Pitfall - The Mayan Adventure

Pitfall - The Mayan Adventure
Title Pitfall - The Mayan Adventure PDF eBook
Author Corey Sandler
Publisher
Pages 150
Release 1995-02
Genre Games & Activities
ISBN 9781572800489

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This 128-page, four-color strategy guide is filled with hundreds of color screen-shots to give players a complete walk-through of the game. That means every move, every tactic, and every hint will be revealed.

The Minds Behind Adventure Games

The Minds Behind Adventure Games
Title The Minds Behind Adventure Games PDF eBook
Author Patrick Hickey, Jr.
Publisher McFarland
Pages 237
Release 2020-01-03
Genre Games & Activities
ISBN 1476638470

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Featuring interviews with the creators of 31 popular video games--including Grand Theft Auto, Strider, Maximum Carnage and Pitfall--this book gives a behind-the-scenes look at the origins of some of the most enjoyable and iconic adventure games of all time. Interviewees recount the endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the adventure genre, and reveal the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.

Agile Game Development

Agile Game Development
Title Agile Game Development PDF eBook
Author Clinton Keith
Publisher Addison-Wesley Professional
Pages 697
Release 2020-07-02
Genre Computers
ISBN 0136205038

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The definitive guide to more effective and personally fulfilling game development with Agile Methods—now revamped to reflect ten more years of experience and improvements. Game development is in crisis—facing bloated budgets, impossible schedules, unmanageable complexity, and death-march overtime. It's no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Agile and Lean methods have revolutionized development in the game development industry. In Agile Game Development, long-time game developer and consultant Clinton Keith shows exactly how these methods have been successfully applied to the unique challenges of modern game development. Clint has spent more than 25 years developing games and training and coaching hundreds of game development teams. Drawing on this unparalleled expertise, he shows how teams can use the practices of Scrum and Kanban, customized to game development, to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. Contains several new chapters on live games, leadership, and coaching, including an all-new section on Agile for large teams of up to 1000 developers Updates to all chapters to reflect a decade of experience with more than 200 studios Now covering Kanban and other Agile approaches alongside Scrum Understanding Agile goals, roles, and practices in the context of game development Discovering how Agile benefits every specialty in game development from art to QA Communicating and planning your game's vision, features, and progress Game developers and leaders are recognizing the modern challenges of gaming. Game development organizations need a far better way to work. Agile Game Development gives them that—and brings the profitability, creativity, and fun back to game development.

Official Gazette of the United States Patent and Trademark Office

Official Gazette of the United States Patent and Trademark Office
Title Official Gazette of the United States Patent and Trademark Office PDF eBook
Author
Publisher
Pages 1236
Release 1995
Genre Trademarks
ISBN

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Classic Home Video Games, 1985-1988

Classic Home Video Games, 1985-1988
Title Classic Home Video Games, 1985-1988 PDF eBook
Author Brett Weiss
Publisher McFarland
Pages 828
Release 2012-11-12
Genre Games & Activities
ISBN 1476601410

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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.

Video Game Bible, 1985-2002

Video Game Bible, 1985-2002
Title Video Game Bible, 1985-2002 PDF eBook
Author Andy Slaven
Publisher Trafford Publishing
Pages 774
Release 2002
Genre Video games
ISBN 1553697316

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With nearly three years of research utilized to compile game lists and thousands of hours used to play and review the games listed within, Video Game Bible is the most comprehensive source of information on video games released in the U.S. since 1985 ever created. Prices are based on realistic figures compiled by interviewing hundreds of large collectors and game store owners, and offer a realistic guideline to be followed by both collectors and video gamers looking to complete their collections. While numerous guides have been compiled on the subject of classic video games, this book offers coverage of video game consoles releases after 1985, known as the "neo-classics". With 39 systems in total, Video Game Bible offers the largest guide to date. With the recent proliferation of video game collecting into the mainstream, it is necessary to have a standard by which games are valued. This is the first installment in a series of guides intended to offer full coverage of every video game ever made worldwide. Video game consoles are grouped together by the company that made them for easy reference. In addition to the table of contents, which lists each section separately, there are corner tabs to make browsing the guide even more convenient. Thousands of new facts are offered within the pages of this book, as are thousands of reviews and overviews. Written in a lighthearted manner, chapters of this guide that may not pertain to a particular collector will still be enjoyable for intelligent readers. An easy to use reference guide suitable for any age, this guide is sure to be an invaluable resource for anyone interested in video game collecting, video game history, and even for the casual video game fan interested in learning more about the hobby. Editor-In Chief: Andy Slaven Staff Writers: Micheal Collins, Lucus Barnes, Vincent Yang Contributing Writers: Charlie Reneke, Joe Kudrna

The Sega Mega Drive & Genesis Encyclopedia

The Sega Mega Drive & Genesis Encyclopedia
Title The Sega Mega Drive & Genesis Encyclopedia PDF eBook
Author Chris Scullion
Publisher White Owl
Pages 277
Release 2021-12-08
Genre Games & Activities
ISBN 1526746603

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“An exhaustive, tremendous look back at one of the most beloved consoles of all time . . . an absolutely barnstorming recollection of a wonderful era.” —Finger Guns The third book in Chris Scullion’s series of video game encyclopedias, The Sega Mega Drive and Genesis Encyclopedia is dedicated to Sega’s legendary 16-bit video game console. The book contains detailed information on every single game released for the Sega Mega Drive and Genesis in the west, as well as similarly thorough bonus sections covering every game released for its add-ons, the Mega CD and 32X. With nearly a thousand screenshots, generous helpings of bonus trivia and charmingly bad jokes, The Sega Mega Drive and Genesis Encyclopedia is the definitive guide to a legendary gaming system. “The Sega Mega Drive and Genesis Encyclopedia is a must-buy for fans of the console and a perfect addition to any retro game fan’s library.” —Goomba Stomp Magazine