Read Books Online and Download eBooks, EPub, PDF, Mobi, Kindle, Text Full Free.
Racing The Beam
Download Racing The Beam full books in PDF, epub, and Kindle. Read online Racing The Beam ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Download or read book Racing the Beam written by Nick Montfort and published by MIT Press. This book was released on 2009-01-09 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.
Download or read book Racing the Beam written by Nick Montfort and published by MIT Press. This book was released on 2020-02-25 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.
Book Synopsis On a Beam of Light by : Jennifer Berne
Download or read book On a Beam of Light written by Jennifer Berne and published by Chronicle Books. This book was released on 2013-04-23 with total page 58 pages. Available in PDF, EPUB and Kindle. Book excerpt: A boy rides a bicycle down a dusty road. But in his mind, he envisions himself traveling at a speed beyond imagining, on a beam of light. This brilliant mind will one day offer up some of the most revolutionary ideas ever conceived. From a boy endlessly fascinated by the wonders around him, Albert Einstein ultimately grows into a man of genius recognized the world over for profoundly illuminating our understanding of the universe. Jennifer Berne and Vladimir Radunsky invite the reader to travel along with Einstein on a journey full of curiosity, laughter, and scientific discovery. Parents and children alike will appreciate this moving story of the powerful difference imagination can make in any life.
Download or read book I Am Error written by Nathan Altice and published by MIT Press. This book was released on 2017-09-08 with total page 439 pages. Available in PDF, EPUB and Kindle. Book excerpt: The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
Book Synopsis 10 PRINT CHR$(205.5+RND(1)); : GOTO 10 by : Nick Montfort
Download or read book 10 PRINT CHR$(205.5+RND(1)); : GOTO 10 written by Nick Montfort and published by MIT Press. This book was released on 2012-11-23 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
Book Synopsis Twisty Little Passages by : Nick Montfort
Download or read book Twisty Little Passages written by Nick Montfort and published by MIT Press. This book was released on 2005-02-11 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.
Book Synopsis Once Upon Atari by : Howard Scott Warshaw
Download or read book Once Upon Atari written by Howard Scott Warshaw and published by . This book was released on 2020-12-14 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: ONCE UPON ATARI is an intimate view into the dramatic rise and fall of the early video game industry, and how it shaped the life of one of its key players. This book offers eye-opening details and insights, delivered in a creative style that mirrors the industry it reveals. An innovative work from one of the industry's original innovators.This is a detailed look behind the scenes of the early days of video games, with particular attention to the causative factors leading up to the video game crash of the early 1980s. It is also the journey of one industry pioneer, and how his experience creating some of the world's most noted pieces of interactive entertainment reverberates throughout his life. It is a compelling and dramatic tale of innocence, greed, exuberance, hubris, joy, devastation and ultimately redemption, told in a fresh voice and an unorthodox style.
Download or read book Beam written by Jeff Hecht and published by Oxford University Press on Demand. This book was released on 2005-03-10 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: Prologue: May 16, 1960, Malibu, California. 1. The Laser Race. 2. Microwaves Are the First Step. 3. Leaping a Few Orders of Magnitude: The Optical Maser. 4. The Outsider's Invention: The Laser. 5. Bell Labs Takes the Early Lead. 6. Stimulating the Emission of Money. 7. A Spreading Interest in the Laser Idea. 8. A Pause to Compare Notes. 9. A Dark Horse Joins the Race. 10. "Everybody knew it was going to happen within months"--Bell Labs Feels Safely in the Lead. 11. A Crash Program at "Pipsqueak Inc.". 12. The Siren Call of the Laser. 13. The Critical Question of Efficiency.
Download or read book Breakout written by Jamie Lendino and published by Steel Gear Press. This book was released on 2023-08-17 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: Atari 8-bit computers are the first machines that truly bridged the divide between video game players and home computer enthusiasts. The Atari 400 and 800 signaled the start of a new era in computing. Breakout: How Atari 8-Bit Computers Defined a Generation is the first book to cover what made Atari's groundbreaking computer line great: its excellent graphics and sound, flexible programming environment, and wide support from the burgeoning home computer community. For those of us coming of gaming age in the 80s, Atari games were simply amazing—and you'll find out what made these titles so much fun to play. Breakout also explores the Atari 8-bit platform as it stands today, with a robust enthusiast and modding community, the increasing value of Atari computers and peripherals, and how to get started with one now or get your old one running again. With fully revised and updated sections on emulation, mods, and add-ons, plus new community sites, podcasts, and detailed write-ups of 170 Atari 8-bit games (60 more than before), this second edition of Breakout is a must-buy for every vintage computer or gaming enthusiast.
Book Synopsis Race for the Escape by : Christopher Edge
Download or read book Race for the Escape written by Christopher Edge and published by Delacorte Press. This book was released on 2022-07-05 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt: Five kids. One ultimate escape room. Can they solve it--or will they die trying? From the award-winning author of The Many World of Albie Bright comes a brand-new adventure that will having you racing to finish. When Ami Oswald arrives at The Escape--a new, supposedly impossible-to-beat escape room--all she wants it an evening of adventure for her birthday. She deserves it, after all her hard work. But as soon as the game starts, Ami and her four teammates realize they may have gotten more than they bargained for. Now, the only way Ami and her friends can get out is by solving the mysterious riddle the Escape's Host has given them: Find the Answer, save the world. But the Answer could be anywhere, and in this game, a single mistake could be deadly. Because, as Ami quickly finds out, the danger in these rooms is very, very real. Join Ami and the rest of the Five Mind as they face ancient Mayan warriors, a sinister library, and even prehistoric beasts in their quest to find the Answer and save the world, before it's too late. Can you escape the Escape? The world is betting on your success...
Book Synopsis Codename Revolution by : Steven E. Jones
Download or read book Codename Revolution written by Steven E. Jones and published by MIT Press. This book was released on 2024-12-17 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: Nintendo's hugely popular and influential video game console system considered as technological device and social phenomenon. The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or “Wiimote”) play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii's impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo's distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii's revolution in mimetic interface gaming—which eventually led to the release of Sony's Move and Microsoft's Kinect—to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture.
Book Synopsis The LEGO MINDSTORMS EV3 Discovery Book by : Laurens Valk
Download or read book The LEGO MINDSTORMS EV3 Discovery Book written by Laurens Valk and published by No Starch Press. This book was released on 2014-06-14 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: LEGO MINDSTORMS has changed the way we think about robotics by making it possible for anyone to build real, working robots. The latest MINDSTORMS set, EV3, is more powerful than ever, and The LEGO MINDSTORMS EV3 Discovery Book is the complete, beginner-friendly guide you need to get started. Begin with the basics as you build and program a simple robot to experiment with motors, sensors, and EV3 programming. Then you’ll move on to a series of increasingly sophisticated robots that will show you how to work with advanced programming techniques like data wires, variables, and custom-made programming blocks. You’ll also learn essential building techniques like how to use beams, gears, and connector blocks effectively in your own designs. Master the possibilities of the EV3 set as you build and program: –The EXPLOR3R, a wheeled vehicle that uses sensors to navigate around a room and follow lines –The FORMULA EV3 RACE CAR, a streamlined remote-controlled race car –ANTY, a six-legged walking creature that adapts its behavior to its surroundings –SK3TCHBOT, a robot that lets you play games on the EV3 screen –The SNATCH3R, a robotic arm that can autonomously find, grab, lift, and move the infrared beacon –LAVA R3X, a humanoid robot that walks and talks More than 150 building and programming challenges throughout encourage you to think creatively and apply what you’ve learned to invent your own robots. With The LEGO MINDSTORMS EV3 Discovery Book as your guide, you’ll be building your own out-of-this-world creations in no time! Requirements: One LEGO MINDSTORMS EV3 set (LEGO SET #31313)
Book Synopsis How to Do Things with Videogames by : Ian Bogost
Download or read book How to Do Things with Videogames written by Ian Bogost and published by U of Minnesota Press. This book was released on 2011-08-05 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
Download or read book Newsgames written by Ian Bogost and published by MIT Press. This book was released on 2012-09-21 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution.
Book Synopsis The Meaning of Video Games by : Steven E. Jones
Download or read book The Meaning of Video Games written by Steven E. Jones and published by Routledge. This book was released on 2008-04-11 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.
Book Synopsis Software Studies by : Matthew Fuller
Download or read book Software Studies written by Matthew Fuller and published by MIT Press. This book was released on 2008 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of short expository, critical and speculative texts offers a field guide to the cultural, political, social and aesthetic impact of software. Experts from a range of disciplines each take a key topic in software and the understanding of software, such as algorithms and logical structures.
Book Synopsis North U Match Racing Playbook by : Dave Perry
Download or read book North U Match Racing Playbook written by Dave Perry and published by . This book was released on 2011-07 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: