The Golden Age of Video Games The Birth of a Multibillion Dollar Industry 1st Edition by Roberto Dillon – Ebook PDF Instant Download/Delivery: 1040053602, 9781040053607
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Product details:
ISBN 10: 1040053602
ISBN 13: 9781040053607
Author: Roberto Dillon
This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene.
The Golden Age of Video Games The Birth of a Multibillion Dollar Industry 1st Table of contents:
Part I: From research labs and academia to the birth and booming of a new industry
The Beginning
The First Commercial Game and the First Home Console
Atari, Pong, and the Jackals
Pong Goes Home
Home Consoles
Fairchild Channel F and RCA Studio II
The VCS Emerges amidst Big Changes at Atari
Easter Eggs and the Birth of Third-Party Software
Intellivision, ColecoVision, and the Others
Meanwhile, in Japan…
Computers Go Home Too!
Jack Tramiel and Commodore
Across the Pond: Sinclair
Games That Pushed Boundaries I
Breakout (1976, Atari)
Night Driver (1977, Atari)
Asteroids (1979, Atari)
Galaxian (1979, Namco)
Star Raiders (1979, Atari)
Zork (1979, Infocom)
Tail Gunner (1979, Cinematronics)
Defender (1980, Williams)
Flight Simulator (1980, SubLogic)
Ultima (1981, California Pacific Computer Company)
Pitfall! (1982, Activision)
Utopia (1982, Mattel)
Part II: The crash, home computers, and an extra life
1983: The Crash
Public Perception
Over-Saturation and Low-Quality Games
Transitioning to a New Generation
Home Computer Wars
Casualties
Computers, Computers, Computers
Atari 800XL
Commodore 64
ZX Spectrum
BBC Micro
Amstrad CPC
MSX
Apple II
And What about the IBM PC?
Atari and Commodore: from Here, Where?
Nintendo Gives Consoles an Extra Life: the NES, ROB, and Super Mario
New Competition: the Sega Master System
Games That Pushed Boundaries II
Football Manager (1982, Addictive Games)
Pole Position (1982, Atari)
Atic Atac (1983, Ultimate)
One on One (1983, Electronic Arts)
Dragon’s Lair (1983, Cinematronics)
Mario Bros. (1983, Nintendo)
M.U.L.E. (1983, Electronic Arts)
Impossible Mission (1983, Epyx)
Karate Champ (1984, Data East)
Lords of Midnight (1984, Beyond Software)
Seven Cities of Gold (1984, Electronic Arts)
Little Computer People (1985, Activision)
The Legend of Zelda (1986, Nintendo)
Metroid (1986, Nintendo)
Final Fantasy (1987, Square)
Maniac Mansion (1987, LucasFilm)
Part III: Sixteen-bit power, new generations, and the rise of the PC
The Beginning of a New Era
Atari ST
Commodore Amiga
New Generations with Some of the Same Old Problems
PC Engine/TurboGrafx-16
Mega Drive/Genesis
Super Nintendo Entertainment System
Neo-Geo
3DO Interactive Multiplayer
1991: Sony and Nintendo?
The PC Becomes Gaming Mature
Games That Pushed Boundaries III
Sid Meier’s Pirates! (1987, MicroProse)
Captain Blood (1988, ERE Informatique)
Snatcher (1988, Konami)
Prince of Persia (1989, Broderbund)
Kick Off (1989, Anco)
SimCity (1989, Maxis/Infogrames)
Populous (1989, Bullfrog/EA)
Lost Patrol (1990, Shadow Development/Ocean)
Civilization (1991, MicroProse)
Another World (1991, Delphine/U.S.Gold)
Lemmings (1991, DMA Design/Psygnosis)
Street Fighter II (1991, Capcom)
Neverwinter Nights (1991, Stormfront Studios / SSI)
Doom (1993, ID Software)
Epilogue
Game Over
Press Start to Continue
Appendix A
A Brief History of Handheld Devices
Appendix B
Collecting Classic Games Today
An Interview with Mike Kennedy
Bibliography
Photo Credits
Index
About the Author
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