Author:
Publisher:
ISBN:
Category : Video games
Languages : en
Pages : 564
Book Description
Retrogamer
Author:
Publisher:
ISBN:
Category : Video games
Languages : en
Pages : 564
Book Description
Publisher:
ISBN:
Category : Video games
Languages : en
Pages : 564
Book Description
Retrogame
Author: Lee Martin
Publisher: iUniverse
ISBN: 1663244405
Category : Fiction
Languages : en
Pages : 319
Book Description
Tom Huxley, owner and CEO of a large accounting firm in the town of Jasmine, South Carolina, is on his way to the opening ceremony of the 1996 Atlanta Olympics when he is assaulted at a rest area near the Georgia border. His wife, Amanda, is notified by the Anderson County Sheriff that Tom was transported to a local hospital and currently in a coma. Within a matter of hours, she and her daughter Brie travel across the state to take up their vigil in the ICU waiting room, praying for him to awaken. The good news is that a day later he does regain consciousness; however, they then discover he has lost memory of the last twenty years of his life. While convalescing the following week in the hospital, he is horrified to find that he is a thirteen-year-old in a thirty-three-year-old man’s body. Even weeks later at home, both he and Amanda are trying to cope with the reality that a teenager in an adult body who doesn’t know his own family is incapable of being a husband and father. So how long will his amnesia last? Or is it actually real? And what was it Amanda found in Tom’s car that poses an even bigger threat to their marriage? Retrogame contains all the ingredients that excites readers...mystery, suspense, surprise, secrets, action, murder, romance, deception and on top of it all, betrayal. Be electrified all the way up to the surprise ending.
Publisher: iUniverse
ISBN: 1663244405
Category : Fiction
Languages : en
Pages : 319
Book Description
Tom Huxley, owner and CEO of a large accounting firm in the town of Jasmine, South Carolina, is on his way to the opening ceremony of the 1996 Atlanta Olympics when he is assaulted at a rest area near the Georgia border. His wife, Amanda, is notified by the Anderson County Sheriff that Tom was transported to a local hospital and currently in a coma. Within a matter of hours, she and her daughter Brie travel across the state to take up their vigil in the ICU waiting room, praying for him to awaken. The good news is that a day later he does regain consciousness; however, they then discover he has lost memory of the last twenty years of his life. While convalescing the following week in the hospital, he is horrified to find that he is a thirteen-year-old in a thirty-three-year-old man’s body. Even weeks later at home, both he and Amanda are trying to cope with the reality that a teenager in an adult body who doesn’t know his own family is incapable of being a husband and father. So how long will his amnesia last? Or is it actually real? And what was it Amanda found in Tom’s car that poses an even bigger threat to their marriage? Retrogame contains all the ingredients that excites readers...mystery, suspense, surprise, secrets, action, murder, romance, deception and on top of it all, betrayal. Be electrified all the way up to the surprise ending.
Retrogame Archeology
Author: John Aycock
Publisher: Springer
ISBN: 3319300040
Category : Computers
Languages : en
Pages : 234
Book Description
Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
Publisher: Springer
ISBN: 3319300040
Category : Computers
Languages : en
Pages : 234
Book Description
Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
The Legend of Argus: the Complete History of Rygar
Author: Justin Severson
Publisher:
ISBN: 9781736359303
Category :
Languages : en
Pages :
Book Description
From Argool to Zane, The Legend of Argus: The Complete History of Rygar is a comprehensive look at the history of the games, characters, and world of Rygar (AKA Argus no Senshi). The book includes the history of every Rygar game and port, an interview with Rygar Amiga developer Graeme (mcgeezer) Cowie, Q&A with ROM hack developers, fan art from over 30 artists, action figures, mods, cover bands, classic ads, arcade flyers, speedrunner spotlight, magazines, guides, and reviews of the era. With a Foreword by Kurt Kalata, Editor-in-Chief of Hardcore Gaming 101. This book is not affiliated with Tecmo or Koei Tecmo.
Publisher:
ISBN: 9781736359303
Category :
Languages : en
Pages :
Book Description
From Argool to Zane, The Legend of Argus: The Complete History of Rygar is a comprehensive look at the history of the games, characters, and world of Rygar (AKA Argus no Senshi). The book includes the history of every Rygar game and port, an interview with Rygar Amiga developer Graeme (mcgeezer) Cowie, Q&A with ROM hack developers, fan art from over 30 artists, action figures, mods, cover bands, classic ads, arcade flyers, speedrunner spotlight, magazines, guides, and reviews of the era. With a Foreword by Kurt Kalata, Editor-in-Chief of Hardcore Gaming 101. This book is not affiliated with Tecmo or Koei Tecmo.
The Game Console 2.0
Author: Evan Amos
Publisher: No Starch Press
ISBN: 1718500610
Category : Games & Activities
Languages : en
Pages : 314
Book Description
This revised and expanded second edition of the bestselling The Game Console contains brand new content, with coverage of 50 more consoles, variants, and accessories in 50 added pages. The Game Console 2.0 is a gorgeous coffee table book for geeks and gamers that brings together highly detailed photos of more than 100 video game consoles and their electronic interiors spanning nearly five decades. Revised and updated since the first edition’s celebrated 2018 release, The Game Console 2.0 is an even bigger archival collection of vividly detailed photos of more than 100 video-game consoles. This ultimate archive of gaming history spans five decades and nine distinct generations, chronologically covering everything from market leaders to outright failures, and tracing the gaming industry’s rise, fall, and monumental resurgence. The book’s 2nd edition features more classic game consoles and computers, a section on retro gaming in the modern era, and dozens of new entries — including super-rare finds, such the Unisonic Champion 2711, and the latest ninth-generation consoles. You’ll find coverage of legendary systems like the Magnavox Odyssey, Atari 2600, NES, and the Commodore 64; systems from the ‘90s and 2000s; modern consoles like the Nintendo Switch, Xbox Series X|S, and PlayStation 5; and consoles you never knew existed. Get a unique peek at the hardware powering the world’s most iconic video-game systems with The Game Console 2.0 — the perfect gift for geeks of all stripes and every gamer’s must-have coffee-table book.
Publisher: No Starch Press
ISBN: 1718500610
Category : Games & Activities
Languages : en
Pages : 314
Book Description
This revised and expanded second edition of the bestselling The Game Console contains brand new content, with coverage of 50 more consoles, variants, and accessories in 50 added pages. The Game Console 2.0 is a gorgeous coffee table book for geeks and gamers that brings together highly detailed photos of more than 100 video game consoles and their electronic interiors spanning nearly five decades. Revised and updated since the first edition’s celebrated 2018 release, The Game Console 2.0 is an even bigger archival collection of vividly detailed photos of more than 100 video-game consoles. This ultimate archive of gaming history spans five decades and nine distinct generations, chronologically covering everything from market leaders to outright failures, and tracing the gaming industry’s rise, fall, and monumental resurgence. The book’s 2nd edition features more classic game consoles and computers, a section on retro gaming in the modern era, and dozens of new entries — including super-rare finds, such the Unisonic Champion 2711, and the latest ninth-generation consoles. You’ll find coverage of legendary systems like the Magnavox Odyssey, Atari 2600, NES, and the Commodore 64; systems from the ‘90s and 2000s; modern consoles like the Nintendo Switch, Xbox Series X|S, and PlayStation 5; and consoles you never knew existed. Get a unique peek at the hardware powering the world’s most iconic video-game systems with The Game Console 2.0 — the perfect gift for geeks of all stripes and every gamer’s must-have coffee-table book.
The Secret History of Mac Gaming
Author: Richard Moss
Publisher: Unbound Publishing
ISBN: 1783524871
Category : Games & Activities
Languages : en
Pages : 538
Book Description
The Macintosh challenged games to be more than child’s play and quick reflexes. It made human–computer interaction friendly, inviting, and intuitive. Mac gaming led to much that is now taken for granted by PC gamers and spawned some of the biggest franchises in video game history. It allowed anyone to create games and playful software with ease, and gave indie developers a home for their products. It welcomed strange ideas and encouraged experimentation. It fostered passionate and creative communities who inspired and challenged developers to do better and to follow the Mac mantra ‘think different’. Drawing on archive material and interviews with key figures from the era – and featuring new material from Craig Fryar, Apple’s first Mac games evangelist and the co-creator of hit game Spectre – The Secret History of Mac Gaming is the story of those communities and the game developers who survived and thrived in an ecosystem that was serially ignored by the outside world. It’s a book about people who followed their hearts first and market trends second, showing how clever, quirky, and downright wonderful video games could be.
Publisher: Unbound Publishing
ISBN: 1783524871
Category : Games & Activities
Languages : en
Pages : 538
Book Description
The Macintosh challenged games to be more than child’s play and quick reflexes. It made human–computer interaction friendly, inviting, and intuitive. Mac gaming led to much that is now taken for granted by PC gamers and spawned some of the biggest franchises in video game history. It allowed anyone to create games and playful software with ease, and gave indie developers a home for their products. It welcomed strange ideas and encouraged experimentation. It fostered passionate and creative communities who inspired and challenged developers to do better and to follow the Mac mantra ‘think different’. Drawing on archive material and interviews with key figures from the era – and featuring new material from Craig Fryar, Apple’s first Mac games evangelist and the co-creator of hit game Spectre – The Secret History of Mac Gaming is the story of those communities and the game developers who survived and thrived in an ecosystem that was serially ignored by the outside world. It’s a book about people who followed their hearts first and market trends second, showing how clever, quirky, and downright wonderful video games could be.
Now the Chips Are Down
Author: Alison Gazzard
Publisher: MIT Press
ISBN: 0262552027
Category : Computers
Languages : en
Pages : 219
Book Description
The story of a pioneering microcomputer: its beginnings as part of a national Computer Literary Project, its innovative hardware, and its creative uses. In 1982, the British Broadcasting Corporation launched its Computer Literacy Project, intended “to introduce interested adults to the world of computers and computing.” The BBC accompanied this initiative with television programs, courses, books, and software—an early experiment in multi-platform education. The BBC, along with Acorn Computers, also introduced the BBC Microcomputer, which would be at the forefront of the campaign. The BBC Micro was designed to meet the needs of users in homes and schools, to demystify computing, and to counter the general pessimism among the media in Britain about technology. In this book, Alison Gazzard looks at the BBC Micro, examining the early capabilities of multi-platform content generation and consumption and the multiple literacies this approach enabled—not only in programming and software creation, but also in accessing information across a range of media, and in “do-it-yourself” computing. She links many of these early developments to current new-media practices. Gazzard looks at games developed for the BBC Micro, including Granny's Garden, an educational game for primary schools, and Elite, the seminal space-trading game. She considers the shift in focus from hardware to peripherals, describing the Teletext Adapter as an early model for software distribution and the Domesday Project (which combined texts, video, and still photographs) as a hypermedia-like experience. Gazzard's account shows the BBC Micro not only as a vehicle for various literacies but also as a user-oriented machine that pushed the boundaries of what could be achieved in order to produce something completely new.
Publisher: MIT Press
ISBN: 0262552027
Category : Computers
Languages : en
Pages : 219
Book Description
The story of a pioneering microcomputer: its beginnings as part of a national Computer Literary Project, its innovative hardware, and its creative uses. In 1982, the British Broadcasting Corporation launched its Computer Literacy Project, intended “to introduce interested adults to the world of computers and computing.” The BBC accompanied this initiative with television programs, courses, books, and software—an early experiment in multi-platform education. The BBC, along with Acorn Computers, also introduced the BBC Microcomputer, which would be at the forefront of the campaign. The BBC Micro was designed to meet the needs of users in homes and schools, to demystify computing, and to counter the general pessimism among the media in Britain about technology. In this book, Alison Gazzard looks at the BBC Micro, examining the early capabilities of multi-platform content generation and consumption and the multiple literacies this approach enabled—not only in programming and software creation, but also in accessing information across a range of media, and in “do-it-yourself” computing. She links many of these early developments to current new-media practices. Gazzard looks at games developed for the BBC Micro, including Granny's Garden, an educational game for primary schools, and Elite, the seminal space-trading game. She considers the shift in focus from hardware to peripherals, describing the Teletext Adapter as an early model for software distribution and the Domesday Project (which combined texts, video, and still photographs) as a hypermedia-like experience. Gazzard's account shows the BBC Micro not only as a vehicle for various literacies but also as a user-oriented machine that pushed the boundaries of what could be achieved in order to produce something completely new.
Greatest Gaming Icons
Author: Darran Jones
Publisher:
ISBN: 9781803088518
Category : Video game characters
Languages : en
Pages : 0
Book Description
Publisher:
ISBN: 9781803088518
Category : Video game characters
Languages : en
Pages : 0
Book Description
Gale Directory of Publications and Broadcast Media
Author:
Publisher:
ISBN:
Category : American newspapers
Languages : en
Pages : 140
Book Description
Publisher:
ISBN:
Category : American newspapers
Languages : en
Pages : 140
Book Description
Computer Concepts
Author: Dolores Wells
Publisher: Cengage Learning
ISBN: 9780619055783
Category : Computers
Languages : en
Pages : 444
Book Description
"Provides an overview of computer literacy topics such as computer essentials, applications software, the Internet and World Wide Web, and issues about technology". --Cover.
Publisher: Cengage Learning
ISBN: 9780619055783
Category : Computers
Languages : en
Pages : 444
Book Description
"Provides an overview of computer literacy topics such as computer essentials, applications software, the Internet and World Wide Web, and issues about technology". --Cover.