Masters of Doom

How Two Guys Created an Empire and Transformed Pop Culture
Author: David Kushner
Publisher: Random House Trade Paperbacks
ISBN: 0812972155
Category: Biography & Autobiography
Page: 339
View: 4900

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Presents a dual biography of John Carmack and John Romero, the creators of the video games Doom and Quake, assessing the impact of their creation on American pop culture and revealing how their success eventually destroyed their relationship.

Masters of Doom

How Two Guys Created an Empire and Transformed Pop Culture
Author: David Kushner
Publisher: Random House Incorporated
ISBN: 0812972155
Category: Biography & Autobiography
Page: 339
View: 4800

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Presents a dual biography of John Carmack and John Romero, the creators of the video games Doom and Quake, assessing the impact of their creation on American pop culture and revealing how their success eventually destroyed their relationship.

Masters of Doom

How Two Guys Created an Empire and Transformed Pop Culture
Author: David Kushner
Publisher: Random House
ISBN: 9781588362896
Category: Biography & Autobiography
Page: 352
View: 8206

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“To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.” —Mark Leyner, author of I Smell Esther Williams Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. From the Hardcover edition.

Jonny Magic and the Card Shark Kids


Author: David Kushner
Publisher: Random House
ISBN: 1407089544
Category: Biography & Autobiography
Page: 240
View: 2331

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A magnet for bullies at school, Jon Finkel grew up heckled and hazed until he discovered the trading-card game Magic: The Gathering. As Magic exploded from nerdy obsession into the mainstream, the teenage Finkel emerged as its first world champion. The young shark - now known to his friends and rivals as Jonny Magic - moved on to storm poker rooms, from the underground clubs of New York City to high-stakes tables online, until he landed on the largest card counting blackjack team in the country, taking Vegas for millions and becoming one of the biggest players in town. Finally, they took on the biggest game of all - the World Series of Poker...

Jacked

The Outlaw Story of Grand Theft Auto
Author: David Kushner
Publisher: John Wiley & Sons
ISBN: 0470936371
Category: Games
Page: 298
View: 3300

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Offers a high-octane history of the Grand Theft Auto video game franchise, including its creation by a pair of British brothers, its evolution from one entry in the series to the next, the controversies surrounding it and much more.

Game Over

How Nintendo Conquered The World
Author: David Sheff
Publisher: Vintage
ISBN: 0307800741
Category: Business & Economics
Page: 288
View: 1715

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More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.

Where Wizards Stay Up Late

The Origins Of The Internet
Author: Matthew Lyon,Katie Hafner
Publisher: Simon and Schuster
ISBN: 0684872161
Category: Social Science
Page: 304
View: 2755

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Twenty five years ago, it didn't exist. Today, twenty million people worldwide are surfing the Net. Where Wizards Stay Up Late is the exciting story of the pioneers responsible for creating the most talked about, most influential, and most far-reaching communications breakthrough since the invention of the telephone. In the 1960's, when computers where regarded as mere giant calculators, J.C.R. Licklider at MIT saw them as the ultimate communications devices. With Defense Department funds, he and a band of visionary computer whizzes began work on a nationwide, interlocking network of computers. Taking readers behind the scenes, Where Wizards Stay Up Late captures the hard work, genius, and happy accidents of their daring, stunningly successful venture.

Significant Zero

Heroes, Villains, and the Fight for Art and Soul in Video Games
Author: Walt Williams
Publisher: Simon and Schuster
ISBN: 1501129953
Category: Biography & Autobiography
Page: 304
View: 4093

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"An award-winning videogame writer offers a rare behind-the-scenes look inside the gaming industry, and expands on how games are transformed from mere toys into meaningful, artistic experiences"--

Stay Awhile and Listen: Book I

How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire
Author: David L. Craddock
Publisher: Digital Monument Press, LLC
ISBN: 0988409909
Category: Computers
Page: 400
View: 5723

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Power-Up

How Japanese Video Games Gave the World an Extra Life
Author: Chris Kohler
Publisher: Courier Dover Publications
ISBN: 0486816427
Category: Games & Activities
Page: 336
View: 7422

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Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.

The Players Ball

A Genius, a Con Man, and the Secret History of the Internet's Rise
Author: David Kushner
Publisher: Simon & Schuster
ISBN: 9781501122149
Category: Business & Economics
Page: 272
View: 6507

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A Wild West look at the early days of the internet—the incredible battle between the founder of Match.com and the con man who swindled him out of the online domain name Sex.com in an all-out war for control over the fuel that still powers the online world to this day: love and lust. In 1994, visionary entrepreneur Gary Kremen used a $2,500 loan to create the first online dating service, Match.com. Despite only 5 percent of Americans using the internet at the time, Kremen insisted his invention would transform our lives. That wasn’t all he was accurately predicted. He also anticipated that internet addresses, or domain names, would be the bedrock of the dawning digital frontier, eventually gathering the same kind of value as real estate properties. So, while his friends thought he was crazy, he bought dozens up, including the domain Sex.com. Love and lust, he believed, would fuel this new world to new heights. But in 1995, as Kremen prepared to launch his next venture, he was shocked to learn that someone named Stephen Michael Cohen had stolen the rights to the Sex.com name and was making millions that Kremen had never seen. In The Players Ball, award-winning journalist David Kushner draws from years of research and interviews to vividly recreate the Wild West years online, when innovators and outlaws battled for power and money. He explores the risks, rewards, challenges, and back alleys of how the world online came to be and provides essential insights about where it’s heading. The Players Ball is the rollicking true story of a decade-long cat-and-mouse game between a genius and a con man that changed the way people connect, and defined the digital age.

Super Mario

How Nintendo Conquered America
Author: Jeff Ryan
Publisher: Penguin
ISBN: 9781101517635
Category: Business & Economics
Page: 320
View: 8373

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The story of Nintendo's rise and the beloved icon who made it possible. Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: *Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. *Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. *The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.

I Smell Esther Williams


Author: Mark Leyner
Publisher: Vintage
ISBN: 0307819604
Category: Fiction
Page: 208
View: 3875

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A community theater's production of Special Yearnings triggers a string of underground nuclear explosions from St. Louis to Worcester, Massachusetts. A man frantically swats at the blaze that his girlfriend has ignited in his trousers, while her family tries to figure out whether his agonized sign language means "Under the Volcano" or "No Time for Sergeants." Charo, Marianne Faithfull, and Napoleon's sister swap glittering witticisms and pornographic come-ons with languid aesthetes and unhinged suburbanites. Such scenarios are just par for the course in this gloriously disorienting volume by Mark Leyner, author of My Cousin, My Gastroenterologist and Et Tu, Babe, and a writer who plays the English language the way Jimi Hendrix played the guitar: at blinding speed, dangerous volume, and with a perfect mixture of lyricism and sheer menace.

Dungeons and Desktops

The History of Computer Role-Playing Games
Author: Matt Barton
Publisher: CRC Press
ISBN: 1439865248
Category: Computers
Page: 451
View: 4130

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Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. This genre includes classics such as Ultima and The Bard’s Tale as well as more modern games such as World of Warcraft and Guild Wars. Written in an engaging style for both the computer game enthusiast and the more casual computer game player, this book explores the history of the genre by telling the stories of the developers, games, and gamers who created it.

Console Wars

Sega Vs Nintendo - and the Battle that Defined a Generation
Author: Blake Harris
Publisher: Atlantic Books Ltd
ISBN: 1782395288
Category: Computers
Page: 300
View: 2059

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In 1990 Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about video games and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo. The battle was vicious, relentless and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan. Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.

Replay

The History of Video Games
Author: Tristan Donovan
Publisher: Yellow Ant Media Limited
ISBN: 9780956507204
Category: Computers
Page: 501
View: 2638

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A comprehensive overview of the evolution of video games covering topics such as, "Atari revolution;" "rise of cartridge-based consoles;" American video game industry; international video game industry; "Apple Mac;" "Nintendo Entertainment System;" Sega video games; PlayStation video games; and "girl gaming."

The Making of Doom 3


Author: Steven L. Kent
Publisher: McGraw-Hill Osborne Media
ISBN: N.A
Category: Games
Page: 192
View: 8237

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Meant for Doom fanatics. This book goes beyond the strategy guides and the magazines to bring fans an inside look at the creators, the art and music, the design, and the history of Doom.

Gamers at Work

Stories Behind the Games People Play
Author: Morgan Ramsay
Publisher: Apress
ISBN: 1430233524
Category: Computers
Page: 356
View: 6326

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"Gamers at Work is a critical resource for new and experienced business leaders—for anyone who feels unprepared for the demanding and seemingly insurmountable trials ahead of them." —Peter Molyneux OBE, founder, Lionhead Studios "Gamers at Work explores every imaginable subtlety of the video-game industry through the fascinating stories of those who took the risks and reaped the rewards." —Hal Halpin, president, Entertainment Consumers Association "This is the sort of book that can tear the most hardcore gamers away from their PCs, Macs, or consoles for a few hours of rewarding reading." —North County Times "Gamers at Work is truly an invaluable resource that's well worth adding to your personal library." —Wii Love It There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way. Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management. Gamers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business As an added bonus, check out Online Game Pioneers at Work, published in 2015, for even more incredible stories from leaders in the mobile space. Featured Entrepreneurs: Trip Hawkins, Electronic Arts (Madden NFL) Nolan Bushnell, Atari (Pong) Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization) Tony Goodman, Ensemble Studios (Age of Empires) Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II) Tim Cain, Troika Games (Arcanum, Vampire: the Masquerade—Bloodlines) Warren Spector, Junction Point Studios (Disney Epic Mickey) Doug & Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego) Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball) John Smedley, Verant Interactive (EverQuest, PlanetSide) Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry) Lorne Lanning, Oddworld Inhabitants (Oddworld) Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls) Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear) Christopher Weaver, Bethesda Softworks (The Elder Scrolls) Jason Rubin, Naughty Dog (Crash Bandicoot, Uncharted) Ted Price, Insomniac Games (Spyro, Resistance) Other books in the Apress At Work Series: Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7