Beyond the Nintendo Masters
Title | Beyond the Nintendo Masters PDF eBook |
Author | Macmillan Publishing Company, Incorporated |
Publisher | Bobbs-Merrill Company |
Pages | |
Release | 1991-05-01 |
Genre | |
ISBN | 9780672485039 |
Beyond the Nintendo Masters
Title | Beyond the Nintendo Masters PDF eBook |
Author | Clayton Walnum |
Publisher | Prentice Hall |
Pages | 164 |
Release | 1990 |
Genre | Games & Activities |
ISBN | 9780672484834 |
Written for Nintendo experts, this book provides clues and winning solutions to thirty top Nintendo games. This text also offers strategies and practice tips to set record-breaking scores early and often. Complete with illustrations and game screen shots.
Tricks of the Nintendo Masters
Title | Tricks of the Nintendo Masters PDF eBook |
Author | Ed Tiley |
Publisher | Bobbs-Merrill Company |
Pages | 316 |
Release | 1990 |
Genre | Computers |
ISBN | 9780672484827 |
Offers valuable advice to Nintendo players of all skill levels to overcome the system's most difficult obstacles, providing winning strategies for a wide variety of games
Beyond Donkey Kong
Title | Beyond Donkey Kong PDF eBook |
Author | Ken Horowitz |
Publisher | McFarland |
Pages | 274 |
Release | 2020-07-30 |
Genre | Games & Activities |
ISBN | 1476641765 |
Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades.
Beyond the Code
Title | Beyond the Code PDF eBook |
Author | Noam Shemtov |
Publisher | Oxford University Press |
Pages | 289 |
Release | 2017-09-07 |
Genre | Law |
ISBN | 0191026174 |
Although the law on infringement is relatively straightforward in relation to the copying of literal and textual elements of software, it is the copying of non-literal and functional elements that poses complex and topical questions in the context of intellectual property (IP) protection. In many cases, it is these non-literal and functional elements that contain the real value of a software product. This book concerns the copying of non-literal and functional elements of software in both the United States and European Union, using a holistic approach to address the most topical questions facing experts concerned with legal protection of software products across a range of technological platforms. The book focuses on six distinct but interrelated areas: contract, copyright, patents, trade-dress, designs and trade secrets, discussing these areas separately and in relation to one another. The book discusses software as a multilayered functional product, setting the scene for other legal discussions by highlighting software's unique characteristics. It examines models for the provision of software, addressing licensing patterns and overall enforceability, as well as the statutory and judicial tools for regulating the use of such licences. It assesses the protection of non-literal and functional software elements under EU and US laws, focusing on internal architecture, interfaces, behavioural elements and GUIs.
The Video Games Textbook
Title | The Video Games Textbook PDF eBook |
Author | Brian J. Wardyga |
Publisher | CRC Press |
Pages | 751 |
Release | 2023-06-13 |
Genre | Computers |
ISBN | 1000868222 |
The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes
The Ultimate History of Video Games, Volume 1
Title | The Ultimate History of Video Games, Volume 1 PDF eBook |
Author | Steven L. Kent |
Publisher | Crown |
Pages | 625 |
Release | 2010-06-16 |
Genre | Social Science |
ISBN | 0307560872 |
The definitive behind-the-scenes history of the dawn of video games and their rise into a multibillion-dollar business “For industry insiders and game players alike, this book is a must-have.”—Mark Turmell, designer for Midway Games and creator of NBA Jam, NFL Blitz, and WrestleMania With all the whiz, bang, pop, and shimmer of a glowing arcade, volume 1 of 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. Starting in arcades then moving to televisions and handheld devices, the video game invasion has entranced kids and the young at heart for nearly fifty years. And gaming historian Steven L. Kent has been there to record the craze from the very beginning. The Ultimate History: Volume 1 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, Kent chronicles 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.