Classic Game Covers

Classic Game Covers
Author: Mike Winterbauer
Publisher:
Total Pages:
Release: 2014-09-06
Genre:
ISBN: 9781320764742

This book is a must read for computer gamers and artists who enjoy classic cover art of some of their favorite games. The book is visually beautiful and showcases all the classic covers I painted between 1985 and 1994. It also describes what it was like getting the commissions and painting them. This is a fun read for any one interested in being an artist and wondering what it is like to create classic cover art for games and movies. Told candidly and with a sense of humor you can learn the nostalgic history behind these paintings and many of my other paintings not lost to the digital age.

Classic Game Programming on the NES

Classic Game Programming on the NES
Author: Tony Cruise
Publisher: Simon and Schuster
Total Pages: 318
Release: 2024-07-30
Genre: Computers
ISBN: 1638355509

Build your own retro games for the Nintendo Entertainment System. Do you have an amazing idea for a NES game you’ve been itching to turn into reality? Classic Game Programming on the NES will show you how. This all-practical beginner's guide is full of step-by-step guidance on everything from graphics and music, to enemy AI, to the 6502 Assembler language you need to get the most out of the NES. Inside Classic Game Programming on the NES you’ll learn how to: Use the 6502 Assembler language to create your own game Create and display tile and sprite graphics Play sound effects and music Program enemy AI Balance cycle times and memory usage Design and develop your own action game from scratch When you’re developing retro games, it’s dangerous to go alone—so take this essential guide! Classic Game Programming on the NES is an all-in-one handbook to the resources you need to start building for the NES. You’ll learn to understand modern emulators and discover the secrets of programming in ages past. Best of all, you won’t need any specialist experience! Even highly technical elements are broken down into step-by-step instructions, and fully illustrated with easy-to-follow diagrams. Foreword by Philip and Andrew Oliver. About the technology Nintendo Entertainment System (NES) games like Super Mario Bros and The Legend of Zelda shaped the video game industry and defined childhood for millions of gamers worldwide. Bring back the magic by creating your own NES games! All you need is this book and your imagination––no game dev experience or specialist programming skills required. About the book Classic Game Programming on the NES distills the scattered secrets of NES development into clear instructions for building your first games for the Nintendo Entertainment System. You’ll learn about the NES’s unique design, the surprisingly simple 6502 Assembly language, and more. As you go, you’ll create a simple space-based shoot-em-up that gives you a pattern you can follow to build anything you can dream up on your own. What's inside The tools of NES game development Create and display tile and sprite graphics Sound effects and music Program enemy AI About the reader No game programming experience required. About the author Tony Cruise is a legend in the field of retro games. In the 80’s he programmed games for 8-bit systems; now he creates resources for developers working with 8 and 16-bit systems. The technical editor on this book was Dan Weiss. Table of Contents 1 Let’s program games! 2 Getting set up 3 Starting 6502 Assembler 4 Math, loops, conditions, and bits 5 Starting somewhere 6 Starting a game 7 Move and shoot 8 Enemy movement 9 Collision detection 10 Keeping score 11 Player collisions and lives 12 More enemies 13 Animations and more 14 Sound effects 15 Music 16 Where to from here?

New Rules for Classic Games

New Rules for Classic Games
Author: R. Wayne Schmittberger
Publisher: Wiley
Total Pages: 262
Release: 1992-05-26
Genre: Games & Activities
ISBN: 9780471536215

"An essential book for anyone interested in gameplay." —Games magazine If rules are made to be broken, then dust off those old games lying dormant in your closet, because your game playing just got a lot more exciting! New Rules for Classic Games, by games expert R. Wayne Schmittberger, is a complete guide to hundreds of new twists and variations guaranteed to expand and enliven your game repertoire. How about: Wraparound Scrabble: Worlds can run off an edge of the board and be continued on the other side. Another variation allows words to be spelled backwards! Extinction Chess: Think of every type of piece as a species; your goal is to prevent extinction of any of these species. Trivial Tic-Tac-Toe: An entertaining and challenging cross between Trivial Pursuit and tic-tac-toe. Auction Monopoly: Every property, no matter who lands on it, is sold to the highest bidder. You’ll find these and other exciting new challenges for card and dice games, chess, checkers, party games, and popular board games such as Monopoly, Scrabble, Risk, Parcheesi, Boggle, Othello, and Trivial Pursuit. And to make sure your game playing never gets stale, New Rules for Classic Games gives you rules for little-known games that can be played with equipment you already have and tips for doing your own rule writing!

Vintage Murakami

Vintage Murakami
Author: Haruki Murakami
Publisher: Vintage
Total Pages: 194
Release: 2007-12-18
Genre: Fiction
ISBN: 0307430014

Vintage Readers are a perfect introduction to some of the greatest modern writers presented in attractive, accessible paperback editions. “Murakami’s bold willingness to go straight over the top is a signal indication of his genius. . . . A world-class writer who has both eyes open and takes big risks.” —The Washington Post Book World Not since Yukio Mishima and Yasunari Kawabata has a Japanese writer won the international acclaim enjoyed by Haruki Murakami. His genre-busting novels, short stories and reportage, which have been translated into 35 languages, meld the surreal and the hard-boiled, deadpan comedy and delicate introspection. Vintage Murakami includes the opening chapter of the international bestseller Norwegian Wood; “Lieutenant Mamiya’s Long Story: Parts I and II” from his monumental novel The Wind-Up Bird Chronicle; “Shizuko Akashi” from Underground, his non-fiction book on the Toyko subway attack of 1995; and the short stories “Barn Burning,” “Honeypie.” Also included, for the first time in book form, the short story, “Ice Man.”

Super Famicom

Super Famicom
Author: Bitmap Books
Publisher: Bitmap Books Limited
Total Pages: 0
Release: 2016
Genre: Electronic games industry
ISBN: 9780993012969

Compilation of Japanese Super Famicom game packaging featuring around 250 titles, including many rare examples and some that have never before been documented in print, each box is presented life size, with a critique of the artwork, plus interviews with other collectors, explaining their love of the format.

Up Up Down Down Left WRITE

Up Up Down Down Left WRITE
Author: Nathan Meunier
Publisher:
Total Pages: 230
Release: 2013-08-05
Genre: Video games
ISBN: 9780989533508

Have you ever dreamed about getting paid to write about video games and the fascinating people who make them? Unless you live on the West Coast and are lucky enough to land a rare staff position at one of the major gaming publications, freelancing is the best way to turn slinging words about your favorite hobby into a viable and lucrative career. The best part? You can do it from anywhere! Up Up Down Down Left WRITE: The Freelance Guide to Video Game Journalism covers everything you need to get started along the path to launching and maintaining a successful freelance career in the gaming industry. Pro freelancer Nathan Meunier has written for more than 30 of the top gaming outlets -- from Nintendo Power, GamePro, and Official Xbox Magazine to IGN, GameSpot, Electronic Gaming Monthly, and more. In this advice-packed tome for aspiring freelance game journos and more established writers alike, Nathan delivers detailed insights and how-to tips based on many years of professional writing experience. You will learn how to: -Generate killer article ideas, pitch editors, and score paying work -Build towards quitting your day job to freelance full-time -Juggle the business-related side of freelancing -Cover gaming conventions and press junkets -Network with editors and writers -Work with PR to gain coverage opportunities and free review games. And much, much more!

Online Gaming

Online Gaming
Author: Garry Crawford
Publisher: Routledge
Total Pages: 201
Release: 2011-08-04
Genre: Games & Activities
ISBN: 1135178879

This title provides an accessible introduction to the study of digital gaming, and is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of gamers.

Construct Game Development Beginner's Guide

Construct Game Development Beginner's Guide
Author: Daven Bigelow
Publisher: Packt Publishing Ltd
Total Pages: 389
Release: 2012-01-01
Genre: Computers
ISBN: 1849516618

A guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra construct with this book and ebook.

Crash Course in Gaming

Crash Course in Gaming
Author: Suellen S. Adams
Publisher: Bloomsbury Publishing USA
Total Pages: 140
Release: 2013-11-25
Genre: Language Arts & Disciplines
ISBN: 1610690478

Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.