A Guide to ZX Spectrum Games - 1982 To 1984

A Guide to ZX Spectrum Games - 1982 To 1984

Author: Hilary Wells

Publisher: Independently Published

Published: 2017-09-04

Total Pages: 570

ISBN-13: 9781522090755

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Retrospective reviews of over 200 ZX Spectrum games published between 1982 and 1984 - An Introduction from Crash Editor Roger Kean, and interviews from developers such as Steve Turner (Hewson Consultants), Charles Cecil (Artic, US Gold, Activision), Mel Croucher (Automata), Jon Ritman (Ocean Software, Artic), John Gibson (Imagine, Denton Designs, Ocean), Malcolm Evans (New Generation), Don Priestley (DK, Troniks, Pirahna), Simon Brattel (Crystal Computing, Design Design), Scott Adams (Adventure International), Kevin Toms (Addictive Games), Mike Lamb (CDS, Ocean), Daren White (Gem Software, Rainbow Arts), David Leitch (Silversoft, Binary Design, Sales Curve), Ally Noble (Imagine, Denton Designs), Andy Stagg (Automata), and Bruce Everiss (Bug Byte, Imagine, Codemasters). Fully illustrated with Screenshots of every game - Some original box artwork and advertisements, and original illustrations from Rob Grenville-Evans (Automata).


A Guide to ZX Spectrum Adventure Games - 1982 - 1985

A Guide to ZX Spectrum Adventure Games - 1982 - 1985

Author: Shaun McClure

Publisher:

Published: 2021-10-28

Total Pages: 579

ISBN-13:

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This book is a guide to ZX Spectrum adventure games released between 1982 to 1985. It includes all of the hit games, plus many that you've probably never even heard of (188 games in total), complete with screenshots, covers and some adverts from the era... Plus oodles of new artwork from Robin Grenville-Evans. This thick tome (over 575 pages) has an introduction from Mike Gerrard (Your Sinclair adventure game columist), plus interviews with developers Don Woods (Colossal Caves), Mel Croucher (Automata), Charles Cecil (Artic Computing), Scott Adams (Adventure International), Tim Gilberts (Gilsoft), Trevor Hall (Mikro Gen), Terry Greer (Interceptor Micros), Tony Barber (Phipps Associates, RamJam Corporation), Pete Austin (Level 9 Computing) and Roy Carnell (Carnell Software). You can download free maps from www.retro-spective-books.co.uk


A Guide to ZX Spectrum Games - 1985 To 1986

A Guide to ZX Spectrum Games - 1985 To 1986

Author: Hilary Wells

Publisher: Independently Published

Published: 2018-12

Total Pages: 790

ISBN-13: 9781973411062

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Retrospective reviews of 256 ZX Spectrum games published between 1985 and 1986 - With an Introduction from Retro Gamer Journalist Kieren Hawken, and interviews from developers such as Steve Turner (Hewson Consultants), Jon Ritman (Ocean Software, Artic), John Gibson (Imagine, Denton Designs, Ocean), Julian Gollop (Target Games, Ubisoft), Bill Harbison (Ocean), Phil Mochan (Firebird), Fergus McNeill (Delta 4), Steve Wetherill (Odin Computing), Karen Davies (Imagine, Denton Designs), Ian Oliver (Realtime Games), Graham Stafford (Design Design), Ian Morrison (US Gold), Roger Womack (Icon Design, Gremlin), John Heap (Imagine, Denton Designs), Fergus McNeill (Delta 4 Software), Dave Martin (Martech), Simon Butler (Ocean), Clive Townsend (Durell Software), Shaun Hollingworth (Gremlin), Pete Harrap (Gremlin), Gary Bracey (Ocean), Ste Pickford (Binary Design), Shaun Abbott (Level 9), Pete Harrison (Icon Design, Binary Design), David Bishop (Argus Press), and Allan Findlay (Laser Genius) . Fully illustrated with screenshots of every game - Some original box artwork and advertisements, and original illustrations from Rob Grenville-Evans (Automata).


The Spectrum of Adventure

The Spectrum of Adventure

Author: Thomas a Christie

Publisher:

Published: 2016-03-01

Total Pages: 674

ISBN-13: 9780993493218

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A brief history of text adventure games on the Sinclair ZX Spectrum in the 1980s, discussing 100 interactive fiction titles which helped to shape the genre in the United Kingdom.


The Game Console 2.0

The Game Console 2.0

Author: Evan Amos

Publisher: No Starch Press

Published: 2021-09-08

Total Pages: 314

ISBN-13: 1718500610

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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 ZX Spectrum on Your PC

The ZX Spectrum on Your PC

Author: Colin Woodcock

Publisher: Lulu.com

Published: 2012-05-07

Total Pages: 205

ISBN-13: 147169612X

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Thirty years on from its original release, the best selling Sinclair ZX Spectrum is now one of the most emulated computers in the world. Far from dead and forgotten, a thriving community of enthusiasts has kept the spirit of this little machine alive through an enormous range of emulators for just about every modern computer platform there is. For the PC in particular, the complexity of these emulators is simply amazing. Focusing primarily on the two most user-friendly Windows emulators, Spectaculator and ZX SPIN, The ZX Spectrum on Your PC explains all the main features of these applications. Illustrated walk-throughs will teach you everything from how cassettes are emulated to how to print from your virtual Spectrum. In no time at all, you'll find yourself enjoying all the old games and activities of your youth... on your PC! New revised Second Edition includes emulating the Spectrum on your mobile device.


Artificial Intelligence and Games

Artificial Intelligence and Games

Author: Georgios N. Yannakakis

Publisher: Springer

Published: 2018-02-17

Total Pages: 350

ISBN-13: 3319635190

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This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.


Generalized Additive Models

Generalized Additive Models

Author: Simon Wood

Publisher: CRC Press

Published: 2006-02-27

Total Pages: 412

ISBN-13: 1584884746

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Now in widespread use, generalized additive models (GAMs) have evolved into a standard statistical methodology of considerable flexibility. While Hastie and Tibshirani's outstanding 1990 research monograph on GAMs is largely responsible for this, there has been a long-standing need for an accessible introductory treatment of the subject that also emphasizes recent penalized regression spline approaches to GAMs and the mixed model extensions of these models. Generalized Additive Models: An Introduction with R imparts a thorough understanding of the theory and practical applications of GAMs and related advanced models, enabling informed use of these very flexible tools. The author bases his approach on a framework of penalized regression splines, and builds a well-grounded foundation through motivating chapters on linear and generalized linear models. While firmly focused on the practical aspects of GAMs, discussions include fairly full explanations of the theory underlying the methods. Use of the freely available R software helps explain the theory and illustrates the practicalities of linear, generalized linear, and generalized additive models, as well as their mixed effect extensions. The treatment is rich with practical examples, and it includes an entire chapter on the analysis of real data sets using R and the author's add-on package mgcv. Each chapter includes exercises, for which complete solutions are provided in an appendix. Concise, comprehensive, and essentially self-contained, Generalized Additive Models: An Introduction with R prepares readers with the practical skills and the theoretical background needed to use and understand GAMs and to move on to other GAM-related methods and models, such as SS-ANOVA, P-splines, backfitting and Bayesian approaches to smoothing and additive modelling.