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Vintage gamesan insider look at the ...
~
Barton, Matt.
Vintage gamesan insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Vintage gamesBill Loguidice, Matt Barton.
其他題名:
an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time /
作者:
Loguidice, Bill.
其他作者:
Barton, Matt.
出版者:
Boston :Focal Press/Elsevier,c2009.
面頁冊數:
x, 395 p. :col. ill. ;24 cm.
標題:
Video gamesHistory.
電子資源:
An electronic book accessible through the World Wide Web; click for information
電子資源:
http://www.loc.gov/catdir/toc/fy0906/2008048031.html
ISBN:
9780240811468
Vintage gamesan insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time /
Loguidice, Bill.
Vintage games
an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time /[electronic resource] :Bill Loguidice, Matt Barton. - Boston :Focal Press/Elsevier,c2009. - x, 395 p. :col. ill. ;24 cm.
Includes bibliographical references and index.
Alone in the Dark (1992): The Polygons of Fear; Castle Wolfenstein (1981): Achtung! Stealth Gaming Comes out of Hiding; Dance Dance Revolution (1998): The Player Becomes the Star; Diablo (1996): The Rogue Goes to Hell; Doom (1993): The First Person Shooter Takes Control; Dune II: The Building of a Dynasty (1992): Strategy in Real Time; Final Fantasy VII (1997): It's Never Final in the World of Fantasy; Flight Simulator (1980): Digital Reality; Grand Theft Auto III (2001): The Consolejacking Life; John Madden Football (1988): Modern Sports Videogames Kickoff; King's Quest: Quest for the Crown (1984): Perilous Puzzles, Thorny Thrones; Myst (1993): Launching Multimedia Worlds; Pac-Man (1980): Japanese Gumption, American Consumption; Pole Position (1982): Where the Raster Meets the Road; SimCity (1989): Building Blocks for Fun and Profit; Space Invaders (1978): The Japanese Take Over; Street Fighter II (1991): Would you like the Combo?; Super Mario 64/Tomb Raider (1996): The Third Dimension; Super Mario Bros. (1985): How High Can Jumpman Get?; Tetris (1985): Casual Gaming Falls into Place; The Legend of Zelda (1986): Rescuing Zeldas and Uniting Triforces; The Sims (2000): Who Let the Sims Out?; Ultima (1980): The Immaculate Conception of the Computer Role-Playing Game; Ultima Online (1997): Putting the Role-Play back in Computer Role-Playing Games; Zork (1980): Text Imps versus Graphics Grues.
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market. *Explores the gameplay, history, development, and influence of the most important videogames of all time *Includes material from interviews, contemporary reviews, manuals, and other primary and secondary sources *Identifies and analyzes the key concepts behind each videogame *Features hundreds of exclusive, full-color images.
Electronic reproduction.
Amsterdam :
Elsevier Science & Technology,
2010.
Mode of access: World Wide Web.
ISBN: 9780240811468
Source: 159629:159808Elsevier Science & Technologyhttp://www.sciencedirect.comSubjects--Topical Terms:
353345
Video games
--History.Index Terms--Genre/Form:
214472
Electronic books.
LC Class. No.: GV1469.3 / .L64 2009
Dewey Class. No.: 794.8
Vintage gamesan insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time /
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an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time /
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Bill Loguidice, Matt Barton.
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Alone in the Dark (1992): The Polygons of Fear; Castle Wolfenstein (1981): Achtung! Stealth Gaming Comes out of Hiding; Dance Dance Revolution (1998): The Player Becomes the Star; Diablo (1996): The Rogue Goes to Hell; Doom (1993): The First Person Shooter Takes Control; Dune II: The Building of a Dynasty (1992): Strategy in Real Time; Final Fantasy VII (1997): It's Never Final in the World of Fantasy; Flight Simulator (1980): Digital Reality; Grand Theft Auto III (2001): The Consolejacking Life; John Madden Football (1988): Modern Sports Videogames Kickoff; King's Quest: Quest for the Crown (1984): Perilous Puzzles, Thorny Thrones; Myst (1993): Launching Multimedia Worlds; Pac-Man (1980): Japanese Gumption, American Consumption; Pole Position (1982): Where the Raster Meets the Road; SimCity (1989): Building Blocks for Fun and Profit; Space Invaders (1978): The Japanese Take Over; Street Fighter II (1991): Would you like the Combo?; Super Mario 64/Tomb Raider (1996): The Third Dimension; Super Mario Bros. (1985): How High Can Jumpman Get?; Tetris (1985): Casual Gaming Falls into Place; The Legend of Zelda (1986): Rescuing Zeldas and Uniting Triforces; The Sims (2000): Who Let the Sims Out?; Ultima (1980): The Immaculate Conception of the Computer Role-Playing Game; Ultima Online (1997): Putting the Role-Play back in Computer Role-Playing Games; Zork (1980): Text Imps versus Graphics Grues.
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Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market. *Explores the gameplay, history, development, and influence of the most important videogames of all time *Includes material from interviews, contemporary reviews, manuals, and other primary and secondary sources *Identifies and analyzes the key concepts behind each videogame *Features hundreds of exclusive, full-color images.
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