Retrogame Archeology

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Author :
Publisher : Springer
ISBN 13 : 3319300040
Total Pages : 222 pages
Book Rating : 4.3/5 (193 download)

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Book Synopsis Retrogame Archeology by : John Aycock

Download or read book Retrogame Archeology written by John Aycock and published by Springer. This book was released on 2016-05-09 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Retrogame

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Author :
Publisher : iUniverse
ISBN 13 : 1663244405
Total Pages : 319 pages
Book Rating : 4.6/5 (632 download)

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Book Synopsis Retrogame by : Lee Martin

Download or read book Retrogame written by Lee Martin and published by iUniverse. This book was released on 2022-08-24 with total page 319 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tom Huxley, owner and CEO of a large accounting firm in the town of Jasmine, South Carolina, is on his way to the opening ceremony of the 1996 Atlanta Olympics when he is assaulted at a rest area near the Georgia border. His wife, Amanda, is notified by the Anderson County Sheriff that Tom was transported to a local hospital and currently in a coma. Within a matter of hours, she and her daughter Brie travel across the state to take up their vigil in the ICU waiting room, praying for him to awaken. The good news is that a day later he does regain consciousness; however, they then discover he has lost memory of the last twenty years of his life. While convalescing the following week in the hospital, he is horrified to find that he is a thirteen-year-old in a thirty-three-year-old man’s body. Even weeks later at home, both he and Amanda are trying to cope with the reality that a teenager in an adult body who doesn’t know his own family is incapable of being a husband and father. So how long will his amnesia last? Or is it actually real? And what was it Amanda found in Tom’s car that poses an even bigger threat to their marriage? Retrogame contains all the ingredients that excites readers...mystery, suspense, surprise, secrets, action, murder, romance, deception and on top of it all, betrayal. Be electrified all the way up to the surprise ending.

Raspberry Pi Blueprints

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1784395854
Total Pages : 284 pages
Book Rating : 4.7/5 (843 download)

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Book Synopsis Raspberry Pi Blueprints by : Dan Nixon

Download or read book Raspberry Pi Blueprints written by Dan Nixon and published by Packt Publishing Ltd. This book was released on 2015-03-25 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you have already undertaken some simple projects with the Raspberry Pi and are looking to enter the exciting work of hardware interaction, then this book is ideal for you.

The Sega Arcade Revolution

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Author :
Publisher : McFarland
ISBN 13 : 1476672253
Total Pages : 311 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis The Sega Arcade Revolution by : Ken Horowitz

Download or read book The Sega Arcade Revolution written by Ken Horowitz and published by McFarland. This book was released on 2018-06-22 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega's most popular and groundbreaking games are explored.

The Game Console 2.0

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Author :
Publisher : No Starch Press
ISBN 13 : 1718500610
Total Pages : 314 pages
Book Rating : 4.7/5 (185 download)

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Book Synopsis The Game Console 2.0 by : Evan Amos

Download or read book The Game Console 2.0 written by Evan Amos and published by No Starch Press. This book was released on 2021-09-08 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

RetroGameDev C64 Edition Volume 2

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Author :
Publisher :
ISBN 13 : 9780578850665
Total Pages : 152 pages
Book Rating : 4.8/5 (56 download)

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Book Synopsis RetroGameDev C64 Edition Volume 2 by : Derek Morris

Download or read book RetroGameDev C64 Edition Volume 2 written by Derek Morris and published by . This book was released on 2021-02-02 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: [Color version] Take your game development knowledge to the next level on the Commodore 64. Learn advanced development features such as debugging, raster interrupts, sprite multiplexing, and SID music playing. Follow along with the creation of a multi-screen beach bar game and experiment with the tools and code libraries used to create it. If you're ready to master the skills required to produce a production quality retro game, then you've come to the right place! Learn about: VS Code & Kick Assembler Debugging & Profiling Raster Interrupts Sprite Multiplexing SpritePad & CharPad SID Chip Music Playing Assembly Game Coding Multi-Screen Handling And much more... Downloads and discussion forum available at www.retrogamedev.com. Please note: The Kindle version is 'print replica' and will NOT work on eReaders. It will ONLY work on tablets, phones, Kindle Fires, Kindle Reading apps etc.

The 100 Greatest Console Video Games

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Author :
Publisher : Schiffer Publishing
ISBN 13 : 9780764346187
Total Pages : 0 pages
Book Rating : 4.3/5 (461 download)

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Book Synopsis The 100 Greatest Console Video Games by : Brett Weiss

Download or read book The 100 Greatest Console Video Games written by Brett Weiss and published by Schiffer Publishing. This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Here are the best of the early video games, shown in over 400 color photos and described in incredible detail in the entertaining and informative text. Each game's entry features production history, critical commentary, quotes from industry professionals, gameplay details, comparisons to other games, and more. This book celebrates the very best of the interactive entertainment industry's games from this highly crucial, fondly remembered decade. This pivotal period was marked by the introduction of the indispensable Atari 2600, Odyssey2, and Intellivision, the unleashing of the underrated Vectrex, the mind-blowing debut of the next-gen ColecoVision and Atari 5200, plus the rebirth of the industry through Nintendo's legendary juggernaut, the NES.

Classic Home Video Games, 1989Ð1990

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Author :
Publisher : McFarland
ISBN 13 : 0786492317
Total Pages : 344 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Classic Home Video Games, 1989Ð1990 by : Brett Weiss

Download or read book Classic Home Video Games, 1989Ð1990 written by Brett Weiss and published by McFarland. This book was released on 2012-03-08 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

A Compendium of Atari 2600 Games - Volume One

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Author :
Publisher : AG Books
ISBN 13 : 9781789821314
Total Pages : 168 pages
Book Rating : 4.8/5 (213 download)

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Book Synopsis A Compendium of Atari 2600 Games - Volume One by : Kieren Hawken

Download or read book A Compendium of Atari 2600 Games - Volume One written by Kieren Hawken and published by AG Books. This book was released on 2019-07-10 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Atari 2600 might not have been the first ever games console but it was certainly the first one to be successful and launched an entire industry in the process. Originally known as the Video Computer System, it went on to sell over thirty million units and still holds the record for being the longest officially supported console; the first game arrived in 1977 with the last being released in 1992, an incredible 15 years later. With such a long life, the 2600 spawned a huge catalogue of cartridges that includes many of the gaming world's greatest classics. This book takes you through the history of the much-loved platform, sampling a varied cross-section of games; featured titles include early releases, modern retro classics and even originally unreleased prototypes. Each entry features a screenshot, review and publishing information, along with the author's personal rating for the title. With ten entries for each letter of the alphabet, this is not supposed to be a list of the best or the worst games; neither is it a complete guide to all that's available. It is simply a meandering journey through some thirty years of home computing history, and will interest dedicated fans and casual readers alike. A Compendium of Atari 2600 Games is a celebration of the classic console, filled with nostalgic memories, new opinions, interesting stories and so much more

A History of Video Games in 64 Objects

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Author :
Publisher : HarperCollins
ISBN 13 : 0062838709
Total Pages : 589 pages
Book Rating : 4.0/5 (628 download)

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Book Synopsis A History of Video Games in 64 Objects by : World Video Game Hall of Fame

Download or read book A History of Video Games in 64 Objects written by World Video Game Hall of Fame and published by HarperCollins. This book was released on 2018-05-29 with total page 589 pages. Available in PDF, EPUB and Kindle. Book excerpt: Inspired by the groundbreaking A History of the World in 100 Objects, this book draws on the unique collections of The Strong museum in Rochester, New York, to chronicle the evolution of video games, from Pong to first-person shooters, told through the stories of dozens of objects essential to the field’s creation and development. Drawing on the World Video Game Hall of Fame’s unmatched collection of video game artifacts, this fascinating history offers an expansive look at the development of one of the most popular and influential activities of the modern world: video gaming. Sixty-four unique objects tell the story of the video game from inception to today. Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture. A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including: The first edition of Dungeons & Dragons—the ancestor of computer role-playing games The Oregon Trail and the development of educational gaming The Atari 2600 and the beginning of the console revolution A World of Warcraft server blade and massively multiplayer online games Minecraft—the backlash against the studio system The rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materials The prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplace And so much more! A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!

Supercade

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Author :
Publisher : National Geographic Books
ISBN 13 : 0262524201
Total Pages : 0 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Supercade by : Van Burnham

Download or read book Supercade written by Van Burnham and published by National Geographic Books. This book was released on 2003-10-24 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A gloriously illustrated history of the videogame and its legacy for both our mindscapes and video technology. It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon—more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems. From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the invention of the TV Game Project and the myriad systems of Magnavox, Atari, Coleco, and Mattel that followed; through the rise of the Golden Age of videogames and forward into the imagination of millions, Supercade is the first book to illustrate and document the history, legacy, and visual language of the videogame phenomenon. Exuberantly written and illustrated in full color, Supercade pays tribute to the technology, games, and visionaries of one of the most influential periods in the history of computer science—one that profoundly shaped the modern technological landscape and helped change the way people view entertainment. Supercade includes contributions from such commentators and particpants as Ralph Baer, Julian Dibbell, Keith Feinstein, Joe Fielder, Lauren Fielder, Justin Hall, Leonard Herman, Steven Johnson, Steven Kent, Nick Montfort, Bob Parks, Carl Steadman, and Tom Vanderbilt.

The Essential Guide to Flash Games

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Author :
Publisher : Apress
ISBN 13 : 1430226153
Total Pages : 655 pages
Book Rating : 4.4/5 (32 download)

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Book Synopsis The Essential Guide to Flash Games by : Jeff Fulton

Download or read book The Essential Guide to Flash Games written by Jeff Fulton and published by Apress. This book was released on 2010-04-28 with total page 655 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Essential Guide to Flash Games is a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games. The game projects covered start simple and increase in complexity as more and more tools are added to your tool chest. Ten full game projects are discussed in detail. Each solves a very different game development problem and builds on the knowledge gained from the previous project. Many advanced game development techniques are covered, including particle systems, advanced controls, artificial intelligence, blitting, scrolling, and more.

Retro Game Super Translation Selection

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781544202815
Total Pages : 114 pages
Book Rating : 4.2/5 (28 download)

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Book Synopsis Retro Game Super Translation Selection by : Hanenashi Error

Download or read book Retro Game Super Translation Selection written by Hanenashi Error and published by Createspace Independent Publishing Platform. This book was released on 2017-06-03 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presented by retro video game website Hardcore Gaming 101. Localization is a tricky business, especially due to the myriad of differences between both the English and Japanese languages and cultures. Retro Game Super Translation Selection examines 101 lines of dialogue from classic video games, compares how they were localized, and includes some explanation for the business or cultural reasons surrounding such changes. Originally authored by a professional video game translator, this is a localized version of a doujinshi released at the Game Legend retro game event in late 2016, and features a unique perspective rarely seen in the English speaking world! Also includes four columns by guest writers that compare English and Japanese onomatopoeia, examines different game titles between territories, explains the math behind retro games, and illustrates the many changes made to the Pok�mon Game Boy titles.Covered games include: Final Fantasy, Dragon Warrior / Dragon Quest, Super Mario World, Landstalker, Lunar: The Silver Star, Zero Wing, River City Ransom, Cybernator, Pok�mon, Lufia II, Shadowgate, Shadowrun, Maniac Mansion, Princess Tomato in the Salad Kingdom, and many more!NOTE: The paperback edition of this book is in black and white, but the Kindle version uses color images.

The Intersection of Animation, Video Games, and Music

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000871061
Total Pages : 239 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis The Intersection of Animation, Video Games, and Music by : Lisa Scoggin

Download or read book The Intersection of Animation, Video Games, and Music written by Lisa Scoggin and published by Taylor & Francis. This book was released on 2023-04-21 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly.

Sound Play

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Author :
Publisher : Oxford University Press
ISBN 13 : 0199970009
Total Pages : 272 pages
Book Rating : 4.1/5 (999 download)

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Book Synopsis Sound Play by : William Cheng

Download or read book Sound Play written by William Cheng and published by Oxford University Press. This book was released on 2014-03-05 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games open portals to fantastical worlds where imaginative play and enchantment prevail. These virtual settings afford us considerable freedom to act out with relative impunity. Or do they? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people's creative engagements with gaming's audio phenomena-from sonorous violence to synthesized operas, from democratic music-making to vocal sexual harassment. William Cheng shows how video games empower their designers, composers, players, critics, and scholars to tinker (often transgressively) with practices and discourses of music, noise, speech, and silence. Faced with collisions between utopian and alarmist stereotypes of video games, Sound Play synthesizes insights across musicology, sociology, anthropology, communications, literary theory, philosophy, and additional disciplines. With case studies spanning Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here. Foreword by Richard Leppert Video Games Live cover image printed with permission from Tommy Tallarico

Revolutionaries at Sony

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Author :
Publisher : McGraw-Hill Companies
ISBN 13 :
Total Pages : 264 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis Revolutionaries at Sony by : Reiji Asakura

Download or read book Revolutionaries at Sony written by Reiji Asakura and published by McGraw-Hill Companies. This book was released on 2000 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Fans and Videogames

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Author :
Publisher : Routledge
ISBN 13 : 1317191900
Total Pages : 242 pages
Book Rating : 4.3/5 (171 download)

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Book Synopsis Fans and Videogames by : Melanie Swalwell

Download or read book Fans and Videogames written by Melanie Swalwell and published by Routledge. This book was released on 2017-03-03 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: This anthology addresses videogames long history of fandom, and fans’ important role in game history and preservation. In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games through activities such as their collective work on: emulation, creating online archives and the forensic archaeology of code. This volume brings together essays that explore game fandom from diverse perspectives that examine the complex processes at work in the phenomenon of game fandom and its practices. Contributors aim to historicize game fandom, recognize fan contributions to game history, and critically assess the role of fans in ensuring that game culture endures through the development of archives.