The Golden Age of Video Games

This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment.

Author: Roberto Dillon

Publisher: CRC Press

ISBN: 9781439873243

Category: Computers

Page: 218

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This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene.
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Arcade Fever The Fan s Guide To The Golden Age Of Video Games

The perfect gift for anyone who spent their childhood in video arcades, Arcade Fever is a pop-culture nostalgia trip you won't want to miss! John Sellers writes for Entertainment Weekly, Premiere, TV Guide, and other national magazines.

Author: John Sellers

Publisher: Running Press

ISBN: 0762409371

Category: Games & Activities

Page: 160

View: 526

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Arcade Fever is a full-color illustrated history of video arcade games, with tributes to more than 50 classic games like Pong, Space Invaders, Pac Man, Q-Bert, Frogger, and TRON. Learn which game caused a yen shortage in Japan -- and which games inspired breakfast cereals, Saturday-morning cartoons, episodes of Seinfeld,and #1 pop-music singles. Meet the visionary musicians, writers, animators, cabinet artists, and other unsung heroes of the video game industry. The perfect gift for anyone who spent their childhood in video arcades, Arcade Fever is a pop-culture nostalgia trip you won't want to miss! John Sellers writes for Entertainment Weekly, Premiere, TV Guide, and other national magazines. He is also the author of Pop Culture Aptitude Test: Rad, 80s Version. He was the World Champion of Donkey Kong in 1983 and appeared on the television show "That's Incredible!"
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Retro Games

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.

Author: Marty Allen

Publisher: Dog n Bone

ISBN: 1911026623

Category: Computers

Page: 64

View: 451

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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?
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Hey Listen

Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good.

Author: Steve McNeil

Publisher: Hachette UK

ISBN: 9781472261342

Category: Games & Activities

Page: 288

View: 563

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For fans of Daniel Hardcastle's Fuck Yeah!, Videogames and Retro Tech by peter leigh. Equal parts hilarious and informative, Hey! Listen! should be in every gamer's library. - Lucy James, (Gamespot) An informative, accessible romp through the early years of the games industry. All hail Il pirata pallido; the gaming hero we never knew we needed. - Adam Rosser BBC Radio 5Live Steve McNeil is funny, knowledgeable, and a massive, shameless, nerd. His brilliant book reminded me just how much of my life I've wasted. If the Golden Age of Gaming is a horse, then Steve's book is the stable. - Paul Rose (aka Mr Biffo), Digitiser A thoroughly enjoyable look at the early days of video gaming - comprehensive and fun. Loved it! - Stuart Ashen (aka ashens) The 'A La Recherche du Temps Perdu' of the gaming community. The 'A La Recherche du Temps Pew-Pew-Pew', as it were. - Dara O'Briain If 'Games Master' was a Nobel title passed on through the ages like 'Duke of York' or 'Rear of the Year' rather than simply the name of a 90s magazine and TV show then Steve McNeil would surely be the current holder of the esteemed position. What I'm saying is, he knows a LOT about games... - Scroobius Pip Taking us on a historical journey from the very early days all the way through to the late 1990s the book tells the stories of the men and women behind some of the most wonderful (and occasionally awful) games of the golden age, the fierce rivalries, bizarre business practices and downright bonkers risks taken during the pioneering days of computer and video gaming. This informal yet extremely well-researched book manages to educate and entertain in equal measure and this - dare I say - well-informed retrohead actually learnt a good deal. A thoroughly enjoyable read! - Mark Howlett (aka Lord Arse) Hugely funny, and full of fantastic facts about the history of video games. But enough about me; Steve's book is also quite good. - Ellie Gibson, Eurogamer A hilarious history of the golden period of computer games from the creator of Dara O'Briain's Go 8 Bit. It is fair to say Steve McNeil likes video games. He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'. Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment. This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt? Joysticks at the ready. Let's do a gaming!
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Speccy Nation

Describes various classic computer games for the ZX Spectrum.

Author: Dan Whitehead

Publisher: Createspace Independent Pub

ISBN: 1479193925

Category: Games

Page: 124

View: 592

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A tribute to the ZX Spectrum and the golden age of British gaming from veteran games journalist Dan Whitehead. Witty write-ups on fifty classic games that helped define the ZX Spectrum.
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Arcade Games

Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online.

Author: Source Wikipedia

Publisher: Booksllc.Net

ISBN: 1230683305

Category:

Page: 192

View: 495

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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 191. Chapters: List of arcade video games, Arcade game, Golden age of arcade video games, Pretty Rhythm, DJMax Technika 3, Pac-Man, Marvel vs. Capcom (series), Tetris, Tatsunoko vs. Capcom: Ultimate All-Stars, Space Invaders, Dance Dance Revolution X2, DDRMAX2 Dance Dance Revolution 7thMix, Daigo Umehara, Dance Dance Revolution SuperNova, Mortal Kombat II, Donkey Kong (video game), Pump It Up, Street Fighter IV, Street Fighter II, Persona 4 Arena, Super Mario Bros., Dance Dance Revolution X3, Tekken Tag Tournament 2, Tehkan World Cup, Jubeat, Pong, Gals Panic, Wonder Boy in Monster Land, Dragon's Lair, Dance Dance Revolution SuperNova 2, DJMax Technika 2, Defender (video game). Excerpt: This is a list of arcade video games organized alphabetically by name. It does not include PC or console games unless they were also released in video arcades. See lists of video games for related lists. An arcade game is a coin-operated entertainment machine, usually installed in public businesses, such as restaurants, bars, and particularly amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games, and merchandisers (such as claw cranes). The golden age of arcade video games lasted from the late 1970s to the mid-1990s. While arcade games were still relatively popular during the late 1990s, the entertainment medium saw a continuous decline in popularity in the Western hemisphere when home-based video game consoles made the transition from 2D graphics to 3D graphics. Despite this, arcades remain popular in many parts of Asia as late as the early 2010s. The term "arcade game" is also, in recent times, used to refer to a video game that was designed to look like a classic arcade game (adopting an isometric view, 2D graphics, scores, lives, etc.) but instead released on platforms such as...
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You Can t Call It

"Really captures what is was like being a game programmer in the golden age of video games!" Scott Liberto, Planet Scott tv"I've really been enjoying this book. This is a stand out in other arcade game books because it's a memoir.

Author: Warren Davis

Publisher:

ISBN: 1715945255

Category:

Page:

View: 604

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In this memoir, Warren Davis recounts his years in the video arcade industry, from his first game, the ever-popular Q*bert, to his laserdisc game, Us Vs. Them, and through his time at Williams Electronics, where he created the video digitization system which allowed live actors to appear in games such as Mortal Kombat, NBA Jam, Terminator 2 and more. Filled with anecdotes you will not hear anywhere else and rare photos and documents from his personal collection, this is sure to be of interest to fans of these games or those curious about the golden age of videogame development."Really captures what is was like being a game programmer in the golden age of video games!" Scott Liberto, Planet Scott tv"I've really been enjoying this book. This is a stand out in other arcade game books because it's a memoir. Warren Davis gives us the good, the bad, and the insecure in a fascinating look through the high (and low) points in video game history. The book tracks his experiences through Gottlieb, Williams, Premiere, and Midway and pulls the curtain back on little known games and ones that never made it to market. Highly recommend!" Rob McDole, Arcade Game Essentials"Warren Davis was right there in the thick of it during the Golden Age of Arcades and his book gives a brilliant insight into those pioneering days. It's a fascinating tale, told with wit and humility, which combines his personal story with bigger developments in the emerging videogames industry. To hear about the creation of Q*bert is great but there's so much more to discover and enjoy in these pages!" Paul Drury, Retrogamer Magazine"Warren Davis' memoir is entertaining and nostalgic. Enjoy it with members of your family who are nerds about video game history, and who just enjoy discovering what goes on behind the scenes of digital game development." Mike Nappa, Popfam
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Classic Home Video Games 1972 1984

... the 8 - bit video game system that ushered in the silver age of gaming ( thus its
exclusion from this golden age volume ) . ... the NES made “ Nintendo ”
synonymous with “ video game ” ( at least until the proliferation of Sony ' s
PlayStation ) .

Author: Brett Weiss

Publisher: McFarland Publishing

ISBN: UOM:39015064990669

Category: Games & Activities

Page: 306

View: 770

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"This reference work provides a guide to popular video games of the 1970s and early 1980s. Each chapter includes a brief history and description of the game system, followed by a complete listing of video games released for that console. Glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work"--Provided by publisher.
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Arcade style Game Design

Several major design elements that we often take for granted in early coin-op videogames-including rule automation, real-time button play, and fiction as static theme-originated decades prior as innovations within the pinball industry.

Author: Christopher L. DeLeon

Publisher:

ISBN: OCLC:825107814

Category: Coin-operated machines

Page:

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Several major design elements that we often take for granted in early coin-op videogames-including rule automation, real-time button play, and fiction as static theme-originated decades prior as innovations within the pinball industry. These similarities occurred on account of a number of key personnel doing leading work in both industries, convergent evolution around the business model shared by both game forms, and an irreversible trend of coin-op games becoming more differentiated and having better contextualized objectives. Although echoes of these qualities exist in more modern videogames, the relatively pure combination of these traits in early coin-op games resulted in a type of game style unfamiliar, or even off-putting, to players whose gameplay experiences are limited primarily to newer games from the past two decades. Because the coin-op gameplay formula achieved high replay value with little content, and required only minimal instruction, aspects of it have been rediscovered within the modern casual games movement and indie mobile games. Patterns from the historical relationship between pinball and coin-op videogames can serve as a lens for gaining another perspective on more recent issues and trends in the game industry, from the inherent issues with motion control to the rapid industry-changing shift toward social games.
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Classic Video Games

Brian Eddy here traces the evolution of arcade video games, giving readers an inside look at the stratospheric rise-and transformation-of the industry.

Author: Brian R. Eddy

Publisher: Bloomsbury Publishing

ISBN: 9781782001003

Category: Antiques & Collectibles

Page: 56

View: 987

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In the early 1970s, video arcade games sprung to life in the form of Pong, Space Invaders, Asteroids, and Pac-Man, and if you were lucky enough to have an Atari system you could play Frogger or Galaga at home. By the 1980s, arcade and video games were entrenched as a pop culture phenomenon and were ubiquitous. But as quickly as the form took flight it began to change with the advent of hand-held games and more sophisticated home-gaming. Brian Eddy here traces the evolution of arcade video games, giving readers an inside look at the stratospheric rise-and transformation-of the industry.
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Classic Video Games

Brian Eddy, former executive director, producer, and programmer for Midway Games, traces the evolution of arcade video games in Classic Video Games, giving readers an inside look at the stratospheric rise--and collapse--of the industry.

Author: Brian R. Eddy

Publisher: Shire Publications

ISBN: 0747810427

Category: Games

Page: 56

View: 786

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In the early 1970s, video arcade games sprung to life with the advent of Pong and other coin-operated games. Within just a few short years, if you had a quarter, you could go to the video arcade and play Space Invaders, Asteroids, or Pac-Man. If you were lucky enough to have an Atari system hooked up to your television, you could play Frogger or Galaga at home. By the early 1980s, arcade and video games were entrenched as a pop culture phenomenon, with players spending hours in arcades racking up as many points as possible. Arcade games were everywhere: restaurants, bowling alleys, department stores, grocery stores--anywhere that could accommodate a three-foot by five-foot machine. But, just as soon as the phenomenon began, it morphed into something else with the advent of hand-held games and more sophisticated home-gaming systems. Brian Eddy, former executive director, producer, and programmer for Midway Games, traces the evolution of arcade video games in Classic Video Games, giving readers an inside look at the stratospheric rise--and collapse--of the industry. Readers will reminisce about their favorite games, such as Centipede, Ms. Pac-Man, Tron, and Star Wars as they relive the glory days of the classic video game rage of the 1970s and 1980s.
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The Japanification of Children s Popular Culture

Miyamoto's idea has become the foundation of post - golden - age game
development . In the current 3 - D era , the game / movie metaphor is so deeply
ingrained that the very language of cinema is pervasive in commentary about
video ...

Author: Mark I. West

Publisher: Rowman & Littlefield Publishers

ISBN: UOM:39015082763122

Category: Social Science

Page: 294

View: 335

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A variety of contributors discuss the impact of such Japanese cultural exports as anime, manga, and electronic/video games and explain why these forms of culture are so popular with many American children.
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Ready

What made it so special? This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane.

Author: Roberto Dillon

Publisher: Springer

ISBN: 9789812873415

Category: Computers

Page: 157

View: 829

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How did the Commodore 64 conquer the hearts of millions and become a platform people still actively develop for even today? What made it so special? This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane. It discusses in a concise but rigorous format the different areas of home gaming and personal computing where the C64 managed to innovate and push forward existing boundaries. Starting from Jack Tramiel's vision of designing computers "for the masses, not the classes," the book introduces the 6510, VIC-II and SID chips that made the C64 unique. It briefly discusses its Basic programming language and then proceeds to illustrate not only many of the games that are still so fondly remembered but also the first generation of game engines that made game development more approachable − among other topics that are often neglected but are necessary to provide a comprehensive overview of how far reaching theC64 influence was. Written in a straightforward and accessible style, readers will relive the dawn of modern technology and gain a better understanding of the legacy that was built, bit by bit, in those pioneering days by computers that had only a tiny fraction of the power modern machines have and, yet, were used to create the technological world we are now living in. With a foreword by Michael Tomczyk
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Little Book of Video Games

Today its popularity is at an all-time high. This fascinating book takes you through the history of computer games, from the golden age of arcade games in the late 1970s and 1980s to today's revolutionary gaming without controllers.

Author: Andrew O'Brien

Publisher: G2 Entertainment

ISBN: 1909217387

Category: Computers

Page: 128

View: 483

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Since the first patented invention in 1947, video gaming has become a key component of modern culture and of our social, creative and technological history. Today its popularity is at an all-time high. This fascinating book takes you through the history of computer games, from the golden age of arcade games in the late 1970s and 1980s to today's revolutionary gaming without controllers.
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Coin Operated Americans

A case study of this once emergent and now revived medium became the presumed enclave of boys and young men, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism ...

Author: Carly A. Kocurek

Publisher: U of Minnesota Press

ISBN: 9781452945217

Category: History

Page: 272

View: 927

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Video gaming: it’s a boy’s world, right? That’s what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry’s craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade. From the dawn of the golden age of video games with the launch of Atari’s Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores the development and implications of the “video gamer” as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming’s first moral panic, generated by Exidy’s Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, in which gamers become brilliant, boyish heroes. Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys. A case study of this once emergent and now revived medium became the presumed enclave of boys and young men, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games—and in the digital working world beyond.
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The Epic Evolution of Video Games

Audisee® eBooks with Audio combine professional narration and sentence highlighting to engage reluctant readers!

Author: Arie Kaplan

Publisher: Millbrook Press

ISBN: 9781512457919

Category: Juvenile Nonfiction

Page: 32

View: 229

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Audisee® eBooks with Audio combine professional narration and sentence highlighting to engage reluctant readers! Have you ever wondered what video games would be like if they never changed? The first games were little more than bouncing dots on a plain screen. Modern games include astonishing action, realistic environments, and epic story lines. Take a look at how video games have evolved over the years, and learn about the kinds of games we might be playing in the future.
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Before the Crash

Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age.

Author: Mark J. P. Wolf

Publisher: Wayne State University Press

ISBN: 0814337228

Category: Games

Page: 272

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Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age.
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Trouble in River City

Wireless , Interactive TV and Online Gaming : Market assessment and forecasts .
London : Screen Digest Ltd. Sellers , J. ( 2001 ) . Arcade Fever : The Fan's Guide
to the Golden Age of Video Games . Philadelphia : Running Press . Selnow ...

Author: Dmitri C. Williams

Publisher:

ISBN: UOM:39015058870687

Category:

Page:

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