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Retronauts

666: The ’80s Satanic Panic

Retronauts

Retronauts

Technology, Games, Video Games, Leisure

4.62.3K Ratings

🗓️ 27 January 2025

⏱️ 127 minutes

🧾️ Download transcript

Summary

The devil is in the details as Jeremy Parish, Diamond Feit, Chris Sims, and Benito Cereno look back at a major cultural moment for America in the 1980s—the so-called Satanic Panic—and the knock-on effect it had on video games and other media.

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Transcript

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0:00.0

This weekend Retronauts, Lucifer, I'm home. Hi, everyone.

0:27.4

Welcome to Retronauts, episode 6, 6, 6.

0:33.5

This is the most evil episode of Retronauts to date. And as such, we have dedicated this episode entirely to Satan.

0:42.9

That's actually very glib.

0:44.6

So obviously, 666, you know, you can't do, you can't get to that number of a podcast

0:50.4

and not do something.

0:52.1

And so I wanted to take this opportunity to roll out a sort of

0:57.3

branch of retronauts that I've been developing for a while called trends and influences,

1:02.2

which we kind of dipped a little toe into this past summer talking about political trends

1:08.2

and things like that that influence video games. But I do want to

1:11.8

start looking at culture and history that surrounded video game history and influenced it and isn't

1:20.8

necessarily directly about video games. So my thought was, having lived through the 1980s and experienced this firsthand in my

1:31.0

conservative Christian town, the satanic panic of the 1980s, which I thought, well, that

1:36.9

will be a light frothy topic because that was a goofy thing.

1:41.2

I remember, you know, getting trotted out to hear lectures about how evil D&D was.

1:47.3

And, you know, so this will be a fun, lightweight sort of thing.

1:51.2

And then I actually did the research and reading and watched documentaries and discovered,

1:56.7

no, actually, kind of like the, you know, the communist hearings, the 1950s. The satanic panic,

2:06.2

even though it was stupid and seems inexplicable in hindsight, it really wrecks in people's lives.

2:12.1

So this is maybe a little more serious a topic that I intended it to be. But nevertheless, it is something

2:19.1

that has had a real impact on video games. And it's something that I think is very relevant

2:26.0

to today's culture. And it just, it kind of interfaces indirectly with video games in a lot of

...

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