Author: Derek Slaton
Publisher: Atari 2600 Encyclopedia
ISBN: 9781945294303
Category : Games & Activities
Languages : en
Pages : 280
Book Description
In this six volume set, every game gets the attention it deserves, with scans, screenshots, as well as a lengthy writeup. Each entry is done in a casual, reader friendly tone that both informs and entertains. The Atari 2600 is the system that gave a lot of us our introduction to video games, and this book series aims to help preserve the memory of the games that made this system what it was. Volume 1 Covers 3D Tic-Tac-Toe through Communist Mutants From Space.
The Atari 2600 Encyclopedia
Author: Derek Slaton
Publisher: Atari 2600 Encyclopedia
ISBN: 9781945294303
Category : Games & Activities
Languages : en
Pages : 280
Book Description
In this six volume set, every game gets the attention it deserves, with scans, screenshots, as well as a lengthy writeup. Each entry is done in a casual, reader friendly tone that both informs and entertains. The Atari 2600 is the system that gave a lot of us our introduction to video games, and this book series aims to help preserve the memory of the games that made this system what it was. Volume 1 Covers 3D Tic-Tac-Toe through Communist Mutants From Space.
Publisher: Atari 2600 Encyclopedia
ISBN: 9781945294303
Category : Games & Activities
Languages : en
Pages : 280
Book Description
In this six volume set, every game gets the attention it deserves, with scans, screenshots, as well as a lengthy writeup. Each entry is done in a casual, reader friendly tone that both informs and entertains. The Atari 2600 is the system that gave a lot of us our introduction to video games, and this book series aims to help preserve the memory of the games that made this system what it was. Volume 1 Covers 3D Tic-Tac-Toe through Communist Mutants From Space.
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 Encyclopedia of Arcade Video Games
Author: Bill Kurtz
Publisher: Schiffer Pub Limited
ISBN: 9780764319259
Category : Games
Languages : en
Pages : 238
Book Description
Arcade video games have become one of the hottest collectibles around and this book features over 600 photos of the machines that filled arcades during the 1970s and '80s. Includes information about the manufacturers who produced these classic games, a section about video game collectibles, and information on how to start your own collection. Beginning collectors and long-time game enthusiasts alike are sure to enjoy this nostalgic and informative look at the world of arcade video games.
Publisher: Schiffer Pub Limited
ISBN: 9780764319259
Category : Games
Languages : en
Pages : 238
Book Description
Arcade video games have become one of the hottest collectibles around and this book features over 600 photos of the machines that filled arcades during the 1970s and '80s. Includes information about the manufacturers who produced these classic games, a section about video game collectibles, and information on how to start your own collection. Beginning collectors and long-time game enthusiasts alike are sure to enjoy this nostalgic and informative look at the world of arcade video games.
Sega Master System Encyclopedia
Author: Derek Slaton
Publisher: VGA
ISBN: 9781945294013
Category :
Languages : en
Pages : 436
Book Description
The Sega Master System Encyclopedia aims to be the definitive publication on the USA releases for the system. Over the course of 435 pages you'll find that every game has an in depth review, multiple screen shots, and cover scans. The goal with this is to make sure that the memory of the games from this era lives on for future gaming generations. Granted not all of the games within these pages deserve to be remembered fondly, but they do deserve to be remembered nonetheless. The reviews are equal parts informative and entertaining. While the purpose of encyclopedias isn't to be entertaining, the purpose of gaming is, so there was a great effort to make reading about games fun.
Publisher: VGA
ISBN: 9781945294013
Category :
Languages : en
Pages : 436
Book Description
The Sega Master System Encyclopedia aims to be the definitive publication on the USA releases for the system. Over the course of 435 pages you'll find that every game has an in depth review, multiple screen shots, and cover scans. The goal with this is to make sure that the memory of the games from this era lives on for future gaming generations. Granted not all of the games within these pages deserve to be remembered fondly, but they do deserve to be remembered nonetheless. The reviews are equal parts informative and entertaining. While the purpose of encyclopedias isn't to be entertaining, the purpose of gaming is, so there was a great effort to make reading about games fun.
Adventure: The Atari 2600 at the Dawn of Console Gaming
Author: Jamie Lendino
Publisher: Ziff Davis
ISBN: 1732355207
Category : Computers
Languages : en
Pages : 277
Book Description
The sprawl of Adventure. The addictiveness of Breakout. The intensity of Space Invaders. Once upon a time, you could only experience this kind of excitement at the arcade. But in 1977 that changed forever. You, and maybe a friend or a sibling, could instantly teleport from your own living room to a dazzling new world—with nothing more than a small plastic cartridge. This was the promise of the Atari 2600—and it was delivered in ways no one ever expected. No, the games it put on your TV weren’t what you saw when you plunked in your quarters at the convenience store or in the noisy, smoky business on the other side of town. But they brought the arcade home—and it hasn’t left since. With Adventure: The Atari 2600 at the Dawn of Console Gaming, Jamie Lendino takes you to the front lines of the home gaming revolution, exploring the history of the world-changing console and delves into the coin-op ports and original titles that still influence gaming today. Before your next trip to a magical universe with your Xbox One, PlayStation 4, or Nintendo Switch, see how the home gaming industry truly began.
Publisher: Ziff Davis
ISBN: 1732355207
Category : Computers
Languages : en
Pages : 277
Book Description
The sprawl of Adventure. The addictiveness of Breakout. The intensity of Space Invaders. Once upon a time, you could only experience this kind of excitement at the arcade. But in 1977 that changed forever. You, and maybe a friend or a sibling, could instantly teleport from your own living room to a dazzling new world—with nothing more than a small plastic cartridge. This was the promise of the Atari 2600—and it was delivered in ways no one ever expected. No, the games it put on your TV weren’t what you saw when you plunked in your quarters at the convenience store or in the noisy, smoky business on the other side of town. But they brought the arcade home—and it hasn’t left since. With Adventure: The Atari 2600 at the Dawn of Console Gaming, Jamie Lendino takes you to the front lines of the home gaming revolution, exploring the history of the world-changing console and delves into the coin-op ports and original titles that still influence gaming today. Before your next trip to a magical universe with your Xbox One, PlayStation 4, or Nintendo Switch, see how the home gaming industry truly began.
Racing the Beam
Author: Nick Montfort
Publisher: MIT Press
ISBN: 0262261529
Category : Games & Activities
Languages : en
Pages : 193
Book Description
A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.
Publisher: MIT Press
ISBN: 0262261529
Category : Games & Activities
Languages : en
Pages : 193
Book Description
A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.
Encyclopedia of Video Games [2 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 991
Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 991
Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
Classic Home Video Games, 1985-1988
Author: Brett Weiss
Publisher: McFarland
ISBN: 1476601410
Category : Games & Activities
Languages : en
Pages : 828
Book Description
A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.
Publisher: McFarland
ISBN: 1476601410
Category : Games & Activities
Languages : en
Pages : 828
Book Description
A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.
The Encyclopedia of Game Machines
Author: Winnie Forster
Publisher: Winnie Forster Gameplan
ISBN: 9783000153594
Category : Computer games
Languages : en
Pages : 0
Book Description
From Atari to Sega, from Apple to Nintendo DS, this full colour book takes not a regional, or European, but a global view on 33 years of onscreen fun and interaction and presents hardware from Japan, USA, UK, France, Germany and Korea, along with classic software in its authentic, pixellated glory. Including over 600 pictures, exclusively shot for Game.Machines, the book contains extensive indices, as well as 20 pages of technical data and explanations. This greatly enhanced and revised edition provides a time journey across the video game era: from the 4-bit beginnings to the broadband future. More than 400 dream machines and million sellers, bizarre slip-ups and exotic variants are profiled in full colour chapters with extensive appendixes.
Publisher: Winnie Forster Gameplan
ISBN: 9783000153594
Category : Computer games
Languages : en
Pages : 0
Book Description
From Atari to Sega, from Apple to Nintendo DS, this full colour book takes not a regional, or European, but a global view on 33 years of onscreen fun and interaction and presents hardware from Japan, USA, UK, France, Germany and Korea, along with classic software in its authentic, pixellated glory. Including over 600 pictures, exclusively shot for Game.Machines, the book contains extensive indices, as well as 20 pages of technical data and explanations. This greatly enhanced and revised edition provides a time journey across the video game era: from the 4-bit beginnings to the broadband future. More than 400 dream machines and million sellers, bizarre slip-ups and exotic variants are profiled in full colour chapters with extensive appendixes.
Encyclopedia of KISS
Author: Brett Weiss
Publisher: McFarland
ISBN: 1476625409
Category : Music
Languages : en
Pages : 236
Book Description
The self-proclaimed "Hottest Band in the World," KISS is one of the most popular groups in the history of rock, having sold more than 100 million albums during their more than 40-year reign. With more gold albums than any other American band, they were inducted into the Rock and Roll Hall of Fame in 2014. KISS influenced a generation of musicians, from Garth Brooks and Motley Crue to Nirvana and the Red Hot Chili Peppers. The original leather-clad, makeup-wearing line-up--Ace "Spaceman" Frehley, Gene "Demon" Simmons, Paul "Starchild" Stanley and Peter "Catman" Criss--and their classic hits "Beth" and "Rock and Roll All Nite" are forever etched in pop culture consciousness. This encyclopedia of all things KISS provides detailed information on their songs, albums, tours, television and movie appearances, merchandise, solo work and much more, including replacement members Eric Carr, Vinnie Vincent, Bruce Kulick, Mark St. John, Eric Singer and Tommy Thayer.
Publisher: McFarland
ISBN: 1476625409
Category : Music
Languages : en
Pages : 236
Book Description
The self-proclaimed "Hottest Band in the World," KISS is one of the most popular groups in the history of rock, having sold more than 100 million albums during their more than 40-year reign. With more gold albums than any other American band, they were inducted into the Rock and Roll Hall of Fame in 2014. KISS influenced a generation of musicians, from Garth Brooks and Motley Crue to Nirvana and the Red Hot Chili Peppers. The original leather-clad, makeup-wearing line-up--Ace "Spaceman" Frehley, Gene "Demon" Simmons, Paul "Starchild" Stanley and Peter "Catman" Criss--and their classic hits "Beth" and "Rock and Roll All Nite" are forever etched in pop culture consciousness. This encyclopedia of all things KISS provides detailed information on their songs, albums, tours, television and movie appearances, merchandise, solo work and much more, including replacement members Eric Carr, Vinnie Vincent, Bruce Kulick, Mark St. John, Eric Singer and Tommy Thayer.