Author: Brett Weiss
Publisher: McFarland
ISBN: 0786487550
Category : Games & Activities
Languages : en
Pages : 317
Book Description
This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. An appendix lists "homebrew" titles that have been created by fans and amateur programmers and are available for download or purchase. Includes glossary, bibliography and index.
Classic Home Video Games, 1972-1984
Classic Home Video Games, 1989-1990
Author: Brett Weiss
Publisher: McFarland
ISBN: 0786492317
Category : Games & Activities
Languages : en
Pages : 345
Book Description
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.
Publisher: McFarland
ISBN: 0786492317
Category : Games & Activities
Languages : en
Pages : 345
Book Description
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.
Classic Home Video Games, 1985-1988
Author: Brett Weiss
Publisher: McFarland
ISBN: 1476601410
Category : Games & Activities
Languages : en
Pages : 828
Book Description
A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.
Publisher: McFarland
ISBN: 1476601410
Category : Games & Activities
Languages : en
Pages : 828
Book Description
A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.
Classic Video Games
Author: Brian R. Eddy
Publisher: Bloomsbury Publishing
ISBN: 0747811083
Category : Antiques & Collectibles
Languages : en
Pages : 57
Book Description
In the early 1970s, video arcade games sprung to life in the form of Pong, Space Invaders, Asteroids, and Pac-Man, and if you were lucky enough to have an Atari system you could play Frogger or Galaga at home. By the 1980s, arcade and video games were entrenched as a pop culture phenomenon and were ubiquitous. But as quickly as the form took flight it began to change with the advent of hand-held games and more sophisticated home-gaming. Brian Eddy here traces the evolution of arcade video games, giving readers an inside look at the stratospheric rise-and transformation-of the industry.
Publisher: Bloomsbury Publishing
ISBN: 0747811083
Category : Antiques & Collectibles
Languages : en
Pages : 57
Book Description
In the early 1970s, video arcade games sprung to life in the form of Pong, Space Invaders, Asteroids, and Pac-Man, and if you were lucky enough to have an Atari system you could play Frogger or Galaga at home. By the 1980s, arcade and video games were entrenched as a pop culture phenomenon and were ubiquitous. But as quickly as the form took flight it began to change with the advent of hand-held games and more sophisticated home-gaming. Brian Eddy here traces the evolution of arcade video games, giving readers an inside look at the stratospheric rise-and transformation-of the industry.
Classical Antiquity in Video Games
Author: Christian Rollinger
Publisher: Bloomsbury Publishing
ISBN: 1350066656
Category : Games & Activities
Languages : en
Pages : 294
Book Description
From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.
Publisher: Bloomsbury Publishing
ISBN: 1350066656
Category : Games & Activities
Languages : en
Pages : 294
Book Description
From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.
Creating Q*bert and Other Classic Video Arcade Games
Author: Warren Davis
Publisher: Santa Monica Press
ISBN: 1595807853
Category : Games & Activities
Languages : en
Pages : 236
Book Description
Creating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the classic decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere. Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who’s who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haegar, and Dennis Nordman, among many others. The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the fabled Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics. On the one-of-a-kind Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist’s work into game code. Whether you’re looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960s computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis’s memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.
Publisher: Santa Monica Press
ISBN: 1595807853
Category : Games & Activities
Languages : en
Pages : 236
Book Description
Creating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the classic decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere. Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who’s who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haegar, and Dennis Nordman, among many others. The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the fabled Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics. On the one-of-a-kind Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist’s work into game code. Whether you’re looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960s computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis’s memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.
100 Greatest Console Video Games
Author: Brett Weiss
Publisher: Schiffer + ORM
ISBN: 1507300379
Category : History
Languages : en
Pages : 778
Book Description
Production histories, reviews, gameplay details, and more Video games from many companies and platforms, placed in context with games today Numerous quotes about the games from industry professionals
Publisher: Schiffer + ORM
ISBN: 1507300379
Category : History
Languages : en
Pages : 778
Book Description
Production histories, reviews, gameplay details, and more Video games from many companies and platforms, placed in context with games today Numerous quotes about the games from industry professionals
Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Classic Game Design
Author: Franz Lanzinger
Publisher: Mercury Learning and Information
ISBN: 1683923863
Category : Computers
Languages : en
Pages : 361
Book Description
You too can learn to design and develop classic arcade video games like Pong, Pac-Man, Space Invaders, and Scramble. Collision detection, extra lives, power ups, and countless other essential design elements were invented by the mostly anonymous designers at the early pioneering companies that produced these great games. In this book you’ll go step by step, using modern, free software tools such as Unity to create five games in the classic style, inspired by retro favorites like: Pong, Breakout, Space Invaders, Scramble, and Pac-Man. All the source code, art, and sound sources for the projects are available on the companion files. You'll discover the fun of making your own games, putting in your own color graphics, adjusting the scoring, coding the AI, and creating the sound effects. You'll gain a deep understanding of the roots of modern video game design: the classics of the ’70s and ’80s. Features: Uses Unity, C#, Blender, GIMP, and Audacity to make five fun classic games 4-color throughout with companion files that include source code, art, and full projects (also available for downloading from the publisher by emailing proof of purchase to [email protected]) Includes historical anecdotes direct from one of the fabled Atari coin-op programmers Detailed step-by-step instructions, dozens of exercises, and rules of classic game design Contains unique insights on applying classic game design concepts to modern games.
Publisher: Mercury Learning and Information
ISBN: 1683923863
Category : Computers
Languages : en
Pages : 361
Book Description
You too can learn to design and develop classic arcade video games like Pong, Pac-Man, Space Invaders, and Scramble. Collision detection, extra lives, power ups, and countless other essential design elements were invented by the mostly anonymous designers at the early pioneering companies that produced these great games. In this book you’ll go step by step, using modern, free software tools such as Unity to create five games in the classic style, inspired by retro favorites like: Pong, Breakout, Space Invaders, Scramble, and Pac-Man. All the source code, art, and sound sources for the projects are available on the companion files. You'll discover the fun of making your own games, putting in your own color graphics, adjusting the scoring, coding the AI, and creating the sound effects. You'll gain a deep understanding of the roots of modern video game design: the classics of the ’70s and ’80s. Features: Uses Unity, C#, Blender, GIMP, and Audacity to make five fun classic games 4-color throughout with companion files that include source code, art, and full projects (also available for downloading from the publisher by emailing proof of purchase to [email protected]) Includes historical anecdotes direct from one of the fabled Atari coin-op programmers Detailed step-by-step instructions, dozens of exercises, and rules of classic game design Contains unique insights on applying classic game design concepts to modern games.
Video Games
Author: Hal Marcovitz
Publisher: Greenhaven Publishing LLC
ISBN: 1420502840
Category : Young Adult Nonfiction
Languages : en
Pages : 115
Book Description
According to Big Fish Games, approximately 155 million American play video games for at least three hours a week, and four out of five households own a video game console. Polygon tells us that consumers spent 16.5 billion dollars on gaming content in 2015. This illuminating volume delves into the world of video games and gaming. The book examines the history of video games, video games as part of contemporary culture, and what the future holds in store for gaming.
Publisher: Greenhaven Publishing LLC
ISBN: 1420502840
Category : Young Adult Nonfiction
Languages : en
Pages : 115
Book Description
According to Big Fish Games, approximately 155 million American play video games for at least three hours a week, and four out of five households own a video game console. Polygon tells us that consumers spent 16.5 billion dollars on gaming content in 2015. This illuminating volume delves into the world of video games and gaming. The book examines the history of video games, video games as part of contemporary culture, and what the future holds in store for gaming.