Author: Tom Crossland
Publisher: BookRix
ISBN: 3755424967
Category : Games & Activities
Languages : en
Pages : 190
Book Description
MS-DOS games encompassed the 1980s and 1990s and are regarded to be a golden era for home gaming. How could it not be a golden era with games like Doom, Quake, The Secret of Monkey Island, Star Wars: X-Wing, and so on? The DOS era left behind enough happy gaming memories to last a lifetime. So let's go ahead now and explore the 100 greatest games of the beloved DOS era!
The 100 Greatest MSDOS Games
Author: Tom Crossland
Publisher: BookRix
ISBN: 3755424967
Category : Games & Activities
Languages : en
Pages : 190
Book Description
MS-DOS games encompassed the 1980s and 1990s and are regarded to be a golden era for home gaming. How could it not be a golden era with games like Doom, Quake, The Secret of Monkey Island, Star Wars: X-Wing, and so on? The DOS era left behind enough happy gaming memories to last a lifetime. So let's go ahead now and explore the 100 greatest games of the beloved DOS era!
Publisher: BookRix
ISBN: 3755424967
Category : Games & Activities
Languages : en
Pages : 190
Book Description
MS-DOS games encompassed the 1980s and 1990s and are regarded to be a golden era for home gaming. How could it not be a golden era with games like Doom, Quake, The Secret of Monkey Island, Star Wars: X-Wing, and so on? The DOS era left behind enough happy gaming memories to last a lifetime. So let's go ahead now and explore the 100 greatest games of the beloved DOS era!
The 100 Greatest Commodore 64 Games
Author: Tom Crossland
Publisher: BookRix
ISBN: 3755404168
Category : Computers
Languages : en
Pages : 247
Book Description
The Commodore 64 was an incredible piece of tech for its time and left a generation with enough happy and nostalgic gaming memories to last a lifetime. Are C64 games still worth playing today - even if you have all the latest modern releases? My answer to that question is yes! Commodore C64 games are still fun and still worth exploring. Shooting games, strategy games, arcade adventures, space flight simulators, sports simulations, racing games, fantasy games, horror games, combat games, boxing games, platform games, and so on. So, without any further delay, let us begin our countdown of the one hundred greatest C64 games! Let the nostalgia commence...
Publisher: BookRix
ISBN: 3755404168
Category : Computers
Languages : en
Pages : 247
Book Description
The Commodore 64 was an incredible piece of tech for its time and left a generation with enough happy and nostalgic gaming memories to last a lifetime. Are C64 games still worth playing today - even if you have all the latest modern releases? My answer to that question is yes! Commodore C64 games are still fun and still worth exploring. Shooting games, strategy games, arcade adventures, space flight simulators, sports simulations, racing games, fantasy games, horror games, combat games, boxing games, platform games, and so on. So, without any further delay, let us begin our countdown of the one hundred greatest C64 games! Let the nostalgia commence...
The 100 Greatest Amiga Games
Author: Tom Crossland
Publisher: BookRix
ISBN: 3755412799
Category : Games & Activities
Languages : en
Pages : 242
Book Description
It felt like a very big deal at the time to go from the Commodore 64 to the Amiga. There were some fantastic games on the C64 but the Amiga felt like a quantum leap and the full 'arcade at home' experience. Sadly though, as we know, the Amiga era was not destined to be the longest or most stable slice of home gaming history. In the end the competition was too much and the Amiga, not helped by poor business decisions and a lack of innovation, began to struggle in the market. One tends to feel that the Amiga never quite fufilled its full potential but what an amazing few years it gave us. I spent many happy hours and weeks playing all my favourite Amiga games. To this day I am still discovering interesting Amiga games which passed me by at the time. Trawling through the Amiga years again I found there were many more great games than I actually remembered. The book that follows includes racing games, shoot 'em ups, military simulations, platform games, licenced movie games, puzzle games, and so on. So, without further delay, let's sit back and take a look at the (in my own humble opinion) 100 greatest Amiga games...
Publisher: BookRix
ISBN: 3755412799
Category : Games & Activities
Languages : en
Pages : 242
Book Description
It felt like a very big deal at the time to go from the Commodore 64 to the Amiga. There were some fantastic games on the C64 but the Amiga felt like a quantum leap and the full 'arcade at home' experience. Sadly though, as we know, the Amiga era was not destined to be the longest or most stable slice of home gaming history. In the end the competition was too much and the Amiga, not helped by poor business decisions and a lack of innovation, began to struggle in the market. One tends to feel that the Amiga never quite fufilled its full potential but what an amazing few years it gave us. I spent many happy hours and weeks playing all my favourite Amiga games. To this day I am still discovering interesting Amiga games which passed me by at the time. Trawling through the Amiga years again I found there were many more great games than I actually remembered. The book that follows includes racing games, shoot 'em ups, military simulations, platform games, licenced movie games, puzzle games, and so on. So, without further delay, let's sit back and take a look at the (in my own humble opinion) 100 greatest Amiga games...
100 Greatest Video Game Franchises
Author: Robert Mejia
Publisher: Rowman & Littlefield
ISBN: 1442278153
Category : Games & Activities
Languages : en
Pages : 267
Book Description
Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset – to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game’s cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.
Publisher: Rowman & Littlefield
ISBN: 1442278153
Category : Games & Activities
Languages : en
Pages : 267
Book Description
Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset – to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game’s cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.
Creating Turbo C++ Games
Author: Clayton Walnum
Publisher: Prentice Hall
ISBN: 9781565294721
Category : Computers
Languages : en
Pages : 500
Book Description
Aimed at the intermediate C++ programmer who is familiar with language essentials and wants to quickly learn how to build interesting tools, utilities, games, etc., this book/disk package presents a set of fully-developed DOS-based games and utilities that were created with Turbo C++. Includes tips, techniques, and gaming strategies for developing powerful Turbo C++ games.
Publisher: Prentice Hall
ISBN: 9781565294721
Category : Computers
Languages : en
Pages : 500
Book Description
Aimed at the intermediate C++ programmer who is familiar with language essentials and wants to quickly learn how to build interesting tools, utilities, games, etc., this book/disk package presents a set of fully-developed DOS-based games and utilities that were created with Turbo C++. Includes tips, techniques, and gaming strategies for developing powerful Turbo C++ games.
The Video Games Textbook
Author: Brian J. Wardyga
Publisher: CRC Press
ISBN: 1000868222
Category : Computers
Languages : en
Pages : 751
Book Description
The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes
Publisher: CRC Press
ISBN: 1000868222
Category : Computers
Languages : en
Pages : 751
Book Description
The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes
Games vs. Hardware. The History of PC video games
Author: Bogdan Ion Purcaru
Publisher: Purcaru Ion Bogdan
ISBN:
Category : Computers
Languages : en
Pages : 552
Book Description
My two biggest passions concerning computers are hardware and gaming. I wrote this book because I don’t want that important pieces of history regarding computer hardware, games and, in a smaller amount the 80’s operating systems to be forgotten and lost. I want everyone to appreciate the hardware and software industry and especially the people behind them as they worked many days and nights to deliver us fast and advanced computers and entertaining and complex games.
Publisher: Purcaru Ion Bogdan
ISBN:
Category : Computers
Languages : en
Pages : 552
Book Description
My two biggest passions concerning computers are hardware and gaming. I wrote this book because I don’t want that important pieces of history regarding computer hardware, games and, in a smaller amount the 80’s operating systems to be forgotten and lost. I want everyone to appreciate the hardware and software industry and especially the people behind them as they worked many days and nights to deliver us fast and advanced computers and entertaining and complex games.
The CRPG Book: A Guide to Computer Role-Playing Games
Author: Felipe Pepe
Publisher:
ISBN: 9781999353308
Category : Computer games
Languages : en
Pages : 528
Book Description
Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.
Publisher:
ISBN: 9781999353308
Category : Computer games
Languages : en
Pages : 528
Book Description
Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.
Tricks of the Windows Game Programming Gurus
Author: André LaMothe
Publisher: Sams Publishing
ISBN: 9780672323690
Category : Computers
Languages : en
Pages : 1092
Book Description
"Tricks of the Windows Game Programmin Gurus, 2E" takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic. Andre teaches the reader 2D graphics and rasterization techniques. Finally, Andre provides the most intense coverage of game algorithms, multithreaded programming, artificial intelligence (including fuzzy logic, neural nets, and genetic algorithms), and physics modeling you have ever seen in a game book.
Publisher: Sams Publishing
ISBN: 9780672323690
Category : Computers
Languages : en
Pages : 1092
Book Description
"Tricks of the Windows Game Programmin Gurus, 2E" takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic. Andre teaches the reader 2D graphics and rasterization techniques. Finally, Andre provides the most intense coverage of game algorithms, multithreaded programming, artificial intelligence (including fuzzy logic, neural nets, and genetic algorithms), and physics modeling you have ever seen in a game book.
The MS-DOS Encyclopedia
Author: Ray Duncan
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 1610
Book Description
This newly updated and expanded volume contains detailed, thorough and accurate information on MS-DOS written for advanced-level programmers of all environments. Contains an index and appendixes.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 1610
Book Description
This newly updated and expanded volume contains detailed, thorough and accurate information on MS-DOS written for advanced-level programmers of all environments. Contains an index and appendixes.