
Researching these rare consoles presented numerous challenges for Packwood. Tracking down accurate information proved difficult, especially for early systems like the Radofin 1292 Advanced Programmable Video System, which used the now-defunct Signetics 2650 chip. Despite these hurdles, Packwood managed to uncover valuable insights through interviews and archival materials. While some chapters had to be omitted due to lack of reliable data, Packwood remains hopeful about revisiting these topics in future projects, emphasizing that there are countless more curious video game machines waiting to be discovered.
From a reader's perspective, "Curious Video Game Machines" serves as a reminder that the history of video games is far more complex and diverse than commonly perceived. It challenges us to look beyond mainstream narratives and appreciate the unique contributions made by lesser-known developers and regions. By shedding light on these forgotten gems, Packwood not only enriches our understanding of gaming history but also invites readers to explore new horizons in this ever-evolving medium.