Classic 80s Home Video Games

Classic 80s Home Video Games
Title Classic 80s Home Video Games PDF eBook
Author Robert P. Wicker
Publisher
Pages 0
Release 2007-12
Genre Nineteen eighties
ISBN 9781574325737

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The early 80s was a pioneering time for home video games. Consoles from Atari, Mattel, Coleco, and others dominated many American living rooms. This guide takes an in-depth look at the classic consoles, games, accessories, and related merchandise manufactured between the introduction of the Atari VCS in 1977 and the great video game crash of 1984. The great consoles from Atari--the 2600 VCS, 5200 SuperSystem, and 7800 ProSystem are all covered in depth, as well as the amazing Coleco Vision, Intellivision, Odyssey-2-, and Vectrex gaming systems. More than 2,000 full-color photographs complement detailed listings for loose and boxed items. Consoles, cartridges, manuals, accessories, and related merchandise are listed and priced in an easy-to-use, checklist format. Products are listed by console and manufacturer for easy reference. See Donkey Kong, Frogger, Asteroids, Centipede, Pac-Man, and many other famous stars from the 1980s systems in this must-have title on classic video games. 2008 values.

Classic Home Video Games, 1989-1990

Classic Home Video Games, 1989-1990
Title Classic Home Video Games, 1989-1990 PDF eBook
Author Brett Weiss
Publisher McFarland
Pages 345
Release 2018-07-09
Genre Games & Activities
ISBN 0786492317

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The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. 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 historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.

Atari Age

Atari Age
Title Atari Age PDF eBook
Author Michael Z. Newman
Publisher MIT Press
Pages 266
Release 2017
Genre Games & Activities
ISBN 0262035715

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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.

Ready Player One

Ready Player One
Title Ready Player One PDF eBook
Author Ernest Cline
Publisher Ballantine Books
Pages 386
Release 2011-08-16
Genre Fiction
ISBN 0307887456

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#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9

Terrible Old Games You've Probably Never Heard Of

Terrible Old Games You've Probably Never Heard Of
Title Terrible Old Games You've Probably Never Heard Of PDF eBook
Author Stuart Ashen
Publisher Unbound Publishing
Pages 514
Release 2015-12-03
Genre Games & Activities
ISBN 1783522577

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In Terrible Old Games You've Probably Never Heard Of, Stuart Ashen has created a collection of hilarious and damning reviews of some of the most bizarre, frustrating, pointless and downright terrible video games ever made. And he would know. . . he's played them all. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls. These are the most appalling games that ever leaked from the industry's tear ducts and have long since been (rightly) relegated to the dusty shelves of history. Welcome to a world of games you never knew existed. You will probably wish you still didn't.

Racing the Beam

Racing the Beam
Title Racing the Beam PDF eBook
Author Nick Montfort
Publisher MIT Press
Pages 193
Release 2020-02-25
Genre Games & Activities
ISBN 0262539764

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A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.

The Ultimate 80's Retro Gaming Collection

The Ultimate 80's Retro Gaming Collection
Title The Ultimate 80's Retro Gaming Collection PDF eBook
Author Dan Peel
Publisher
Pages 160
Release 2021-03
Genre
ISBN 9781912918294

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An in-depth analysis of the best video-game franchises, characters, consoles, and computers of the 1980's. Curating the most important games, including Pac Man, Tetris, Frogger, Outrun, Zelda, Super Mario, and more, as well as the hardware: the NES, C64, Sega Mega System, the Amiga 50, and more.