High Score! Expanded

High Score! Expanded PDF Author: Rusel DeMaria
Publisher: CRC Press
ISBN: 0429771398
Category : Computers
Languages : en
Pages : 1617

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Book Description
In this lavishly illustrated full-color retrospective, discover never-before-seen photos that bring to life the people and stories behind the most popular games of all time, including Space Invaders, Pac-Man, Centipede, Donkey Kong, Asteroids, SimCity, Quake, Myst, Tomb Raider, and more. This is the inside scoop on the history, successes, tricks, and even failures of the entire electronic games industry.

High Score! Expanded

High Score! Expanded PDF Author: Rusel DeMaria
Publisher: CRC Press
ISBN: 0429771398
Category : Computers
Languages : en
Pages : 1617

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Book Description
In this lavishly illustrated full-color retrospective, discover never-before-seen photos that bring to life the people and stories behind the most popular games of all time, including Space Invaders, Pac-Man, Centipede, Donkey Kong, Asteroids, SimCity, Quake, Myst, Tomb Raider, and more. This is the inside scoop on the history, successes, tricks, and even failures of the entire electronic games industry.

HSMHA Health Reports

HSMHA Health Reports PDF Author: United States. Health Services and Mental Health Administration
Publisher:
ISBN:
Category : Audio-visual materials
Languages : en
Pages : 1188

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Book Description


The Parents' Perspective

The Parents' Perspective PDF Author: Paul Lerman
Publisher: Taylor & Francis
ISBN: 1040092780
Category : Psychology
Languages : en
Pages : 268

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Book Description
Originally published in 1995, this book describes and analyzes the way urban parents view the problems of their adolescent children, and the way they have tried to cope with and seek help for them. Based on the study of parents as third-party help-seekers in and around Newark, New Jersey, the book sheds light on the types of problems experienced by adolescents in similar communities throughout the country. By focusing on the parents, who usually bring the youth into the legal or mental health system, this book provides numerous unique insights into the nature of problems among urban youths. It describes how certain legal and psychological problems often coexist, examines the reasons for this, and shows how this knowledge can be used to improve the delivery of youth and family services.

Classic Game Programming on the NES

Classic Game Programming on the NES PDF Author: Tony Cruise
Publisher: Simon and Schuster
ISBN: 1638355509
Category : Computers
Languages : en
Pages : 318

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Book Description
Build your own retro games for the Nintendo Entertainment System. Do you have an amazing idea for a NES game you’ve been itching to turn into reality? Classic Game Programming on the NES will show you how. This all-practical beginner's guide is full of step-by-step guidance on everything from graphics and music, to enemy AI, to the 6502 Assembler language you need to get the most out of the NES. Inside Classic Game Programming on the NES you’ll learn how to: Use the 6502 Assembler language to create your own game Create and display tile and sprite graphics Play sound effects and music Program enemy AI Balance cycle times and memory usage Design and develop your own action game from scratch When you’re developing retro games, it’s dangerous to go alone—so take this essential guide! Classic Game Programming on the NES is an all-in-one handbook to the resources you need to start building for the NES. You’ll learn to understand modern emulators and discover the secrets of programming in ages past. Best of all, you won’t need any specialist experience! Even highly technical elements are broken down into step-by-step instructions, and fully illustrated with easy-to-follow diagrams. Foreword by Philip and Andrew Oliver. About the technology Nintendo Entertainment System (NES) games like Super Mario Bros and The Legend of Zelda shaped the video game industry and defined childhood for millions of gamers worldwide. Bring back the magic by creating your own NES games! All you need is this book and your imagination––no game dev experience or specialist programming skills required. About the book Classic Game Programming on the NES distills the scattered secrets of NES development into clear instructions for building your first games for the Nintendo Entertainment System. You’ll learn about the NES’s unique design, the surprisingly simple 6502 Assembly language, and more. As you go, you’ll create a simple space-based shoot-em-up that gives you a pattern you can follow to build anything you can dream up on your own. What's inside The tools of NES game development Create and display tile and sprite graphics Sound effects and music Program enemy AI About the reader No game programming experience required. About the author Tony Cruise is a legend in the field of retro games. In the 80’s he programmed games for 8-bit systems; now he creates resources for developers working with 8 and 16-bit systems. The technical editor on this book was Dan Weiss. Table of Contents 1 Let’s program games! 2 Getting set up 3 Starting 6502 Assembler 4 Math, loops, conditions, and bits 5 Starting somewhere 6 Starting a game 7 Move and shoot 8 Enemy movement 9 Collision detection 10 Keeping score 11 Player collisions and lives 12 More enemies 13 Animations and more 14 Sound effects 15 Music 16 Where to from here?

Game of X v.1

Game of X v.1 PDF Author: Rusel DeMaria
Publisher: CRC Press
ISBN: 0429789831
Category : Computers
Languages : en
Pages : 252

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Book Description
Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft’s unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live. Key Features Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft’s unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live.

Advances in Business, Management and Entrepreneurship

Advances in Business, Management and Entrepreneurship PDF Author: Ratih Hurriyati
Publisher: CRC Press
ISBN: 1000651215
Category : Business & Economics
Languages : en
Pages : 1051

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Book Description
The GCBME Book Series aims to promote the quality and methodical reach of the Global Conference on Business Management & Entrepreneurship, which is intended as a high-quality scientific contribution to the science of business management and entrepreneurship. The Contributions are the main reference articles on the topic of each book and have been subject to a strict peer review process conducted by experts in the fields. The conference provided opportunities for the delegates to exchange new ideas and implementation of experiences, to establish business or research connections and to find Global Partners for future collaboration. The conference and resulting volume in the book series is expected to be held and appear annually. The year 2019 theme of book and conference is "Creating Innovative and Sustainable Value-added Businesses in the Disruption Era". The ultimate goal of GCBME is to provide a medium forum for educators, researchers, scholars, managers, graduate students and professional business persons from the diverse cultural backgrounds, to present and discuss their researches, knowledge and innovation within the fields of business, management and entrepreneurship. The GCBME conferences cover major thematic groups, yet opens to other relevant topics: Organizational Behavior, Innovation, Marketing Management, Financial Management and Accounting, Strategic Management, Entrepreneurship and Green Business.

They Create Worlds

They Create Worlds PDF Author: Alexander Smith
Publisher: CRC Press
ISBN: 042975261X
Category : Computers
Languages : en
Pages : 601

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Book Description
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.

FCC Record

FCC Record PDF Author: United States. Federal Communications Commission
Publisher:
ISBN:
Category : Telecommunication
Languages : en
Pages : 908

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Book Description


Material Game Studies

Material Game Studies PDF Author: Chloe Germaine
Publisher: Bloomsbury Publishing
ISBN: 1350202746
Category : Social Science
Languages : en
Pages : 265

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Book Description
This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the (re)turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of physical materiality with cultural meaning, the authors in this volume apply a range of theoretical approaches, from material eco-criticism to animal studies, to examine games and play as existing within worlds of matter. Different chapters focus on the material properties of board, card and role-playing games, how they are designed and made, how they are touched and played with, and how they connect with other human and nonhuman things. Bringing together international scholars, Material Game Studies defines a new field of material game studies and demonstrates how it is a valuable addition to wider debates about the material turn and the place of embodied humans in a material world.

Beyond Donkey Kong

Beyond Donkey Kong PDF Author: Ken Horowitz
Publisher: McFarland
ISBN: 1476641765
Category : Games & Activities
Languages : en
Pages : 274

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Book Description
Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades.