The Big Book of MSX Games
Author: Alessandro Scaccia
Publisher:
Published: 2020
Total Pages: 782
ISBN-13:
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Author: Alessandro Scaccia
Publisher:
Published: 2020
Total Pages: 782
ISBN-13:
DOWNLOAD EBOOKAuthor: Jim Gregory
Publisher: HarperCollins
Published: 1985-01-01
Total Pages: 190
ISBN-13: 9780003830835
DOWNLOAD EBOOKAuthor: Wim Dewijngaert
Publisher:
Published: 2018-11
Total Pages: 840
ISBN-13: 9781644673522
DOWNLOAD EBOOKIt's hard to imagine, but at the beginning of the eighties, the PC had yet to be invented. If you wanted to create software or play video games, you had to buy a machine called a 'home computer'. Unfortunately, each manufacturer released its own hardware, with its own (incompatible) software. Microsoft and ASCII Corporation Japan wanted to do something about this and invented a standard called MSX (which is short for Microsoft eXtended or Machines with Software eXchangeability - depending on who you ask). The specificationsdescribed a set of minimal software and hardware a machine should have in order to be considered MSX compatible. The ColecoVision, Sega SG-1000 video game system and the Spectravideo SV-318/328 were used as a source of inspiration. The first MSX compatible computer was officially released in 1983. Almost every well known electronics manufacturer jumped on the bandwagon and put its own machines on the market, including Sony, Philips, Yamaha, Pioneer and Sanyo, among many others. However, most companies stayed out of the USA, where the Commodore 64 was dominating at that time.The MSX spawned four generations: MSX, MSX2 (1985), MSX2+ (1988), and MSX turboR (1990). Each version of the MSX standard was downwards compatible with the previous one, but added a faster processor or better graphical capabilities. Using the MSX cartridge system, manufacturers could add modems, MIDI interfaces, touch tablets or sound cards. Several artists composed their music using an MSX at that time. A Sony MSX2 was used as a broadcast video workstation on board at the MIR space station. In total, about over 5 million MSX computers were sold in Japan alone. While not as much as the Commodore 64, this was far more than most other home computers available at that time. However, the MSX never became a worldwide standard, mainlybecause the machines arrived too late in an already saturated market. The MSX was one of the major platforms on which big Japanese game studios, such as Konami, released their games. Some of Konami's most popular titles debuted on the MSX, and its software is considered to be the highest quality available. In the current retro game business, Konami's MSX games are on many people's most wanted list. Rare cartridges, like the Word Processing Unit, are sold for more than $1,500, making the MSX one of the most valuable retro computers on eBay. This book provides an overview of all the hardware and software released by Konami on the MSX, including comparisons, screenshots, tips, tricks, facts and figures.
Author: Keith Martin
Publisher: Puffin HC
Published: 1989
Total Pages: 240
ISBN-13: 9780140328776
DOWNLOAD EBOOKAuthor:
Publisher:
Published: 1985
Total Pages: 265
ISBN-13: 9780745701783
DOWNLOAD EBOOKAuthor: Scholastic
Publisher: Scholastic Inc.
Published: 2022-09-20
Total Pages: 227
ISBN-13: 1338890476
DOWNLOAD EBOOKCheck out the ultimate annual video game guide from Scholastic AFK! Level Up 2023 is full of the latest information on the hottest games of the last year, how they were developed, and how to beat them. Get ready for another awesome year of gaming with this ultimate guide to all your favorite games, including a definitive list of the biggest games of the past year and hottest new ones coming in 2023! Level Up 2023 is the most comprehensive guide to all the best games, tech, and streamers, featuring a bunch of the year's greatest gaming moments.This complete guide is packed with secrets, stats, tips, and tricks for all your favorite games. All games featured in AFK's Level Up 2023 are rated T for Teen or younger -- perfect for young gamers.
Author: Tony Cruise
Publisher: Simon and Schuster
Published: 2024-07-30
Total Pages: 318
ISBN-13: 1638355509
DOWNLOAD EBOOKBuild your own retro games for the Nintendo Entertainment System. Do you have an amazing idea for a NES game you’ve been itching to turn into reality? Classic Game Programming on the NES will show you how. This all-practical beginner's guide is full of step-by-step guidance on everything from graphics and music, to enemy AI, to the 6502 Assembler language you need to get the most out of the NES. Inside Classic Game Programming on the NES you’ll learn how to: Use the 6502 Assembler language to create your own game Create and display tile and sprite graphics Play sound effects and music Program enemy AI Balance cycle times and memory usage Design and develop your own action game from scratch When you’re developing retro games, it’s dangerous to go alone—so take this essential guide! Classic Game Programming on the NES is an all-in-one handbook to the resources you need to start building for the NES. You’ll learn to understand modern emulators and discover the secrets of programming in ages past. Best of all, you won’t need any specialist experience! Even highly technical elements are broken down into step-by-step instructions, and fully illustrated with easy-to-follow diagrams. Foreword by Philip and Andrew Oliver. About the technology Nintendo Entertainment System (NES) games like Super Mario Bros and The Legend of Zelda shaped the video game industry and defined childhood for millions of gamers worldwide. Bring back the magic by creating your own NES games! All you need is this book and your imagination––no game dev experience or specialist programming skills required. About the book Classic Game Programming on the NES distills the scattered secrets of NES development into clear instructions for building your first games for the Nintendo Entertainment System. You’ll learn about the NES’s unique design, the surprisingly simple 6502 Assembly language, and more. As you go, you’ll create a simple space-based shoot-em-up that gives you a pattern you can follow to build anything you can dream up on your own. What's inside The tools of NES game development Create and display tile and sprite graphics Sound effects and music Program enemy AI About the reader No game programming experience required. About the author Tony Cruise is a legend in the field of retro games. In the 80’s he programmed games for 8-bit systems; now he creates resources for developers working with 8 and 16-bit systems. The technical editor on this book was Dan Weiss. Table of Contents 1 Let’s program games! 2 Getting set up 3 Starting 6502 Assembler 4 Math, loops, conditions, and bits 5 Starting somewhere 6 Starting a game 7 Move and shoot 8 Enemy movement 9 Collision detection 10 Keeping score 11 Player collisions and lives 12 More enemies 13 Animations and more 14 Sound effects 15 Music 16 Where to from here?
Author: DAVID. PLEASANCE
Publisher: Unicorn
Published: 2021-07
Total Pages:
ISBN-13: 9781913491659
DOWNLOAD EBOOKCommodore the Inside Story contains David's personal stories and experiences gathered from over a decade at the company in senior positions all over the globe. It also gather insights from other senior management and engineering employees, suppliers and fans of this former giant of home computing. Commodore the Inside Story exposes the naked truth of how mostly through gross mismanagement Commodore went from being a $1 Billion company into bankruptcy.Forward by Trevor Dickinson - Co Founder of A-EON Technology Ltd. Chapters from the Author David J. Pleasance and many significant Commodore employees, including Dave Haynie, RJ Mical, Gail Wellington, Beth Richard, Dr. Peter Kittel, Wim Meulders and many more.
Author: John Szczepaniak
Publisher: Createspace Independent Publishing Platform
Published: 2015-11-04
Total Pages: 0
ISBN-13: 9781518655319
DOWNLOAD EBOOKDetailed contents listing here: http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-2/ Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard.