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: Â·The video game that saved Nintendo from bankruptcy Â·The serendipitous story of Pac-Man's design Â·The misstep that helped topple Atari's $2 billion-a-year empire Â·The coin shortage caused by Space Invaders Â·The fascinating reasons behind the rise, fall, and rebirth of Sega Â·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.
Here's a fun-filled trip back in time to the colorful arcades of the 1970s and '80s. More than 600 photos present the dot-munching PAC MAN, bomb-dropping SPACE INVADERS, and other favorites. Nostalgic baby boomers have made arcade video games one of the hottest collectibles around. This comprehensive reference presents photos of every popular video game manufactured, along with some long-forgotten machines and even some you've probably never heard of. You'll also find information about the manufacturers who produced these classic games, a section about video game collectibles, and information on how to locate your favorite games and start your own collection. With many never-before-published photographs, beginning collectors and long-time game enthusiasts alike are sure to enjoy this nostalgic and informative look at the world of arcade video games.
The bestseller returnsâcompletely 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, youâll 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.
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.
The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends
This book shows anyone who can read the easiest ways to troubleshoot and fix most arcade video game problems. It is written with steps to follow to get your game working again. You don't need any electronic training to be able to fix a video game. Just common sense and a little elbow grease. So if you have one sitting in your basement that doesn't work, get this book and you'll easily learn how to get it running again!
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!"
Video gaming: itâs a boyâs world, right? Thatâs what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industryâs craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade.
From the dawn of the golden age of video games with the launch of Atariâs Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores the development and implications of the âvideo gamerâ as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gamingâs first moral panic, generated by Exidyâs Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, in which gamers become brilliant, boyish heroes.
Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys.
A case study of this once emergent and now revived medium became the presumed enclave of boys and young men, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video gamesâand in the digital working world beyond.
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.Â 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.
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.
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
AudienceThis book assumes no prior programming knowledge. Â