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The history of computer game implementation, driven by source code and development practice, remains largely hidden from view, with only the most dedicated and technically savvy game historians and scholars able to take part in its study. My research hopes to reveal and encourage access to technical history through the analysis of the scholarly practices used in exploring legacy game systems. I will turn to two primary case studies, MUD1 and DOOM, both of which have creator supported archivaldblp:conf/fdg/Kaltman15 fatcat:c2ixtrxnfzavhmymzmhte73dzi