Author: Alex Rubens
Publisher: Abrams
ISBN: 1468316451
Category : Social Science
Languages : en
Pages : 186
Book Description
Before Call of Duty, before World of Warcraft, before even Super Mario Bros., the video game industry exploded in the late 1970s with the advent of the video arcade. Leading the charge was Atari Inc., the creator of, among others, the iconic game Missile Command. The first game to double as a commentary on culture, Missile Command put the players’ fingers on “the button,†? making them responsible for the fate of civilization in a no-win scenario, all for the price of a quarter. The game was marvel of modern culture, helping usher in both the age of the video game and the video game lifestyle. Its groundbreaking implications inspired a fanatical culture that persists to this day.As fascinating as the cultural reaction to Missile Command were the programmers behind it. Before the era of massive development teams and worship of figures like Steve Jobs, Atari was manufacturing arcade machines designed, written, and coded by individual designers. As earnings from their games entered the millions, these creators were celebrated as geniuses in their time; once dismissed as nerds and fanatics, they were now being interviewed for major publications, and partied like Wall Street traders. However, the toll on these programmers was high: developers worked 120-hour weeks, often opting to stay in the office for days on end while under a deadline. Missile Command creator David Theurer threw himself particularly fervently into his work, prompting not only declining health and a suffering relationship with his family, but frequent nightmares about nuclear annihilation. To truly tell the story from the inside, tech insider and writer Alex Rubens has interviewed numerous major figures from this time: Nolan Bushnell, founder of Atari; David Theurer, the creator of Missile Command; and Phil Klemmer, writer for the NBC series Chuck, who wrote an entire episode for the show about Missile Command and its mythical “kill screen.†? Taking readers back to the days of TaB cola, dot matrix printers, and digging through the couch for just one more quarter, Alex Rubens combines his knowledge of the tech industry and experience as a gaming journalist to conjure the wild silicon frontier of the 8-bit ’80s. 8-Bit Apocalypse: The Untold Story of Atari's Missile Command offers the first in-depth, personal history of an era for which fans have a lot of nostalgia.
8-Bit Apocalypse
Author: Alex Rubens
Publisher: Abrams
ISBN: 1468316451
Category : Social Science
Languages : en
Pages : 186
Book Description
Before Call of Duty, before World of Warcraft, before even Super Mario Bros., the video game industry exploded in the late 1970s with the advent of the video arcade. Leading the charge was Atari Inc., the creator of, among others, the iconic game Missile Command. The first game to double as a commentary on culture, Missile Command put the players’ fingers on “the button,†? making them responsible for the fate of civilization in a no-win scenario, all for the price of a quarter. The game was marvel of modern culture, helping usher in both the age of the video game and the video game lifestyle. Its groundbreaking implications inspired a fanatical culture that persists to this day.As fascinating as the cultural reaction to Missile Command were the programmers behind it. Before the era of massive development teams and worship of figures like Steve Jobs, Atari was manufacturing arcade machines designed, written, and coded by individual designers. As earnings from their games entered the millions, these creators were celebrated as geniuses in their time; once dismissed as nerds and fanatics, they were now being interviewed for major publications, and partied like Wall Street traders. However, the toll on these programmers was high: developers worked 120-hour weeks, often opting to stay in the office for days on end while under a deadline. Missile Command creator David Theurer threw himself particularly fervently into his work, prompting not only declining health and a suffering relationship with his family, but frequent nightmares about nuclear annihilation. To truly tell the story from the inside, tech insider and writer Alex Rubens has interviewed numerous major figures from this time: Nolan Bushnell, founder of Atari; David Theurer, the creator of Missile Command; and Phil Klemmer, writer for the NBC series Chuck, who wrote an entire episode for the show about Missile Command and its mythical “kill screen.†? Taking readers back to the days of TaB cola, dot matrix printers, and digging through the couch for just one more quarter, Alex Rubens combines his knowledge of the tech industry and experience as a gaming journalist to conjure the wild silicon frontier of the 8-bit ’80s. 8-Bit Apocalypse: The Untold Story of Atari's Missile Command offers the first in-depth, personal history of an era for which fans have a lot of nostalgia.
Publisher: Abrams
ISBN: 1468316451
Category : Social Science
Languages : en
Pages : 186
Book Description
Before Call of Duty, before World of Warcraft, before even Super Mario Bros., the video game industry exploded in the late 1970s with the advent of the video arcade. Leading the charge was Atari Inc., the creator of, among others, the iconic game Missile Command. The first game to double as a commentary on culture, Missile Command put the players’ fingers on “the button,†? making them responsible for the fate of civilization in a no-win scenario, all for the price of a quarter. The game was marvel of modern culture, helping usher in both the age of the video game and the video game lifestyle. Its groundbreaking implications inspired a fanatical culture that persists to this day.As fascinating as the cultural reaction to Missile Command were the programmers behind it. Before the era of massive development teams and worship of figures like Steve Jobs, Atari was manufacturing arcade machines designed, written, and coded by individual designers. As earnings from their games entered the millions, these creators were celebrated as geniuses in their time; once dismissed as nerds and fanatics, they were now being interviewed for major publications, and partied like Wall Street traders. However, the toll on these programmers was high: developers worked 120-hour weeks, often opting to stay in the office for days on end while under a deadline. Missile Command creator David Theurer threw himself particularly fervently into his work, prompting not only declining health and a suffering relationship with his family, but frequent nightmares about nuclear annihilation. To truly tell the story from the inside, tech insider and writer Alex Rubens has interviewed numerous major figures from this time: Nolan Bushnell, founder of Atari; David Theurer, the creator of Missile Command; and Phil Klemmer, writer for the NBC series Chuck, who wrote an entire episode for the show about Missile Command and its mythical “kill screen.†? Taking readers back to the days of TaB cola, dot matrix printers, and digging through the couch for just one more quarter, Alex Rubens combines his knowledge of the tech industry and experience as a gaming journalist to conjure the wild silicon frontier of the 8-bit ’80s. 8-Bit Apocalypse: The Untold Story of Atari's Missile Command offers the first in-depth, personal history of an era for which fans have a lot of nostalgia.
Breakout
Author: Jamie Lendino
Publisher: Steel Gear Press
ISBN: 195793204X
Category : Games & Activities
Languages : en
Pages : 349
Book Description
Atari 8-bit computers are the first machines that truly bridged the divide between video game players and home computer enthusiasts. The Atari 400 and 800 signaled the start of a new era in computing. Breakout: How Atari 8-Bit Computers Defined a Generation is the first book to cover what made Atari's groundbreaking computer line great: its excellent graphics and sound, flexible programming environment, and wide support from the burgeoning home computer community. For those of us coming of gaming age in the 80s, Atari games were simply amazing—and you'll find out what made these titles so much fun to play. Breakout also explores the Atari 8-bit platform as it stands today, with a robust enthusiast and modding community, the increasing value of Atari computers and peripherals, and how to get started with one now or get your old one running again. With fully revised and updated sections on emulation, mods, and add-ons, plus new community sites, podcasts, and detailed write-ups of 170 Atari 8-bit games (60 more than before), this second edition of Breakout is a must-buy for every vintage computer or gaming enthusiast.
Publisher: Steel Gear Press
ISBN: 195793204X
Category : Games & Activities
Languages : en
Pages : 349
Book Description
Atari 8-bit computers are the first machines that truly bridged the divide between video game players and home computer enthusiasts. The Atari 400 and 800 signaled the start of a new era in computing. Breakout: How Atari 8-Bit Computers Defined a Generation is the first book to cover what made Atari's groundbreaking computer line great: its excellent graphics and sound, flexible programming environment, and wide support from the burgeoning home computer community. For those of us coming of gaming age in the 80s, Atari games were simply amazing—and you'll find out what made these titles so much fun to play. Breakout also explores the Atari 8-bit platform as it stands today, with a robust enthusiast and modding community, the increasing value of Atari computers and peripherals, and how to get started with one now or get your old one running again. With fully revised and updated sections on emulation, mods, and add-ons, plus new community sites, podcasts, and detailed write-ups of 170 Atari 8-bit games (60 more than before), this second edition of Breakout is a must-buy for every vintage computer or gaming enthusiast.
The Last 8
Author: Laura Pohl
Publisher: Sourcebooks, Inc.
ISBN: 1492669903
Category : Young Adult Fiction
Languages : en
Pages : 266
Book Description
An LGBTQ YA "sci-fi romp" (Kirkus), The Last 8 is a thrilling high-stakes survival story about the last eight teenagers left on Earth after aliens attack, praised as "An extravaganza of nonstop action" (School Library Journal) Extinction was just the beginning... Clover Martinez has always been a survivor, which is the reason she isn't among the dead when aliens invade and destroy Earth as she knows it. Clover is convinced she's the only one left until she hears a voice on the radio urging her to go to the former Area 51. When she arrives, she's greeted by a band of misfits who call themselves The Last Teenagers on Earth. Only they aren't the ragtag group of heroes Clover was expecting. The seven strangers seem more interested in pretending the world didn't end than fighting back, and Clover starts to wonder if she was better off alone. But when she finds a hidden spaceship within the walls of the compound, she doesn't know what to believe...or who to trust. The Last 8 is perfect for readers looking for: heart-pounding young adult survival books tween and teen LGBTQ books sci-fi Latinx teen books expert world-building and relatable, funny, diverse characters Praise for The Last 8: "The Walking Dead meets Alien in this expertly plotted debut. Teens will want to follow Clover on her next adventure!" — Zoraida Cordova, author of the Brooklyn Brujas series "The Last 8 is diverse and immersive science fiction...With its powerful world building and emotional twists, The Last 8 is a beautifully fresh take on the idea of an alien apocalypse." — Foreword Reviews "A sci-fi romp with ample intergalactic twists to keep readers satisfied." — Kirkus Reviews "This debut is, at times, both joyful and heartbreaking ... Pohl's characters are tough, funny, and brave as they manage to persevere despite the debilitating weight of grief." — Booklist
Publisher: Sourcebooks, Inc.
ISBN: 1492669903
Category : Young Adult Fiction
Languages : en
Pages : 266
Book Description
An LGBTQ YA "sci-fi romp" (Kirkus), The Last 8 is a thrilling high-stakes survival story about the last eight teenagers left on Earth after aliens attack, praised as "An extravaganza of nonstop action" (School Library Journal) Extinction was just the beginning... Clover Martinez has always been a survivor, which is the reason she isn't among the dead when aliens invade and destroy Earth as she knows it. Clover is convinced she's the only one left until she hears a voice on the radio urging her to go to the former Area 51. When she arrives, she's greeted by a band of misfits who call themselves The Last Teenagers on Earth. Only they aren't the ragtag group of heroes Clover was expecting. The seven strangers seem more interested in pretending the world didn't end than fighting back, and Clover starts to wonder if she was better off alone. But when she finds a hidden spaceship within the walls of the compound, she doesn't know what to believe...or who to trust. The Last 8 is perfect for readers looking for: heart-pounding young adult survival books tween and teen LGBTQ books sci-fi Latinx teen books expert world-building and relatable, funny, diverse characters Praise for The Last 8: "The Walking Dead meets Alien in this expertly plotted debut. Teens will want to follow Clover on her next adventure!" — Zoraida Cordova, author of the Brooklyn Brujas series "The Last 8 is diverse and immersive science fiction...With its powerful world building and emotional twists, The Last 8 is a beautifully fresh take on the idea of an alien apocalypse." — Foreword Reviews "A sci-fi romp with ample intergalactic twists to keep readers satisfied." — Kirkus Reviews "This debut is, at times, both joyful and heartbreaking ... Pohl's characters are tough, funny, and brave as they manage to persevere despite the debilitating weight of grief." — Booklist
Nuklear Age
Author: Brian Clevinger
Publisher:
ISBN: 9780595780686
Category :
Languages : en
Pages : 0
Book Description
This is just another one of those stories with killer robots, a giant monster from beyond time, evil toys, a mind control plot, sub-orbital death beams, kidnappers, bad movies, superpowered thugs, kidnapping, a megalomaniacal usurper, a maniacal genius hellbent on world domination, and an apocalypse. Not all at once, though. I mean, really, could you imagine coordinating the fight scene? Or reading it? You'd have to take notes just to keep track of who hit what and why.
Publisher:
ISBN: 9780595780686
Category :
Languages : en
Pages : 0
Book Description
This is just another one of those stories with killer robots, a giant monster from beyond time, evil toys, a mind control plot, sub-orbital death beams, kidnappers, bad movies, superpowered thugs, kidnapping, a megalomaniacal usurper, a maniacal genius hellbent on world domination, and an apocalypse. Not all at once, though. I mean, really, could you imagine coordinating the fight scene? Or reading it? You'd have to take notes just to keep track of who hit what and why.
Eight-Bit Bastards
Author: Joshua Mason
Publisher: Independently Published
ISBN: 9781079978049
Category :
Languages : en
Pages : 268
Book Description
Sean and the Bastards have entered the Bitrealm, and so far it hasn't been all 1-Ups and treasure. They've tracked Pliny down to a castle in the mountains to the north, and they'll need every bit of their skills, honed while playing some of the first and greatest video games, to survive its depths. But it won't be easy. The castle soon takes its toll, separating the party and pitting them against some of the most dangerous creatures they've faced yet-creatures that may not be what they seem. Something has been tormenting the souls of Afterall, transforming them into shadows of their former selves. And with every twist and turn the castle throws at them, that something is getting closer. Add in a devious AI, a skeleton who's watched too much TV, and more retro gaming goodness than you can shake a joystick at, and you have Eight-Bit Bastards: Level Two.Praise for Eight-Bit Bastards: Level One: "One of the most gamelike LitRPG stories that I've read in a long time...""This is by far one of the best LitRPGs I have read. It's funny, old school, and the writing is smooth.""More Ready Player One than Ready Player One" - Amazon Reviews
Publisher: Independently Published
ISBN: 9781079978049
Category :
Languages : en
Pages : 268
Book Description
Sean and the Bastards have entered the Bitrealm, and so far it hasn't been all 1-Ups and treasure. They've tracked Pliny down to a castle in the mountains to the north, and they'll need every bit of their skills, honed while playing some of the first and greatest video games, to survive its depths. But it won't be easy. The castle soon takes its toll, separating the party and pitting them against some of the most dangerous creatures they've faced yet-creatures that may not be what they seem. Something has been tormenting the souls of Afterall, transforming them into shadows of their former selves. And with every twist and turn the castle throws at them, that something is getting closer. Add in a devious AI, a skeleton who's watched too much TV, and more retro gaming goodness than you can shake a joystick at, and you have Eight-Bit Bastards: Level Two.Praise for Eight-Bit Bastards: Level One: "One of the most gamelike LitRPG stories that I've read in a long time...""This is by far one of the best LitRPGs I have read. It's funny, old school, and the writing is smooth.""More Ready Player One than Ready Player One" - Amazon Reviews
Field Guide to the Apocalypse
Author: Meg Marco
Publisher: Simon and Schuster
ISBN: 1439188076
Category : Social Science
Languages : en
Pages : 228
Book Description
the end is near Surviving the apocalypse is one thing. Enjoying life after most of civilization is wiped out -- that's entirely different. Maybe you can outrun an avalanche, or escape a burning building, but can you really cut it after the unthinkable happens? Can you, for example, deal with damn dirty apes, convert your car to run on bathtub gin, or synthesize a species-saving vaccine from your own mucus? No? Obviously, it's not going to be as easy as you thought to come out of Armageddon as the new ruling king of the world. Any chump off the street could be lucky enough to have the immunity to survive the all-of-humanity-killing disease, or be the one dude who happens to make it through a meteor strike. But not everyone will know what clothes to wear to intimidate, or what kind of vehicle you want to be driving in the postapocalyptic wasteland. Not everyone will have the sense to discern whether their food is, in fact, people. You can survive the apocalypse without this book. But the apocalypse isn't the problem: It's what happens afterward. You against the other people left in the world. You'd better be prepared.
Publisher: Simon and Schuster
ISBN: 1439188076
Category : Social Science
Languages : en
Pages : 228
Book Description
the end is near Surviving the apocalypse is one thing. Enjoying life after most of civilization is wiped out -- that's entirely different. Maybe you can outrun an avalanche, or escape a burning building, but can you really cut it after the unthinkable happens? Can you, for example, deal with damn dirty apes, convert your car to run on bathtub gin, or synthesize a species-saving vaccine from your own mucus? No? Obviously, it's not going to be as easy as you thought to come out of Armageddon as the new ruling king of the world. Any chump off the street could be lucky enough to have the immunity to survive the all-of-humanity-killing disease, or be the one dude who happens to make it through a meteor strike. But not everyone will know what clothes to wear to intimidate, or what kind of vehicle you want to be driving in the postapocalyptic wasteland. Not everyone will have the sense to discern whether their food is, in fact, people. You can survive the apocalypse without this book. But the apocalypse isn't the problem: It's what happens afterward. You against the other people left in the world. You'd better be prepared.
Notes from an Apocalypse
Author: Mark O'Connell
Publisher: Anchor
ISBN: 0385543018
Category : Self-Help
Languages : en
Pages : 290
Book Description
AN NPR BEST BOOK OF THE YEAR • An absorbing, deeply felt book about our anxious present tense—and coming to grips with the future, by the author of the award-winning To Be a Machine. “Deeply funny and life-affirming, with a warm, generous outlook even on the most challenging of subjects.” —Esquire We’re alive in a time of worst-case scenarios: The weather has gone uncanny. A pandemic draws our global community to a halt. Everywhere you look there’s an omen, a joke whose punchline is the end of the world. How is a person supposed to live in the shadow of such a grim future? What might it be like to live through the worst? And what on earth is anybody doing about it? Dublin-based writer Mark O’Connell is consumed by these questions—and, as the father of two young children, he finds them increasingly urgent. In Notes from an Apocalypse, he crosses the globe in pursuit of answers. He tours survival bunkers in South Dakota. He ventures to New Zealand, a favored retreat of billionaires banking on civilization’s collapse. He engages with would-be Mars colonists, preppers, right-wing conspiracists. And he bears witness to places, like Chernobyl, that the future has already visited—real-life portraits of the end of the world as we know it. What emerges is an absorbing, funny, and deeply felt book about our anxious present tense—and coming to grips with what’s ahead.
Publisher: Anchor
ISBN: 0385543018
Category : Self-Help
Languages : en
Pages : 290
Book Description
AN NPR BEST BOOK OF THE YEAR • An absorbing, deeply felt book about our anxious present tense—and coming to grips with the future, by the author of the award-winning To Be a Machine. “Deeply funny and life-affirming, with a warm, generous outlook even on the most challenging of subjects.” —Esquire We’re alive in a time of worst-case scenarios: The weather has gone uncanny. A pandemic draws our global community to a halt. Everywhere you look there’s an omen, a joke whose punchline is the end of the world. How is a person supposed to live in the shadow of such a grim future? What might it be like to live through the worst? And what on earth is anybody doing about it? Dublin-based writer Mark O’Connell is consumed by these questions—and, as the father of two young children, he finds them increasingly urgent. In Notes from an Apocalypse, he crosses the globe in pursuit of answers. He tours survival bunkers in South Dakota. He ventures to New Zealand, a favored retreat of billionaires banking on civilization’s collapse. He engages with would-be Mars colonists, preppers, right-wing conspiracists. And he bears witness to places, like Chernobyl, that the future has already visited—real-life portraits of the end of the world as we know it. What emerges is an absorbing, funny, and deeply felt book about our anxious present tense—and coming to grips with what’s ahead.
Apocalypse Taco
Author: Nathan Hale
Publisher: Abrams
ISBN: 1683354796
Category : Juvenile Fiction
Languages : en
Pages : 128
Book Description
Sid, Axl, and Ivan volunteer to make a late-night fast-food run for the high school theater crew, and when they return, they find themselves. Not in a deep, metaphoric sense: They find copies of themselves onstage. As they look closer, they begin to realize that the world around them isn’t quite right. Turns out, when they went to the taco place across town, they actually crossed into an alien dimension that’s eerily similar to their world. The aliens have made sinister copies of cars, buildings, and people—and they all want to get Sid, Axl, and Ivan. Now the group will have to use their wits, their truck, and even their windshield scraper to escape! But they may be too late. They may now be copies themselves . . .
Publisher: Abrams
ISBN: 1683354796
Category : Juvenile Fiction
Languages : en
Pages : 128
Book Description
Sid, Axl, and Ivan volunteer to make a late-night fast-food run for the high school theater crew, and when they return, they find themselves. Not in a deep, metaphoric sense: They find copies of themselves onstage. As they look closer, they begin to realize that the world around them isn’t quite right. Turns out, when they went to the taco place across town, they actually crossed into an alien dimension that’s eerily similar to their world. The aliens have made sinister copies of cars, buildings, and people—and they all want to get Sid, Axl, and Ivan. Now the group will have to use their wits, their truck, and even their windshield scraper to escape! But they may be too late. They may now be copies themselves . . .
Playing with Reality
Author: Alex Humphreys
Publisher: Renard Press Ltd
ISBN: 191372493X
Category : Games & Activities
Languages : en
Pages : 360
Book Description
What was it that got you through the Covid-19 pandemic? For some it was long walks; others turned to home baking. For millions it was video games, a booming industry which exploded in popularity over the pandemic years. Confined to our homes and with the lines of reality becoming blurred as everyday life shifted to screens, perhaps it was no wonder that so many of us were desperate to be transported to different worlds. In Playing with Reality: Gaming in a Pandemic, journalist and presenter Alex Humphreys, a passionate gamer herself, investigates this extraordinary boom in the gaming industry. Charting its rise, Alex interviews players and developers, sharing a glimpse of what was going on behind closed doors as studios closed and games were finished from home. Playing with Reality explores exactly what it was that made gaming a lifeline for so many, and what the future holds as we look to the metaverse. Alexandra brilliantly chronicles the boundless creativity of an industry persevering through unprecedented times. Aaryn Flynn
Publisher: Renard Press Ltd
ISBN: 191372493X
Category : Games & Activities
Languages : en
Pages : 360
Book Description
What was it that got you through the Covid-19 pandemic? For some it was long walks; others turned to home baking. For millions it was video games, a booming industry which exploded in popularity over the pandemic years. Confined to our homes and with the lines of reality becoming blurred as everyday life shifted to screens, perhaps it was no wonder that so many of us were desperate to be transported to different worlds. In Playing with Reality: Gaming in a Pandemic, journalist and presenter Alex Humphreys, a passionate gamer herself, investigates this extraordinary boom in the gaming industry. Charting its rise, Alex interviews players and developers, sharing a glimpse of what was going on behind closed doors as studios closed and games were finished from home. Playing with Reality explores exactly what it was that made gaming a lifeline for so many, and what the future holds as we look to the metaverse. Alexandra brilliantly chronicles the boundless creativity of an industry persevering through unprecedented times. Aaryn Flynn
Are You Afraid of the Dark Rum?
Author: Sam Slaughter
Publisher: Andrews McMeel Publishing
ISBN: 1524854468
Category : Cooking
Languages : en
Pages : 181
Book Description
Are You Afraid of the Dark Rum? is a tongue in cheek cocktail book for the former '90s kid and those just discovering how cool old-school Nickelodeon and Delia's once were. With recipes for alcoholic versions of childhood favorites like Ecto-Cooler and Mondo as well as creative pop-culture inspired originals like the Rum and Stimpy and Semi-Warmed Kind of Cider, this is a perfectly giftable mix of humor, nostalgia, and tasty recipes.
Publisher: Andrews McMeel Publishing
ISBN: 1524854468
Category : Cooking
Languages : en
Pages : 181
Book Description
Are You Afraid of the Dark Rum? is a tongue in cheek cocktail book for the former '90s kid and those just discovering how cool old-school Nickelodeon and Delia's once were. With recipes for alcoholic versions of childhood favorites like Ecto-Cooler and Mondo as well as creative pop-culture inspired originals like the Rum and Stimpy and Semi-Warmed Kind of Cider, this is a perfectly giftable mix of humor, nostalgia, and tasty recipes.