The Encyclopedia of Arcade Video Games


Author: Bill Kurtz
Publisher: Schiffer Pub Limited
ISBN: 9780764319259
Category: Games
Page: 238
View: 2031

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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.

Arcade Fever

The Fan's Guide to the Golden Age of Video Games
Author: John Sellers
Publisher: Running PressBook Pub
ISBN: 9780762409372
Category: Games
Page: 159
View: 808

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Arcade Fever is a full-color illustrated history of video arcade games, with tributes to more than 50 classic games like Pong, Space Invaders, Pac Man, Q-Bert, Frogger, and TRON. Learn which game caused a yen shortage in Japan -- and which games inspired breakfast cereals, Saturday-morning cartoons, episodes of Seinfeld, and #1 pop-music singles. Meet the visionary musicians, writers, animators, cabinet artists, and other unsung heroes of the video game industry. The perfect gift for anyone who spent their childhood in video arcades, Arcade Fever is a pop-culture nostalgia trip you won't want to miss! John Sellers writes for Entertainment Weekly, Premiere, TV Guide, and other national magazines. He is also the author of Pop Culture Aptitude Test: Rad, 80s Version. He was the World Champion of Donkey Kong in 1983 and appeared on the television show "That's Incredible!"

Collecting Classic Video Games


Author: Billy Galaxy
Publisher: Schiffer Pub Limited
ISBN: 9780764314568
Category: Games
Page: 144
View: 994

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In over 1000 color photographs, video games made in the 1970s and 1980s for the Atari, Colecovision, and Intellivision systems are displayed, ranging from Asteroids to Zaxxon, including Donkey Kong and Pac-Man. Games from less familiar systems such as Bally's Astrocade and Magnavox's Odyssey are featured as well. Also included are examples of each game system, current market values, and much more.

Encyclopedia of Video Games: A-L


Author: Mark J. P. Wolf
Publisher: ABC-CLIO
ISBN: 031337936X
Category: Social Science
Page: 763
View: 4603

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This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. * More than 300 A–Z cross-referenced and integrated entries, from Atari to Zelda * Dozens of screenshots and photographs * A "Further Reading" bibliography section is included with many entries

Arcade Treasures

With Price Guide
Author: Bill Kurtz
Publisher: Schiffer Pub Limited
ISBN: 9780887406195
Category: Antiques & Collectibles
Page: 176
View: 9170

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The greatest games ever to hit the penny arcade scene-the earliest strength testers and fortune tellers, wild pinball games from mid-century, and modern electronic video games. Also discusses novelty products, game trends, and a history of significant manufacturers and designers.

Science Fiction Video Games


Author: Neal Roger Tringham
Publisher: CRC Press
ISBN: 148220388X
Category: Computers
Page: 536
View: 3979

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Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).

The Encyclopedia of Game.machines

Consoles, Handhelds & Home Computers ; 1972 - 2005
Author: Winnie Forster
Publisher: Variant Press
ISBN: 9783000153594
Category: Computers
Page: 224
View: 4833

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From Atari to Sega, from Apple to Nintendo DS, this full colour book takes not a regional, or European, but a global view on 33 years of onscreen fun and interaction and presents hardware from Japan, USA, UK, France, Germany and Korea, along with classic software in its authentic, pixellated glory. Including over 600 pictures, exclusively shot for Game.Machines, the book contains extensive indices, as well as 20 pages of technical data and explanations. This greatly enhanced and revised edition provides a time journey across the video game era: from the 4-bit beginnings to the broadband future. More than 400 dream machines and million sellers, bizarre slip-ups and exotic variants are profiled in full colour chapters with extensive appendixes.

Artcade

The Book of Classic Arcade Game Artwork
Author: Tim Nicholls,Sam Dyer
Publisher: Bitmap Books Limited
ISBN: 9780993012976
Category: Art
Page: 324
View: 7287

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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.

Pac-Man*r Collectibles


Author: Deborah Palicia
Publisher: Schiffer Pub Limited
ISBN: 9780764315541
Category: Games
Page: 160
View: 8860

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From its introduction in 1980, Pac-Man has been the favorite of millions of video gamesters. In the wake of its popularity has come a stream of Pac-Man products that were gobbled up by its fans. Here are many of the products shown in 415 color photographs with complete descriptions and prices, and covering everything from the games themselves to plush Pac-Man figures, from magazines and puzzles to videos and animation cels.

The Official Price Guide to Classic Video Games

Console, Arcade, and Handheld Games
Author: David Ellis
Publisher: N.A
ISBN: 9780375720383
Category: Antiques & Collectibles
Page: 469
View: 3627

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From console and arcade games to handheld video games, this comprehensive sourcebook and price guide lists prices for the video games of the 1970s and 1980s and game systems of the 1990s as well as information on how to restore games to their original condition and make repairs.

The Comic Book Story of Video Games

The Incredible History of the Electronic Gaming Revolution
Author: Jonathan Hennessey
Publisher: Ten Speed Press
ISBN: 0399578919
Category: Comics & Graphic Novels
Page: 192
View: 934

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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.

Pinball Snapshots

Air Aces to Xenon
Author: Marco Rossignoli,Graham McGuiness
Publisher: Schiffer Pub Limited
ISBN: 9780764321092
Category: Antiques & Collectibles
Page: 272
View: 2585

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Fifty vintage and contemporary pinballs are showcased, each with its own chapter outlining special features, historical information, game trivia, game rules, collectibility, graphic images, and current value. Over 600 full color photographs provide a complete visual of each game. Whole machine shots, close-ups, and ball's-eye-view images put enthusiasts right into the action. A must for pinball collectors, graphic artists, historians, and devotees of coin operated amusement games.

High Score!

The Illustrated History of Electronic Games
Author: Rusel DeMaria
Publisher: McGraw-Hill Osborne Media
ISBN: 0072231726
Category: Games
Page: 392
View: 5429

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Explores the history of video and computer games and discusses the changes they have made in both the business world and popular culture.

Game Over

How Nintendo Conquered The World
Author: David Sheff
Publisher: Vintage
ISBN: 0307800741
Category: Business & Economics
Page: 288
View: 9525

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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.

Capcom 30th Anniversary Character Encyclopedia


Author: BradyGames,Casey Loe
Publisher: Brady
ISBN: 9781465414588
Category: Games
Page: 207
View: 4920

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Celebrate 30 wonderful years with some of the most famous characters in the history of video games. Featuring more than 200 Capcom characters from Ada Wong to Zero.

Arcade Mania!

The Turbo-charged World of Japan's Game Centers
Author: Brian Ashcraft,Jean Snow
Publisher: Kodansha Amer Incorporated
ISBN: N.A
Category: Games & Activities
Page: 190
View: 6256

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Home of Sega, Nintendo and Sony, Japan has a unique and powerful presence in the world of video games. This book introduces overseas readers to the world of the Japanese gemu senta. It deals with a different kind of game, starting with the UFO catchers and print club machines at the entrance and continuing through rhythm games and fighting games. Home of Sega, Nintendo and Sony, Japan has a unique and powerful presence in the world of video games. Another thing that makes Japan unique in the gaming world is the prevalence of game arcades - there are 9,500 'game centres'

Classic Home Video Games, 1985–1988

A Complete Reference Guide
Author: Brett Weiss
Publisher: McFarland
ISBN: 1476601410
Category: Games & Activities
Page: 287
View: 1329

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A follow up to 2007’s Classic Home Video Games, 1972–1984, this reference work provides detailed descriptions and reviews of every U.S.–released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. 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 publisher/developer data, release year, gameplay information, and, typically, the author’s critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.

Pinball Memories

Forty Years of Fun, 1958-1998
Author: Marco Rossignoli
Publisher: Schiffer Pub Limited
ISBN: 9780764316876
Category: Games
Page: 272
View: 9995

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Pinball games have long been regarded as the twentieth century's ultimate coin operated amusement, touching the lives of generations of players in numerous cultures. This visual chronicle, with examples from the game's beginnings to the present day, focuses in particular on the years from 1958 to 1998. It showcases fifty fascinating pinball games, each with its own chapter outlining the special features. Covered in detail are cultural influences, design and artistic trends, historical connections, collectibility, values, and unique game rules. Over 800 full color photographs display whole machine shots, close-ups of backglasses and playfields, and ball's-eye-view images. They put the pinball enthusiast right into the action! This beautiful book is an essential reference for the libraries of pinball collectors and aficionados everywhere.

The Ultimate History of Video Games

from Pong to Pokemon and beyond...the story behind the craze that touched our li ves and changed the world
Author: Steven L. Kent
Publisher: Three Rivers Press
ISBN: 9780307560872
Category: Social Science
Page: 624
View: 4300

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Inside the Games You Grew Up with but Never Forgot With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning. This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover: ·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire ·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick. From the Trade Paperback edition.

Atari Age

The Emergence of Video Games in America
Author: Michael Z. Newman
Publisher: MIT Press
ISBN: 0262035715
Category: Games & Activities
Page: 264
View: 1156

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The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful) Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.