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Book Project Arcade

    Book Details:
  • Author : John St. Clair
  • Publisher : John Wiley and Sons
  • Release : 2011-01-14
  • ISBN : 1118038835
  • Pages : 609 pages

Download or read book Project Arcade written by John St. Clair and published by John Wiley and Sons. This book was released on 2011-01-14 with total page 609 pages. Available in PDF, EPUB and Kindle. Book excerpt: The bestseller returns—completely updated to include the newest hardware, software, and techniques for building your own arcade Interest in classical arcade games remains on the rise, and with a little money, older computer hardware, and a little effort, you can relive your arcade experiences by building your own arcade machine. The hands-on guide begins with a description of the various types of projects that you can undertake. It then progresses to a review of the audio and video options that are available and looks at the selection of game software and cabinet artwork. Ultimately, you’ll learn essential troubleshooting tips and discover how to build arcade controllers and machines that you can enjoy at home with your PC. Serves as a soup-to-nuts guide for building your own arcade machine, from the sheets of wood to the finished product Addresses the variety of arcade controls, including joysticks, buttons, spinners, trackballs, flight yokes, and guns Explains how to interface arcade controls to a computer Shares troubleshooting tips as well as online resources for help and inspiration Project Arcade, Second Edition helps you recapture the enjoyment of your youth that was spent playing arcade games by walking you through the exciting endeavor of building your own full arcade machine.

Book The Arcades Project

    Book Details:
  • Author : Walter Benjamin
  • Publisher : Harvard University Press
  • Release : 1999
  • ISBN : 9780674043268
  • Pages : 1100 pages

Download or read book The Arcades Project written by Walter Benjamin and published by Harvard University Press. This book was released on 1999 with total page 1100 pages. Available in PDF, EPUB and Kindle. Book excerpt: Focusing on the arcades of 19th-century Paris--glass-roofed rows of shops that were early centers of consumerism--Benjamin presents a montage of quotations from, and reflections on, hundreds of published sources. 46 illustrations.

Book Program Arcade Games

Download or read book Program Arcade Games written by Paul Craven and published by Apress. This book was released on 2015-12-31 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn and use Python and PyGame to design and build cool arcade games. In Program Arcade Games: With Python and PyGame, Second Edition, Dr. Paul Vincent Craven teaches you how to create fun and simple quiz games; integrate and start using graphics; animate graphics; integrate and use game controllers; add sound and bit-mapped graphics; and build grid-based games. After reading and using this book, you'll be able to learn to program and build simple arcade game applications using one of today's most popular programming languages, Python. You can even deploy onto Steam and other Linux-based game systems as well as Android, one of today's most popular mobile and tablet platforms. You'll learn: How to create quiz games How to integrate and start using graphics How to animate graphics How to integrate and use game controllers How to add sound and bit-mapped graphics How to build grid-based games Audience“div>This book assumes no prior programming knowledge.

Book Make a 2D Arcade Game in a Weekend

Download or read book Make a 2D Arcade Game in a Weekend written by Jodessiah Sumpter and published by Apress. This book was released on 2015-12-21 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create and complete your first 2D arcade game in Unity. In this book you will learn to create an arcade classic brick breaker game from beginning to end. You will plan the game flow, add the graphics and create the game logic using the C# language, then build the UX to complete your game. By the time you have finished Make a 2D Arcade Game in a Weekend with Unity, you will have enough knowledge to tweak the game to create more levels or your own variant game rules, and you will have the confidence to go on and create your own 2D arcade games. You will also learn how to publish the game into mobile app stores. Unity is a powerful cross platform software tool that allows users to create 2D and 3D apps and games. Learning how to create an arcade classic game is a great way to learn the foundations of game design. While you do need to have a basic understanding of Unity to complete this project, advanced game building or advanced Unity experience is not required. Takes you through building a classic Atari style brick breaker game Provides you the basic knowledge for building games Teaches you how to script and design UI elements of the game

Book The Encyclopedia of Arcade Video Games

Download or read book The Encyclopedia of Arcade Video Games written by Bill Kurtz and published by Schiffer Pub Limited. This book was released on 2004 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: Arcade video games have become one of the hottest collectibles around and this book features over 600 photos of the machines that filled arcades during the 1970s and '80s. Includes information about the manufacturers who produced these classic games, a section about video game collectibles, and information on how to start your own collection. Beginning collectors and long-time game enthusiasts alike are sure to enjoy this nostalgic and informative look at the world of arcade video games.

Book Arcade and the Triple T Token

Download or read book Arcade and the Triple T Token written by Rashad Jennings and published by Zonderkidz. This book was released on 2019-01-29 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: Eleven-year-old Arcade Livingston has a problem. Several, actually! The Tolley twins are making Arcade’s move to a new city harder than it needs to be and bullying him into doing their homework. And then there’s the magical Triple T Token that keeps whisking him away on adventures across time and space. Arcade and the Triple T Token?is the first book in the humorous and imaginative Coin Slot Chronicles series by?New York Times?bestselling author, former NFL running back, and Dancing with the Stars champion Rashad Jennings. While at the library—Arcade’s favorite place to be—a mysterious old woman gives him a golden arcade token that grants him a unique gift. A gift that allows him to time travel between different places, including his own future. From sitting in the dugout with Babe Ruth to hanging on to the back of a bucking bull to performing life-saving surgery on a dog, Arcade has no shortage of adventure! Together with his older sister, Zoe, Arcade explores life’s biggest thrills and challenges, and the two also have a big mystery to solve. Who is the rightful owner of the incredible Triple T Token that leads to such astounding adventures? Written and designed for reluctant readers, with shorter chapters and illustrations throughout the book, Arcade and the Triple T Token teaches children ages 8 and up: How to deal with tough questions of “What do you want to be when you grow up?” and “Where will you go next?” How to accept oneself while facing tween/teen issues, peer pressure, and bullying About fitness, faith, and friendship If you enjoy?Arcade and the Triple T Token, check out the rest of the series:? Arcade and the Golden Travel Guide (Book 2) Arcade and the Fiery Metal Tester (Book 3) Arcade and the Dazzling Truth Detector (Book 4)

Book Game Programming Patterns

Download or read book Game Programming Patterns written by Robert Nystrom and published by Genever Benning. This book was released on 2014-11-03 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Book Game Development Essentials

Download or read book Game Development Essentials written by John Hight and published by Delmar Pub. This book was released on 2008 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Development Essentials is the only four-color text in the market that offers a comprehensive introduction on game project management in an informal and accessible style, while concentrating on both theory and practice. Game Development Essentials is the only four-color text in the market that offers a comprehensive introduction on game project management in an informal and accessible style, while concentrating on both theory and practice.

Book Designing Arcade Computer Game Graphics

Download or read book Designing Arcade Computer Game Graphics written by Ari Feldman and published by Wordware Publishing. This book was released on 2000-11 with total page 548 pages. Available in PDF, EPUB and Kindle. Book excerpt: This work focuses on how to create high-quality 2D graphic images and animations for arcade-based games, educational programs and multimedia applications. It also aims to provide insight into basic computer game design from the perspective of a graphic artist.

Book Artcade

    Book Details:
  • Author : Tim Nicholls
  • Publisher : Bitmap Books Limited
  • Release : 2016
  • ISBN : 9780993012976
  • Pages : 0 pages

Download or read book Artcade written by Tim Nicholls and published by Bitmap Books Limited. This book was released on 2016 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamers who cut their teeth in the arcades will love this trip down memory lane. Artcade is a unique collection of coin-op cabinet marquees, some dating back 40 years to the dawn of video gaming. Originally acquired by Tim Nicholls from a Hollywood props company, this archive of marquees - many of which had suffered damage over time - have now been scanned and digitally restored to their former glory. The full collection of classic arcade cabinet artwork is presented here for the first time in this stunning landscape hardback book, and accompanied by interviews with artists Larry Day and the late Python Anghelo. Relive your mis-spent youth with artwork from dozens of coin-ops including Asteroid, Battlezone, Street Fighter II, Out Run, Moon Patrol, Gyruss, Q*Bert, Bubble Bobble and many more. Each marquee takes up a full double-page spread in the book, and is faithfully recreated using beautiful lithographic printing on the highest quality paper. Tim has spent over a thousand hours assembling the high-resolution scans, restoring the images in Photoshop and color-correcting them back to their vibrant, as-new appearance. The results of all that hard work are now available as a lasting record of the amazing artwork that adorned the arcades during the golden era of coin-op video gaming.

Book Arcade Game Typography

    Book Details:
  • Author : Toshi Omigari
  • Publisher : National Geographic Books
  • Release : 2019-11-05
  • ISBN : 0500021740
  • Pages : 0 pages

Download or read book Arcade Game Typography written by Toshi Omigari and published by National Geographic Books. This book was released on 2019-11-05 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive survey of ’70s, ’80s, and early ’90s arcade video game pixel typography. Arcade Game Typography presents readers with a fascinating new world of typography: the pixel typeface. Video game designers of the ’70s, ’80s, and ’90s faced color and resolution limitations that stimulated incredible creativity. With each letter having to exist in a small pixel grid, artists began to use clever techniques to create elegant character sets within a tiny canvas. This book presents typefaces on a dynamic and decorative grid, taking reference from high-end type specimens while adding a suitably playful twist. Arcade Game Typography recreates that visual aesthetic, fizzing with life and color. Featuring pixel typefaces carefully selected from the first decades of arcade video games, Arcade Game Typography presents a completist survey of a previously undocumented outsider typography movement, accompanied by insightful commentary from author Toshi Omagari, a Monotype typeface designer himself. Gathering an eclectic range of typography, from hit games such as Super Sprint, Marble Madness, and Space Harrier to countless lesser-known gems, Arcade Game Typography is a vivid nostalgia trip for gamers, designers, and illustrators alike.

Book Before the Crash

    Book Details:
  • Author : Mark J. P. Wolf
  • Publisher : Wayne State University Press
  • Release : 2012-06-15
  • ISBN : 0814337228
  • Pages : 270 pages

Download or read book Before the Crash written by Mark J. P. Wolf and published by Wayne State University Press. This book was released on 2012-06-15 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age. Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games’ lack of availability or their perceived "primitiveness" when compared to contemporary video games. In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period—from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry. Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume.

Book Walter Benjamin and the Arcades Project

Download or read book Walter Benjamin and the Arcades Project written by Beatrice Hanssen and published by A&C Black. This book was released on 2006-07-27 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: One of the most significant cultural documents of the Weimar Republic and Nazi era, Walter Benjamin's unfinished Arcades Project has had a remarkable impact on present-day cultural theory, urban studies, cultural studies and literary interpretation. Originally designed as a panoramic study chronicling the rise and decline of the Parisian shopping arcades, Benjamin's work combines imaginative peregrinations through the changing city-scape of nineteenth-century Paris with passages that read like a blueprint for a new cultural theory of modernity. Walter Benjamin and the Arcades Project provides the first comprehensive introduction to this extraordinary work accessible to English-language readers. The diverse range of issues explored include the nature of collecting, the anatomy of melancholy, the flâneur, the physiognomy of ruins, the dialectical image, Benjamin's relation to Baudelaire, the practice of history-writing, and modernity and architecture. Contributors include Susan Buck-Morss, Stanley Cavell, Jonathan Culler, Brigid Doherty, Barbara Johnson, Esther Leslie, Gerhard Richter, Andrew Benjamin, Howard Caygill, Beatrice Hanssen, Detlef Mertins, Elissa Marder, Tyrus Miller, and Irving Wohlfarth

Book Marx at the Arcade

Download or read book Marx at the Arcade written by Jamie Woodcock and published by Haymarket Books. This book was released on 2019-06-18 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: More people are playing video games than ever before, and yet much of the work of their production remains obscured to us. Deploying a Marxist approach, Jamie Woodcock delves into the hidden abode of the gaming industry, unravelling the vast networks of artists, software developers, and factory and logistics workers whose material and immaterial labor flows into the products we consume on a gargantuan scale. Beyond this, the book analyzes the increasingly important role the gaming industry plays in contemporary capitalism, and the broader transformations of work and economy that it embodies. Woodcock also presents game-play itself not as a “deviant activity,” as it is often understood, but as a commentary of estrangement from contemporary forms of work. In so doing, it offers a fresh and much needed analysis of a sector which has for too long been neglected by scholars and labor activists alike.

Book The Dialectics of Seeing

Download or read book The Dialectics of Seeing written by Susan Buck-Morss and published by MIT Press. This book was released on 1991-07-01 with total page 512 pages. Available in PDF, EPUB and Kindle. Book excerpt: Walter Benjamin's magnum opus was a book he did not live to write. In The Dialectics of Seeing, Susan Buck-Morss offers an inventive reconstruction of the Passagen Werk, or Arcades Project, as it might have taken form. Working with Benjamin's vast files of citations and commentary which contain a myriad of historical details from the dawn of consumer culture, Buck-Morss makes visible the conceptual structure that gives these fragments philosophical coherence. She uses images throughout the book to demonstrate that Benjamin took the debris of mass culture seriously as the source of philosophical truth. The Paris Arcades that so fascinated Benjamin (as they did the Surrealists whose "materialist metaphysics" he admired) were the prototype, the 19th century "ur-form" of the modern shopping mall. Benjamin's dialectics of seeing demonstrate how to read these consumer dream houses and so many other material objects of the time—from air balloons to women's fashions, from Baudelaire's poetry to Grandville's cartoons—as anticipations of social utopia and, simultaneously, as clues for a radical political critique. Buck-Morss plots Benjamin's intellectual orientation on axes running east and west, north and south—Moscow Paris, Berlin-Naples—and shows how such thinking in coordinates can explain his understanding of "dialectics at a standstill." She argues for the continuing relevance of Benjamin's insights but then allows a set of "afterimages" to have the last word.

Book Virtual Cities

    Book Details:
  • Author : Konstantinos Dimopoulos
  • Publisher : Unbound Publishing
  • Release : 2020-11-12
  • ISBN : 1783528508
  • Pages : 257 pages

Download or read book Virtual Cities written by Konstantinos Dimopoulos and published by Unbound Publishing. This book was released on 2020-11-12 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.

Book The Arcades

    Book Details:
  • Author : Jens Hoffmann
  • Publisher : Jewish Museum New York
  • Release : 2017
  • ISBN : 9780300221992
  • Pages : 0 pages

Download or read book The Arcades written by Jens Hoffmann and published by Jewish Museum New York. This book was released on 2017 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Published in conjunction with an exhibition organized by the Jewish Museum, New York, March 17-August 6, 2017.