Vintage Games

Vintage Games

Author: Bill Loguidice

Publisher: Taylor & Francis

Published: 2012-08-21

Total Pages: 603

ISBN-13: 1136137572

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Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.


Terrible Old Games You've Probably Never Heard Of

Terrible Old Games You've Probably Never Heard Of

Author: Stuart Ashen

Publisher: Unbound Publishing

Published: 2015-12-03

Total Pages: 514

ISBN-13: 1783522577

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In Terrible Old Games You've Probably Never Heard Of, Stuart Ashen has created a collection of hilarious and damning reviews of some of the most bizarre, frustrating, pointless and downright terrible video games ever made. And he would know. . . he's played them all. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls. These are the most appalling games that ever leaked from the industry's tear ducts and have long since been (rightly) relegated to the dusty shelves of history. Welcome to a world of games you never knew existed. You will probably wish you still didn't.


Vintage Games 2.0

Vintage Games 2.0

Author: Matt Barton

Publisher: CRC Press

Published: 2019-05-08

Total Pages: 374

ISBN-13: 1000000923

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Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.


The Ultimate History of Video Games, Volume 2

The Ultimate History of Video Games, Volume 2

Author: Steven L. Kent

Publisher: Crown

Published: 2021-08-24

Total Pages: 592

ISBN-13: 1984825437

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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.


Classic Home Video Games, 1989-1990

Classic Home Video Games, 1989-1990

Author: Brett Weiss

Publisher: McFarland

Published: 2018-07-09

Total Pages: 345

ISBN-13: 0786492317

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The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. 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 historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.


Retro Games

Retro Games

Author: Marty Allen

Publisher: Dog n Bone

Published: 2018-11-13

Total Pages: 0

ISBN-13: 9781911026624

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Discover over 40 of the best-loved video games from the 80s and 90s and relive those awesome moments from your childhood. Discover over 40 of the best-loved video games from the 80s and 90s and relive those awesome moments from your childhood. Packed with creativity and charm, classic video games provide endless fun—one press of the power button and you’re instantly in pixelated paradise. But what are the ultimate games from this hallowed chapter in gaming history? Were you a Nintendo die-hard and Mario loyalist or seduced by Sonic and SEGA? Maybe you obsessed over GoldenEye or perhaps Tekken 3 on the Playstation was more your scene? Retro Games celebrates some of the most influential shoot-em-ups, platformers, role-players, and more that ripped up the rule book for what we believed video games were capable of. It’s a must read for anyone who has fallen in love with this golden age of gaming. How many have you completed?


The Legend of Argus: the Complete History of Rygar

The Legend of Argus: the Complete History of Rygar

Author: Justin Severson

Publisher:

Published: 2021-06

Total Pages:

ISBN-13: 9781736359303

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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.


1001 Video Games You Must Play Before You Die

1001 Video Games You Must Play Before You Die

Author: Tony Mott

Publisher: Hachette UK

Published: 2011-12-05

Total Pages: 1773

ISBN-13: 1844037150

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In fewer than fifty years videogames have become one of the most popular forms of entertainment, but which are the best games, the ones you must play? This action packed book presents the best videogames from around the world - from 80's classic Donkey Kong to Doom, Frogger and Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed. Video game expert Tony Mott presents 1001 of the best video games from around the world and on all formats, from primitive pioneering consoles like Atari's VCS to modern-day home entertainment platforms such as Sony's PlayStation 3. 1001 VIDEO GAMES defines arcade experiences that first turned video gaming into a worldwide phenomenon such as Space Invaders, Asteroids, and Pac-Man - games that made the likes of Atari, Sinclair and Commadore household names. It also includes the games that have taken the console era by storm from Nintendo Wii to Sony Playstation and beyond - games of the modern era that have become cultural reference points in their own right including multi-million selling series such as Halo, Grand Theft Auto and Resident Evil. For aficionados this is a keepsake - charting the highlights of the past fifty years giving them key information for games they must play. For those just discovering the appeal of gaming this extensive volume will provide everything they need to ensure they don't miss out on the games that revolutionized this overwhelmingly popular medium.


Retrogame Archeology

Retrogame Archeology

Author: John Aycock

Publisher: Springer

Published: 2016-05-09

Total Pages: 234

ISBN-13: 3319300040

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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 Nostalgia Nerd's Retro Tech

The Nostalgia Nerd's Retro Tech

Author: Peter Leigh

Publisher: Ilex Press

Published: 2018-11-06

Total Pages: 0

ISBN-13: 9781781575703

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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