Author: Michele E. Davis
Publisher: Pocket Books
ISBN: 9780743413022
Category : Games & Activities
Languages : en
Pages : 164
Book Description
Includes hints section and a directory of PS2 game websites.
Secrets of the Playstation 2
Author: Michele E. Davis
Publisher: Pocket Books
ISBN: 9780743413022
Category : Games & Activities
Languages : en
Pages : 164
Book Description
Includes hints section and a directory of PS2 game websites.
Publisher: Pocket Books
ISBN: 9780743413022
Category : Games & Activities
Languages : en
Pages : 164
Book Description
Includes hints section and a directory of PS2 game websites.
Game Console Hacking
Author: Joe Grand
Publisher: Elsevier
ISBN: 0080532314
Category : Computers
Languages : en
Pages : 593
Book Description
The worldwide video game console market surpassed $10 billion in 2003. Current sales of new consoles is consolidated around 3 major companies and their proprietary platforms: Nintendo, Sony and Microsoft. In addition, there is an enormous installed "retro gaming" base of Ataria and Sega console enthusiasts. This book, written by a team led by Joe Grand, author of "Hardware Hacking: Have Fun While Voiding Your Warranty", provides hard-core gamers with they keys to the kingdom: specific instructions on how to crack into their console and make it do things it was never designed to do. By definition, video console game players like to have fun. Most of them are addicted to the adrenaline rush associated with "winning", and even more so when the "winning" involves beating the system by discovering the multitude of "cheats" built into most video games. Now, they can have the ultimate adrenaline rush---actually messing around with the soul of the machine and configuring it to behave exactly as the command. This book builds on the motto of "Have Fun While Voiding Your Warranty" and will appeal to the community of hardware geeks who associate unscrewing the back of their video console with para-jumping into the perfect storm. Providing a reliable, field-tested guide to hacking all of the most popular video gaming consoles Written by some of the most knowledgeable and recognizable names in the hardware hacking community Game Console Hacking is the first book on the market to show game enthusiasts (self described hardware geeks) how to disassemble, reconfigure, customize and re-purpose their Atari, Sega, Nintendo, Playstation and Xbox systems
Publisher: Elsevier
ISBN: 0080532314
Category : Computers
Languages : en
Pages : 593
Book Description
The worldwide video game console market surpassed $10 billion in 2003. Current sales of new consoles is consolidated around 3 major companies and their proprietary platforms: Nintendo, Sony and Microsoft. In addition, there is an enormous installed "retro gaming" base of Ataria and Sega console enthusiasts. This book, written by a team led by Joe Grand, author of "Hardware Hacking: Have Fun While Voiding Your Warranty", provides hard-core gamers with they keys to the kingdom: specific instructions on how to crack into their console and make it do things it was never designed to do. By definition, video console game players like to have fun. Most of them are addicted to the adrenaline rush associated with "winning", and even more so when the "winning" involves beating the system by discovering the multitude of "cheats" built into most video games. Now, they can have the ultimate adrenaline rush---actually messing around with the soul of the machine and configuring it to behave exactly as the command. This book builds on the motto of "Have Fun While Voiding Your Warranty" and will appeal to the community of hardware geeks who associate unscrewing the back of their video console with para-jumping into the perfect storm. Providing a reliable, field-tested guide to hacking all of the most popular video gaming consoles Written by some of the most knowledgeable and recognizable names in the hardware hacking community Game Console Hacking is the first book on the market to show game enthusiasts (self described hardware geeks) how to disassemble, reconfigure, customize and re-purpose their Atari, Sega, Nintendo, Playstation and Xbox systems
The Minds Behind PlayStation 2 Games
Author: Patrick Hickey, Jr.
Publisher: McFarland
ISBN: 1476648433
Category : Games & Activities
Languages : en
Pages : 245
Book Description
Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
Publisher: McFarland
ISBN: 1476648433
Category : Games & Activities
Languages : en
Pages : 245
Book Description
Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
Revolutionaries at Sony
Author: Reiji Asakura
Publisher: McGraw-Hill Companies
ISBN:
Category : Business & Economics
Languages : en
Pages : 264
Book Description
This is the story of Ken Kutaragi and how he gathered a team of colleagues and used corporate resources to bring his dream to fruition. It examines his passion for a change in technology, his work to sell the concept and how he kept the project alive.
Publisher: McGraw-Hill Companies
ISBN:
Category : Business & Economics
Languages : en
Pages : 264
Book Description
This is the story of Ken Kutaragi and how he gathered a team of colleagues and used corporate resources to bring his dream to fruition. It examines his passion for a change in technology, his work to sell the concept and how he kept the project alive.
The Nostalgia Nerd's Retro Tech
Author: Peter Leigh
Publisher: Ilex Press
ISBN: 9781781575703
Category : Computers
Languages : en
Pages : 0
Book Description
YouTube's most successful purveyor of computer nostalgia brings those stories to print. This book celebrates the most exciting period in the history of technology - the arrival of the home computer and home gaming console. For a time, an exciting and ever-changing array of different companies fought for supremacy, leaving a lasting legacy of great gameplay and surreal design we'll never experience again. Features screenshots of nostalgic games that will bring joy to the heart of anyone who grew up in the 80s or early 90s, alongside stunning studio photography of the computers that imprinted themselves on a generation's minds
Publisher: Ilex Press
ISBN: 9781781575703
Category : Computers
Languages : en
Pages : 0
Book Description
YouTube's most successful purveyor of computer nostalgia brings those stories to print. This book celebrates the most exciting period in the history of technology - the arrival of the home computer and home gaming console. For a time, an exciting and ever-changing array of different companies fought for supremacy, leaving a lasting legacy of great gameplay and surreal design we'll never experience again. Features screenshots of nostalgic games that will bring joy to the heart of anyone who grew up in the 80s or early 90s, alongside stunning studio photography of the computers that imprinted themselves on a generation's minds
Isaac Newton
Author: James Gleick
Publisher: Vintage
ISBN: 0307426432
Category : Biography & Autobiography
Languages : en
Pages : 290
Book Description
Isaac Newton was born in a stone farmhouse in 1642, fatherless and unwanted by his mother. When he died in London in 1727 he was so renowned he was given a state funeral—an unheard-of honor for a subject whose achievements were in the realm of the intellect. During the years he was an irascible presence at Trinity College, Cambridge, Newton imagined properties of nature and gave them names—mass, gravity, velocity—things our science now takes for granted. Inspired by Aristotle, spurred on by Galileo’s discoveries and the philosophy of Descartes, Newton grasped the intangible and dared to take its measure, a leap of the mind unparalleled in his generation. James Gleick, the author of Chaos and Genius, and one of the most acclaimed science writers of his generation, brings the reader into Newton’s reclusive life and provides startlingly clear explanations of the concepts that changed forever our perception of bodies, rest, and motion—ideas so basic to the twenty-first century, it can truly be said: We are all Newtonians.
Publisher: Vintage
ISBN: 0307426432
Category : Biography & Autobiography
Languages : en
Pages : 290
Book Description
Isaac Newton was born in a stone farmhouse in 1642, fatherless and unwanted by his mother. When he died in London in 1727 he was so renowned he was given a state funeral—an unheard-of honor for a subject whose achievements were in the realm of the intellect. During the years he was an irascible presence at Trinity College, Cambridge, Newton imagined properties of nature and gave them names—mass, gravity, velocity—things our science now takes for granted. Inspired by Aristotle, spurred on by Galileo’s discoveries and the philosophy of Descartes, Newton grasped the intangible and dared to take its measure, a leap of the mind unparalleled in his generation. James Gleick, the author of Chaos and Genius, and one of the most acclaimed science writers of his generation, brings the reader into Newton’s reclusive life and provides startlingly clear explanations of the concepts that changed forever our perception of bodies, rest, and motion—ideas so basic to the twenty-first century, it can truly be said: We are all Newtonians.
Chuck Farris and the Tower Of Darkness
Author: Lois Gresh
Publisher: ECW Press
ISBN: 9781550224405
Category : Juvenile Fiction
Languages : en
Pages : 260
Book Description
Thirteen-year-old Chuck Farris is a video game hotshot. He knows every trick of every game worth playing. Chuck has conquered them all. The one thing Chuck can’t conquer is town bully Digger McGraw. One day, Chuck comes home with a black eye and two broken toes. Unable to play sports, he is bored sick. That’s when his mom brings home a PlayStation2 with five hot new games. Chuck beats the first game no problem. But the next day in math class, something strange happens. Chuck turns into the video game superhero! And so it goes. Every time Chuck beats a game, he turns into its real-life superhero. At first, it’s great to be able to scare the school bully half to death. But being a video game superhero gets Chuck into trouble too — with his mother, his teachers, the principal, the basketball coach. It’s hard to tame a superhero. When you’ve got power, you wanna use it! Chuck Farris and the Tower of Darkness is an adventure-packed novel — the first ever written about a real video game console — that offers hot-breaking tips about Sony’s PlayStation2. The first PlayStation, which sold 75 million units worldwide, is the hottest console in gaming history. PlayStation2 sold out as a pre-released item in most major stores in North America. Close to a million units sold within two days of the early Japanese release. The Tower of Darkness is the first in a new series. Stay tuned for Chuck Farris’s next adventure...
Publisher: ECW Press
ISBN: 9781550224405
Category : Juvenile Fiction
Languages : en
Pages : 260
Book Description
Thirteen-year-old Chuck Farris is a video game hotshot. He knows every trick of every game worth playing. Chuck has conquered them all. The one thing Chuck can’t conquer is town bully Digger McGraw. One day, Chuck comes home with a black eye and two broken toes. Unable to play sports, he is bored sick. That’s when his mom brings home a PlayStation2 with five hot new games. Chuck beats the first game no problem. But the next day in math class, something strange happens. Chuck turns into the video game superhero! And so it goes. Every time Chuck beats a game, he turns into its real-life superhero. At first, it’s great to be able to scare the school bully half to death. But being a video game superhero gets Chuck into trouble too — with his mother, his teachers, the principal, the basketball coach. It’s hard to tame a superhero. When you’ve got power, you wanna use it! Chuck Farris and the Tower of Darkness is an adventure-packed novel — the first ever written about a real video game console — that offers hot-breaking tips about Sony’s PlayStation2. The first PlayStation, which sold 75 million units worldwide, is the hottest console in gaming history. PlayStation2 sold out as a pre-released item in most major stores in North America. Close to a million units sold within two days of the early Japanese release. The Tower of Darkness is the first in a new series. Stay tuned for Chuck Farris’s next adventure...
Prince of Persia
Author: A. B. Sina
Publisher: Macmillan
ISBN: 1596432071
Category : Comics & Graphic Novels
Languages : en
Pages : 208
Book Description
The past and future are woven together in this epic tale of a prince, an evil vizier, a princess, and a prophecy in ancient Persia.
Publisher: Macmillan
ISBN: 1596432071
Category : Comics & Graphic Novels
Languages : en
Pages : 208
Book Description
The past and future are woven together in this epic tale of a prince, an evil vizier, a princess, and a prophecy in ancient Persia.
The Ultimate History of Video Games, Volume 2
Author: Steven L. Kent
Publisher: Crown
ISBN: 1984825437
Category : Social Science
Languages : en
Pages : 592
Book Description
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.
Publisher: Crown
ISBN: 1984825437
Category : Social Science
Languages : en
Pages : 592
Book Description
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.
Video Games
Author: Arthur Asa Berger
Publisher: Transaction Publishers
ISBN: 9780765801029
Category : Social Science
Languages : en
Pages : 142
Book Description
From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon. Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry. Building on this comparison, Berger focuses on action-adventure games which, like film and fiction, tell stories but which also involve culturally important departures in the conventions of narrative. After defining a set of bipolar oppositions between print and electronic narratives, Berger considers the question of whether video games are truly interactive or only superficially so, and whether they have the potential to replace print narratives in the culture at large. A unique dimension of the book is its bio-psycho-social analysis of the video game phenomenon. Berger considers the impact of these games on their players, from physical changes (everything from neurological problems to obesity) to psychological consequences, with reference to violence and sexual attitudes. He takes these questions further by examining three enormously popular games-Myst/Riven, Tomb Raider, and Half-Life-for their attitudes toward power, gender, violence, and guilt. In his conclusion, Berger concentrates on the role of violence in video games and whether they generate a sense of alienation in certain addicted players who become estranged from family and friends. Accessibly written and broad-ranging in approach, Video Games offers a way to interpret a major popular phenomenon. Arthur Asa Berger is professor of broadcast and electronic communication arts at San Francisco State University, where he has taught since 1965. He is the author of more than one hundred articles and forty books on media, popular culture, humor, and everyday life.
Publisher: Transaction Publishers
ISBN: 9780765801029
Category : Social Science
Languages : en
Pages : 142
Book Description
From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon. Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry. Building on this comparison, Berger focuses on action-adventure games which, like film and fiction, tell stories but which also involve culturally important departures in the conventions of narrative. After defining a set of bipolar oppositions between print and electronic narratives, Berger considers the question of whether video games are truly interactive or only superficially so, and whether they have the potential to replace print narratives in the culture at large. A unique dimension of the book is its bio-psycho-social analysis of the video game phenomenon. Berger considers the impact of these games on their players, from physical changes (everything from neurological problems to obesity) to psychological consequences, with reference to violence and sexual attitudes. He takes these questions further by examining three enormously popular games-Myst/Riven, Tomb Raider, and Half-Life-for their attitudes toward power, gender, violence, and guilt. In his conclusion, Berger concentrates on the role of violence in video games and whether they generate a sense of alienation in certain addicted players who become estranged from family and friends. Accessibly written and broad-ranging in approach, Video Games offers a way to interpret a major popular phenomenon. Arthur Asa Berger is professor of broadcast and electronic communication arts at San Francisco State University, where he has taught since 1965. He is the author of more than one hundred articles and forty books on media, popular culture, humor, and everyday life.