Author: Anne Ladyem McDivitt
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 311066867X
Category : History
Languages : en
Pages : 205
Book Description
This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market.
Hot Tubs and Pac-Man
Ultima and Worldbuilding in the Computer Role-Playing Game
Author: Carly A. Kocurek
Publisher: Amherst College Press
ISBN: 1943208654
Category : Games & Activities
Languages : en
Pages : 197
Book Description
Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.
Publisher: Amherst College Press
ISBN: 1943208654
Category : Games & Activities
Languages : en
Pages : 197
Book Description
Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.
Game On!
Author: Dustin Hansen
Publisher: Feiwel & Friends
ISBN: 1250080967
Category : Young Adult Nonfiction
Languages : en
Pages : 369
Book Description
Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. Learn about the creators and inspiration (Mario was named after Nintendo’s landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!
Publisher: Feiwel & Friends
ISBN: 1250080967
Category : Young Adult Nonfiction
Languages : en
Pages : 369
Book Description
Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. Learn about the creators and inspiration (Mario was named after Nintendo’s landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!
Reagan's Game
Author: R. Safley
Publisher: iUniverse
ISBN: 0595477984
Category : Fiction
Languages : en
Pages : 250
Book Description
"Until now you have not been asking the right questions, Samuel. You shouldn't wonder how I came here. You should wonder why." Reagan DuSaint and Sam Kent have always had a profitable working relationship. Until he shows up in Kent's road. Now, Sam has to dowhat Reagan wants or Reagan will do the only thing he knows to do, killi anything that stands between him and his quest. Follow the young author on a monstrous road trip as Sam Kent races to write Reagan's Redemption. Just don't make the mistake of getting in the way. "There have been scientific theories which propose that human mental function is simply a result of electrical impulse passing from cell to cell, generating reaction which triggers perception and thought. Some psychologists and psychiatrists say, 'If one cannot see it, hear it or touch, taste or smell it, it does not exist.' But others in these professions are certain the processes and products of the human mind go far beyond the nervous system to include the unexpected and the unexplainable. This first-time author presents possibilities reminiscent of Stephen King's early work. You are given a look into the mind of a killer. You are entertained as you seek to understand it. You are kept rapt throughout this delightfully creepy and horrific plot until the end, a real kicker. Now you have it figured out . or do you?"-Dr. Tom Michel, psychologist (ret)
Publisher: iUniverse
ISBN: 0595477984
Category : Fiction
Languages : en
Pages : 250
Book Description
"Until now you have not been asking the right questions, Samuel. You shouldn't wonder how I came here. You should wonder why." Reagan DuSaint and Sam Kent have always had a profitable working relationship. Until he shows up in Kent's road. Now, Sam has to dowhat Reagan wants or Reagan will do the only thing he knows to do, killi anything that stands between him and his quest. Follow the young author on a monstrous road trip as Sam Kent races to write Reagan's Redemption. Just don't make the mistake of getting in the way. "There have been scientific theories which propose that human mental function is simply a result of electrical impulse passing from cell to cell, generating reaction which triggers perception and thought. Some psychologists and psychiatrists say, 'If one cannot see it, hear it or touch, taste or smell it, it does not exist.' But others in these professions are certain the processes and products of the human mind go far beyond the nervous system to include the unexpected and the unexplainable. This first-time author presents possibilities reminiscent of Stephen King's early work. You are given a look into the mind of a killer. You are entertained as you seek to understand it. You are kept rapt throughout this delightfully creepy and horrific plot until the end, a real kicker. Now you have it figured out . or do you?"-Dr. Tom Michel, psychologist (ret)
Industrial Research & Development
Author:
Publisher:
ISBN:
Category : Research, Industrial
Languages : en
Pages : 1156
Book Description
Publisher:
ISBN:
Category : Research, Industrial
Languages : en
Pages : 1156
Book Description
Lonely Planet Georgia & the Carolinas
Author: Amy C Balfour
Publisher: Lonely Planet
ISBN: 1837580812
Category : Travel
Languages : en
Pages : 629
Book Description
Lonely Planets Georgia & the Carolinas is our most comprehensive guide that extensively covers all the region has to offer, with recommendations for both popular and lesser-known experiences. Take a thoughtful trip around Atlanta's Center for Civil & Human Rights, hike in the stunning Great Smoky Mountains National Park, admire Charleston's antebellum architecture and feast on low-country fare; all with your trusted travel companion. Inside Lonely Planets Georgia & the Carolinas Travel Guide: Whats NEW in this edition? Up-to-date information - all businesses were rechecked before publication to ensure they are still open after 2020s COVID-19 outbreak NEW top experiences feature - a visually inspiring collection of Georgia and the Carolinas best experiences and where to have them What's NEW feature taps into cultural trends and helps you find fresh ideas and cool new areas NEW Accommodations feature gathers all the information you need to plan your accommodation Highlights and itineraries help you tailor your trip to your personal needs and interests Eating & drinking in Georgia & the Carolinas - we reveal the dishes and drinks you have to try Georgia & the Carolinas beaches - whether youre looking for relaxation or activities, we break down the best beaches to visit and provide safety information Color maps and images throughout Insider tips to save time and money and get around like a local, avoiding crowds and trouble spots Honest reviews for all budgets - eating, sleeping, sightseeing, going out, shopping, hidden gems that most guidebooks miss Cultural insights give you a richer, more rewarding travel experience - history, people, music, landscapes, wildlife, politics Over 70 maps Covers Atlanta, Savannah & Coastal Georgia, Charleston & South Carolina, Charlotte & the Triangle, Coastal North Carolina, North Carolina Mountains, Great Smoky Mountains National Park, and more The Perfect Choice: Lonely Planets Georgia & the Carolinas, our most comprehensive guide to the region, is perfect for both exploring top sights and taking roads less travelled. Visiting the region for a week or less? Lonely Planets Pocket Charleston & Savannah guide is a handy-sized guide focused on the Charleston and Savannahs cant-miss experiences. About Lonely Planet: Lonely Planet is a leading travel media company, providing both inspiring and trustworthy information for every kind of traveler since 1973. Over the past four decades, we've printed over 145 million guidebooks and phrasebooks for 120 languages, and grown a dedicated, passionate global community of travelers. You'll also find our content online, and in mobile apps, videos, 14 languages, armchair and lifestyle books, ebooks, and more, enabling you to explore every day. 'Lonely Planet guides are, quite simply, like no other.' New York Times 'Lonely Planet. It's on everyone's bookshelves; it's in every traveler's hands. It's on mobile phones. It's on the Internet. It's everywhere, and it's telling entire generations of people how to travel the world.' Fairfax Media (Australia)
Publisher: Lonely Planet
ISBN: 1837580812
Category : Travel
Languages : en
Pages : 629
Book Description
Lonely Planets Georgia & the Carolinas is our most comprehensive guide that extensively covers all the region has to offer, with recommendations for both popular and lesser-known experiences. Take a thoughtful trip around Atlanta's Center for Civil & Human Rights, hike in the stunning Great Smoky Mountains National Park, admire Charleston's antebellum architecture and feast on low-country fare; all with your trusted travel companion. Inside Lonely Planets Georgia & the Carolinas Travel Guide: Whats NEW in this edition? Up-to-date information - all businesses were rechecked before publication to ensure they are still open after 2020s COVID-19 outbreak NEW top experiences feature - a visually inspiring collection of Georgia and the Carolinas best experiences and where to have them What's NEW feature taps into cultural trends and helps you find fresh ideas and cool new areas NEW Accommodations feature gathers all the information you need to plan your accommodation Highlights and itineraries help you tailor your trip to your personal needs and interests Eating & drinking in Georgia & the Carolinas - we reveal the dishes and drinks you have to try Georgia & the Carolinas beaches - whether youre looking for relaxation or activities, we break down the best beaches to visit and provide safety information Color maps and images throughout Insider tips to save time and money and get around like a local, avoiding crowds and trouble spots Honest reviews for all budgets - eating, sleeping, sightseeing, going out, shopping, hidden gems that most guidebooks miss Cultural insights give you a richer, more rewarding travel experience - history, people, music, landscapes, wildlife, politics Over 70 maps Covers Atlanta, Savannah & Coastal Georgia, Charleston & South Carolina, Charlotte & the Triangle, Coastal North Carolina, North Carolina Mountains, Great Smoky Mountains National Park, and more The Perfect Choice: Lonely Planets Georgia & the Carolinas, our most comprehensive guide to the region, is perfect for both exploring top sights and taking roads less travelled. Visiting the region for a week or less? Lonely Planets Pocket Charleston & Savannah guide is a handy-sized guide focused on the Charleston and Savannahs cant-miss experiences. About Lonely Planet: Lonely Planet is a leading travel media company, providing both inspiring and trustworthy information for every kind of traveler since 1973. Over the past four decades, we've printed over 145 million guidebooks and phrasebooks for 120 languages, and grown a dedicated, passionate global community of travelers. You'll also find our content online, and in mobile apps, videos, 14 languages, armchair and lifestyle books, ebooks, and more, enabling you to explore every day. 'Lonely Planet guides are, quite simply, like no other.' New York Times 'Lonely Planet. It's on everyone's bookshelves; it's in every traveler's hands. It's on mobile phones. It's on the Internet. It's everywhere, and it's telling entire generations of people how to travel the world.' Fairfax Media (Australia)
Lonely Planet Georgia & the Carolinas
Author: Lonely Planet
Publisher: Lonely Planet
ISBN: 1788682114
Category : Travel
Languages : en
Pages : 641
Book Description
Lonely Planet: The world's leading travel guide publisher Lonely Planet's Georgia & the Carolinas is your passport to the most relevant, up-to-date advice on what to see and skip, and what hidden discoveries await you. Take a thoughtful trip around Atlanta's Center for Civil & Human Rights, hike in the stunning Great Smoky Mountains National Park, admire Charleston's antebellum architecture and feast on low-country fare - all with your trusted travel companion. Get to the heart of Georgia & the Carolinas and begin your journey now! Inside Lonely Planet's Georgia & the Carolinas: Colour maps and images throughout Highlights and itineraries help you tailor your trip to your personal needs and interests Insider tips to save time and money and get around like a local, avoiding crowds and trouble spots Essential info at your fingertips - hours of operation, phone numbers, websites, transit tips, prices Honest reviews for all budgets - eating, sleeping, sightseeing, going out, shopping, hidden gems that most guidebooks miss Cultural insights provide a richer, more rewarding travel experience - covering history, people, music, religion, cuisine, politics Covers Atlanta, Savannah & Coastal Georgia, Charleston & South Carolina, Charlotte & the Triangle, Coastal North Carolina, North Carolina Mountains, Great Smoky Mountains National Park, and more The Perfect Choice: Lonely Planet's Georgia & the Carolinas is our most comprehensive guide to Georgia & the Carolinas, and is perfect for discovering both popular and offbeat experiences. Looking for just the highlights? Check out Pocket Charleston & Savannah, our handy-sized guide featuring the best sights and experiences for a short visit or weekend away. Looking for more extensive coverage? Check out Lonely Planet's USA for an in-depth look at all the country has to offer. About Lonely Planet: Lonely Planet is a leading travel media company and the world's number one travel guidebook brand, providing both inspiring and trustworthy information for every kind of traveler since 1973. Over the past four decades, we've printed over 145 million guidebooks and grown a dedicated, passionate global community of travelers. You'll also find our content online, and in mobile apps, video, 14 languages, nine international magazines, armchair and lifestyle books, ebooks, and more. 'Lonely Planet guides are, quite simply, like no other.' - New York Times 'Lonely Planet. It's on everyone's bookshelves, it's in every traveller's hands. It's on mobile phones. It's on the Internet. It's everywhere, and it's telling entire generations of people how to travel the world.' - Fairfax Media (Australia) eBook Features: (Best viewed on tablet devices and smartphones) Downloadable PDF and offline maps prevent roaming and data charges Effortlessly navigate and jump between maps and reviews Add notes to personalise your guidebook experience Seamlessly flip between pages Bookmarks and speedy search capabilities get you to key pages in a flash Embedded links to recommendations' websites Zoom-in maps and images Inbuilt dictionary for quick referencing Important Notice: The digital edition of this book may not contain all of the images found in the physical edition.
Publisher: Lonely Planet
ISBN: 1788682114
Category : Travel
Languages : en
Pages : 641
Book Description
Lonely Planet: The world's leading travel guide publisher Lonely Planet's Georgia & the Carolinas is your passport to the most relevant, up-to-date advice on what to see and skip, and what hidden discoveries await you. Take a thoughtful trip around Atlanta's Center for Civil & Human Rights, hike in the stunning Great Smoky Mountains National Park, admire Charleston's antebellum architecture and feast on low-country fare - all with your trusted travel companion. Get to the heart of Georgia & the Carolinas and begin your journey now! Inside Lonely Planet's Georgia & the Carolinas: Colour maps and images throughout Highlights and itineraries help you tailor your trip to your personal needs and interests Insider tips to save time and money and get around like a local, avoiding crowds and trouble spots Essential info at your fingertips - hours of operation, phone numbers, websites, transit tips, prices Honest reviews for all budgets - eating, sleeping, sightseeing, going out, shopping, hidden gems that most guidebooks miss Cultural insights provide a richer, more rewarding travel experience - covering history, people, music, religion, cuisine, politics Covers Atlanta, Savannah & Coastal Georgia, Charleston & South Carolina, Charlotte & the Triangle, Coastal North Carolina, North Carolina Mountains, Great Smoky Mountains National Park, and more The Perfect Choice: Lonely Planet's Georgia & the Carolinas is our most comprehensive guide to Georgia & the Carolinas, and is perfect for discovering both popular and offbeat experiences. Looking for just the highlights? Check out Pocket Charleston & Savannah, our handy-sized guide featuring the best sights and experiences for a short visit or weekend away. Looking for more extensive coverage? Check out Lonely Planet's USA for an in-depth look at all the country has to offer. About Lonely Planet: Lonely Planet is a leading travel media company and the world's number one travel guidebook brand, providing both inspiring and trustworthy information for every kind of traveler since 1973. Over the past four decades, we've printed over 145 million guidebooks and grown a dedicated, passionate global community of travelers. You'll also find our content online, and in mobile apps, video, 14 languages, nine international magazines, armchair and lifestyle books, ebooks, and more. 'Lonely Planet guides are, quite simply, like no other.' - New York Times 'Lonely Planet. It's on everyone's bookshelves, it's in every traveller's hands. It's on mobile phones. It's on the Internet. It's everywhere, and it's telling entire generations of people how to travel the world.' - Fairfax Media (Australia) eBook Features: (Best viewed on tablet devices and smartphones) Downloadable PDF and offline maps prevent roaming and data charges Effortlessly navigate and jump between maps and reviews Add notes to personalise your guidebook experience Seamlessly flip between pages Bookmarks and speedy search capabilities get you to key pages in a flash Embedded links to recommendations' websites Zoom-in maps and images Inbuilt dictionary for quick referencing Important Notice: The digital edition of this book may not contain all of the images found in the physical edition.
Larry McMurtry
Author: Tracy Daugherty
Publisher: St. Martin's Press
ISBN: 1250282349
Category : Biography & Autobiography
Languages : en
Pages : 397
Book Description
*Pulitzer Prize Finalist* A biography of the late Pulitzer Prize-winning American novelist and screenwriter Larry McMurtry from New York Times bestselling author Tracy Daugherty. In over forty books, in a career that spanned over sixty years, Larry McMurtry staked his claim as a superior chronicler of the American West, and as the Great Plains’ keenest witness since Willa Cather and Wallace Stegner. Larry McMurtry: A Life traces his origins as one of the last American writers who had direct contact with this country’s pioneer traditions. It follows his astonishing career as bestselling novelist, Pulitzer-Prize winner, author of the beloved Lonesome Dove, Academy-Award winning screenwriter, public intellectual, and passionate bookseller. A sweeping and insightful look at a versatile, one-of-a-kind American writer, this book is a must-read for every Larry McMurtry fan.
Publisher: St. Martin's Press
ISBN: 1250282349
Category : Biography & Autobiography
Languages : en
Pages : 397
Book Description
*Pulitzer Prize Finalist* A biography of the late Pulitzer Prize-winning American novelist and screenwriter Larry McMurtry from New York Times bestselling author Tracy Daugherty. In over forty books, in a career that spanned over sixty years, Larry McMurtry staked his claim as a superior chronicler of the American West, and as the Great Plains’ keenest witness since Willa Cather and Wallace Stegner. Larry McMurtry: A Life traces his origins as one of the last American writers who had direct contact with this country’s pioneer traditions. It follows his astonishing career as bestselling novelist, Pulitzer-Prize winner, author of the beloved Lonesome Dove, Academy-Award winning screenwriter, public intellectual, and passionate bookseller. A sweeping and insightful look at a versatile, one-of-a-kind American writer, this book is a must-read for every Larry McMurtry fan.
The Big Score
Author: Michael S. Malone
Publisher: Stripe Press
ISBN: 195395328X
Category : Computers
Languages : en
Pages : 615
Book Description
The only contemporary history of the birth of Silicon Valley—from the reporter who had a ringside seat to it all Over the past five decades, the tech industry has grown into one of the most important sectors of the global economy, and Silicon Valley—replete with sprawling office parks, sky-high rents, and countless self-made millionaires—is home to many of its key players. But the origins of Silicon Valley and the tech sector are much humbler. At a time when tech companies’ influence continues to grow, The Big Score chronicles how they began. One of the first reporters on the tech industry beat at the San Jose Mercury-News, Michael S. Malone recounts the feverish efforts of young technologists and entrepreneurs to build something that would change the world—and score them a big payday. Starting with the birth of Hewlett-Packard in the 1930s, Malone illustrates how decades of technological innovation laid the foundation for the meteoric rise of the Valley in the 1970s. Drawing on exclusive, unvarnished interviews, Malone punctuates this history with incisive profiles of tech’s early luminaries—including Nobelist William Shockley and Apple’s Steve Jobs—when they were struggling entrepreneurs working 18-hour days in their garages. And he plunges us into the darker side of the Valley, where espionage, drugs, hellish working conditions, and shocking betrayals shaped the paths for winners and losers in a booming industry. A decades-long story with individual sacrifice, ingenuity, and big money at its core, The Big Score recounts the history of today's most dynamic sector through its upstart beginnings.
Publisher: Stripe Press
ISBN: 195395328X
Category : Computers
Languages : en
Pages : 615
Book Description
The only contemporary history of the birth of Silicon Valley—from the reporter who had a ringside seat to it all Over the past five decades, the tech industry has grown into one of the most important sectors of the global economy, and Silicon Valley—replete with sprawling office parks, sky-high rents, and countless self-made millionaires—is home to many of its key players. But the origins of Silicon Valley and the tech sector are much humbler. At a time when tech companies’ influence continues to grow, The Big Score chronicles how they began. One of the first reporters on the tech industry beat at the San Jose Mercury-News, Michael S. Malone recounts the feverish efforts of young technologists and entrepreneurs to build something that would change the world—and score them a big payday. Starting with the birth of Hewlett-Packard in the 1930s, Malone illustrates how decades of technological innovation laid the foundation for the meteoric rise of the Valley in the 1970s. Drawing on exclusive, unvarnished interviews, Malone punctuates this history with incisive profiles of tech’s early luminaries—including Nobelist William Shockley and Apple’s Steve Jobs—when they were struggling entrepreneurs working 18-hour days in their garages. And he plunges us into the darker side of the Valley, where espionage, drugs, hellish working conditions, and shocking betrayals shaped the paths for winners and losers in a booming industry. A decades-long story with individual sacrifice, ingenuity, and big money at its core, The Big Score recounts the history of today's most dynamic sector through its upstart beginnings.
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.