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Book Once Upon Atari

    Book Details:
  • Author : Howard Scott Warshaw
  • Publisher :
  • Release : 2020-12-14
  • ISBN : 9780986218668
  • Pages : 328 pages

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.

Book Art Of Atari

    Book Details:
  • Author : Tim Lapetino
  • Publisher : Dynamite Entertainment
  • Release : 2016-10-26
  • ISBN : 1524101060
  • Pages : 352 pages

Download or read book Art Of Atari written by Tim Lapetino and published by Dynamite Entertainment. This book was released on 2016-10-26 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Atari is one of the most recognized names in the world. Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced!

Book Atari to Zelda

Download or read book Atari to Zelda written by Mia Consalvo and published by MIT Press. This book was released on 2016-04-08 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.

Book Racing the Beam

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 Breakout

    Book Details:
  • Author : Jamie Lendino
  • Publisher : Steel Gear Press
  • Release : 2023-08-17
  • ISBN : 195793204X
  • Pages : 349 pages

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 Disrupting the Game

Download or read book Disrupting the Game written by Reggie Fils-Aimé and published by HarperCollins Leadership. This book was released on 2022-05-03 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: WALL STREET JOURNAL BESTSELLER LESSONS FROM A BOSS-LEVEL DISRUPTOR AND GAMING LEGEND Reggie Fils-Aimé, retired President and Chief Operating Officer of Nintendo of America Inc., shares leadership lessons and inspiring stories from his unlikely rise to the top. Although he’s best known as Nintendo's iconic President of the Americas-immortalized for opening Nintendo’s 2004 E3 presentation with, “My name is Reggie, I'm about kicking ass, I'm about taking names, and we're about making games”-Reggie Fils-Aimé’s story is the ultimate gameplan for anyone looking to beat the odds and achieve success. Learn from Reggie how to leverage disruptive thinking to pinpoint the life choices that will make you truly happy, conquer negative perceptions from those who underestimate or outright dismiss you, and master the grit, perseverance, and resilience it takes to dominate in the business world and to reach your professional dreams. As close to sitting one-on-one with the gaming legend as it gets, you will learn: About the challenges Reggie faced throughout his life and career-from his humble childhood as the son of Haitian immigrants, to becoming one of the most powerful names in the history of the gaming industry. What it takes to reach the top of your own industry, including being brave enough to stand up for your ideas, while also being open to alternative paths to success. How to create vibrant and believable visions for your team and company. How to maintain relentless curiosity and know when to ask questions to shatter the status quo.

Book Zap

    Book Details:
  • Author : Scott Cohen
  • Publisher : McGraw-Hill Companies
  • Release : 1984
  • ISBN :
  • Pages : 200 pages

Download or read book Zap written by Scott Cohen and published by McGraw-Hill Companies. This book was released on 1984 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Game Console 2 0

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.

Book Atari Classics  Swordquest

Download or read book Atari Classics Swordquest written by Roy Thomas and published by Dynamite Entertainment. This book was released on 2017-09-13 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: For the first time ever, the classic Swordquest mini-comics created by comic book industry legends Roy Thomas, Gerry Conway, George Perez, and Dick Giordano (and originally packaged with the Atari cartridges of their namesake) are gloriously remastered and collected in a trade paperback for long-waiting fans to enjoy! Adventurous siblings Torr and Tarra set forth on a quest across four worlds to recover the Sword of Ultimate Sorcery...a prize that sets them one step closer to overthrowing King Tyrannus and his sinister ally, the wizard Konjuro.

Book Finding the Next Steve Jobs

Download or read book Finding the Next Steve Jobs written by Nolan Bushnell and published by Simon and Schuster. This book was released on 2014-09-23 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the legendary founder of Atari and Chuck E. Cheese’s and Steve Jobs’s first boss, the secrets to finding, hiring, keeping, and nurturing creative talent. The business world is changing faster than ever, and every day your company faces new complications and difficulties. The only way to resolve these issues is to have a staff of wildly creative people who live as much in the future as the present, who thrive on being different, and whose ideas will guarantee that your company will prosper when other companies fail. A celebrated visionary and iconoclast, Nolan Bushnell founded the groundbreaking gaming company Atari before he went on to found Chuck E. Cheese’s and two dozen other companies. He also happened to launch the career of the late Steve Jobs, along with those of many other bril­liant creatives over the course of his five decades in business. With refreshing candor, keen psychological insight, and robust humor, Bushnell explains in Finding the Next Steve Jobs how to think boldly and differently about companies and organizations—and spe­cifically the people who work within them. For anyone trying to turn a company into the next Atari or Apple, build a more creative workforce, or fashion a career in a changing world, this book will enlighten, challenge, surprise, and amuse.

Book VC

    VC

    Book Details:
  • Author : Tom Nicholas
  • Publisher : Harvard University Press
  • Release : 2019-06-03
  • ISBN : 0674988000
  • Pages : 401 pages

Download or read book VC written by Tom Nicholas and published by Harvard University Press. This book was released on 2019-06-03 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: From nineteenth-century whaling to a multitude of firms pursuing entrepreneurial finance today, venture finance reflects a deep-seated tradition in the deployment of risk capital in the United States. Tom Nicholas’s history of the venture capital industry offers a roller coaster ride through America’s ongoing pursuit of financial gain.

Book Making Games for the Atari 2600

Download or read book Making Games for the Atari 2600 written by Steven Hugg and published by Puzzling Plans LLC. This book was released on 2016-12-22 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Atari 2600 was released in 1977, and now there's finally a book about how to write games for it! You'll learn about the 6502 CPU, NTSC frames, scanlines, cycle counting, players, missiles, collisions, procedural generation, pseudo-3D, and more. While using the manual, take advantage of our Web-based IDE to write 6502 assembly code, and see your code run instantly in the browser. We'll cover the same programming tricks that master programmers used to make classic games. Create your own graphics and sound, and share your games with friends!

Book The Comic Book Story of Video Games

Download or read book The Comic Book Story of Video Games written by Jonathan Hennessey and published by Ten Speed Graphic. This book was released on 2017-10-03 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.

Book Classic Home Video Games  1989  1990

Download or read book Classic Home Video Games 1989 1990 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.

Book Service Games  The Rise and Fall of SEGA

Download or read book Service Games The Rise and Fall of SEGA written by Sam Pettus and published by . This book was released on 2013-12-20 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart. Funded on Kickstarter.

Book Ready Player One

    Book Details:
  • Author : Ernest Cline
  • Publisher : Ballantine Books
  • Release : 2011-08-16
  • ISBN : 0307887456
  • Pages : 386 pages

Download or read book Ready Player One written by Ernest Cline and published by Ballantine Books. This book was released on 2011-08-16 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: #1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9

Book The Ultimate History of Video Games  Volume 2

Download or read book The Ultimate History of Video Games Volume 2 written by Steven L. Kent and published by Crown. This book was released on 2021-08-24 with total page 592 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.