The voice on the other end proposed tha
Posted: Wed Jul 09, 2025 6:35 am
t we meet in their club, in the basement of Paris Gare de l’Est. We passed through a glass door marked “No Access” to discover a cavern of rooms filled with vintage railway posters, books, and the biggest working model train set I’ve ever seen. Our informants—a pair of retired French railway employees—were waiting.
We explained what we were looking for, and what SNCF had told us. A glint appeared in the two gentlemen’s eyes. The elder of the pair leaned forward. “They think they destroyed the archives,” he said. “We took ‘em home. We’ve got ‘em.”
Resources
Play The Last Express, preserved at Internet Archive and phone number list emulated in the browser.
Play Prince of Persia, preserved at Internet Archive and emulated in the browser.
Learn more about Mechner and his body of work at https://www.jordanmechner.com/
If you’ve played The Last Express, you know that they came through for us. Our Smoking Car Productions team in San Francisco was able to spend the next four years creating a faithful interactive 3D recreation of the historic luxury train, thanks to two trainmen in Paris who’d preserved a part of their company’s legacy that management didn’t consider worth saving.
Thirty years later, The Last Express has in its turn become a relic. The cutting-edge 1990s technology we used to model and render the train is now antiquated, like 1890s steam engines. Today, retro-computing enthusiasts, academics, online libraries and archives volunteer their resources to curate and preserve games like The Last Express, and the documents and artifacts that contain the behind-the-scenes stories of how they were made.
Sadly (but unsurprisingly), it’s rare for game development studios and media companies who own the underlying materials to prioritize preservation of their legacies any more than the SNCF did in the 1970s. Old server backups are routinely deleted. Internal information about a title’s development is often unfindable a decade later even if management asks for it.
As a game developer, I’ve been in the rare and fortunate position of being able to archive and share source code, assets and development materials from many of my games. One reason is that my publishing contracts let me keep the copyrights (unusual even in the 1980s, almost unheard of today). In 2012, the Strong National Museum of Play agreed to receive a large pile of cartons that were taking up significant shelf space in my garage. When I turned up a long-lost box of 3.5” floppy disks containing Prince of Persia’s 1989 source code, a team of experts descended on my house with a carful of
We explained what we were looking for, and what SNCF had told us. A glint appeared in the two gentlemen’s eyes. The elder of the pair leaned forward. “They think they destroyed the archives,” he said. “We took ‘em home. We’ve got ‘em.”
Resources
Play The Last Express, preserved at Internet Archive and phone number list emulated in the browser.
Play Prince of Persia, preserved at Internet Archive and emulated in the browser.
Learn more about Mechner and his body of work at https://www.jordanmechner.com/
If you’ve played The Last Express, you know that they came through for us. Our Smoking Car Productions team in San Francisco was able to spend the next four years creating a faithful interactive 3D recreation of the historic luxury train, thanks to two trainmen in Paris who’d preserved a part of their company’s legacy that management didn’t consider worth saving.
Thirty years later, The Last Express has in its turn become a relic. The cutting-edge 1990s technology we used to model and render the train is now antiquated, like 1890s steam engines. Today, retro-computing enthusiasts, academics, online libraries and archives volunteer their resources to curate and preserve games like The Last Express, and the documents and artifacts that contain the behind-the-scenes stories of how they were made.
Sadly (but unsurprisingly), it’s rare for game development studios and media companies who own the underlying materials to prioritize preservation of their legacies any more than the SNCF did in the 1970s. Old server backups are routinely deleted. Internal information about a title’s development is often unfindable a decade later even if management asks for it.
As a game developer, I’ve been in the rare and fortunate position of being able to archive and share source code, assets and development materials from many of my games. One reason is that my publishing contracts let me keep the copyrights (unusual even in the 1980s, almost unheard of today). In 2012, the Strong National Museum of Play agreed to receive a large pile of cartons that were taking up significant shelf space in my garage. When I turned up a long-lost box of 3.5” floppy disks containing Prince of Persia’s 1989 source code, a team of experts descended on my house with a carful of