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Book Reviews Computers / Video Games History Prose Nonfiction

Delete: A Design History of Computer Vapourware

1 min read

Order this bookStory: The author traces a history of computer hardware that never happened, ranging from minicomputers that were promised but never mass-produced, to missteps and sidesteps early in the history of personal computing, to unproduced or seldom-circulated also-rans of the early smart phone era. If you love prototype computer hardware, this is an entire book devoted to that topic with a laser-like focus.

Review: Fear not – Delete does present the (intended) specs and the stories behind its unrealized hardware. But the introduction to the book lays out the criteria behind much of what was selected, and it’s really there that the reader is told what the book’s real mission is. It’s not to ruminate over capabilities we never got, product lines we should have had, or pieces of gear that could have changed the world. It’s more of a chronicle in retrofuturistic design that nearly made it to market – a travelogue of mid-century-modern design influence in computer hardware. … Read more

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Biography Book Reviews Computers / Video Games Prose Nonfiction

Once Upon Atari: How I Made History By Killing An Industry

1 min read

Order this bookStory: Howard Scott Warshaw, designer and programmer of such classic Atari 2600 games as Yars’ Revenge, Raiders Of The Lost Ark, and E.T.: The Extra-Terrestrial, looks back on his career and digs down into the claims that he’s responsible for one of the system’s best games ever (Yars’) and one of its worst (E.T.), the latter of which is credited with killing the American video game industry. But did E.T., or Warshaw, really do that?

Review: Howard Scott Warshaw is a really interesting guy. I say this having met him on a couple of occasions, but I also say it because I found it fascinating that someone who had to put up with years of being (unjustly) blamed for a game he created somehow single-handedly causing the fall of the early video game industry…would change careers and become a therapist, who counts other creatives in that industry among his clients. What better career trajectory could anyone embark on, if not that one? I was hoping that his memoir would cover that transition, and I was not disappointed in the slightest. … Read more

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Biography Book Reviews Computers / Video Games Prose Nonfiction

Creating Q*Bert and Other Classic Video Arcade Games

1 min read

Order this bookStory: The designer/programmer behind the 1982 arcade hit Q*Bert discusses how he got into computer programming and then into game design after being hired at the very young video game division of legendary Chicago pinball manufacturer Gottlieb. A free-wheeling work environment give him the freedom and time to develop the graphics and game play concepts that led to the highly marketable hit game, but massive changes in the industry meant that he didn’t always have that kind of environment.

Review: When I was a ten-year-old kid more in love with “cute” games than with shoot-’em-up games, the summer of Q*Bert’s arrival in the local arcades was practically a flashpoint memory. Even when I wasn’t playing the game, the character stuck with me enough that drawings of him started to fill up the margins of my school notebooks that fall. As much fun as the game was, I’m not sure anyone gives Q*Bert enough credit for scoring an important first: the appearance of the character was unified in just about all of its marketing, something that couldn’t be said of Pac-Man or even Mario at that stage. That a ten-year-old could draw him was a bonus. … Read more

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Book Reviews Computers / Video Games Prose Nonfiction

Break Out: How The Apple II Launched The PC Gaming Revolution

1 min read

Order this bookStory: Beginning with the development of the venerable Apple II computer itself and then examining the histories of several individual games (and, in some cases, starting points for franchises) and their creators, this book traces the history of home computer gaming on the Apple II from “programmed by hobbyists and sold on floppy disks in Ziploc bags” to a multi-million dollar industry whose past still informs its present.

Review: I’m always a sucker for the story of video game industry decision-making, and I’m always a sucker for biographies of video game developers, especially if they’re not among the A-list superstars of the field that everyone usually talks about. Break Out delivers both, and manages to balance well-known titles and their creators with those who have not gotten the exposure they deserved over the years. … Read more

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Computers / Video Games Media Prose Nonfiction

Fallen Down: Heartache & Compassion in Undertale

2 min read

Order this bookStory: Writer Joel Couture (whose work you may recognize from Siliconera, Gamasutra, and IndieGames.com) ventures into the world of the computer game Undertale, meeting its unique cast of characters under very different circumstances, as the game allows players to remain neutral, take a pacifist stance throughout the game, or go on a blood-soaked “Genocide Run”, killing everything and everyone in sight. It’s the last of these that affects him so profoundly that he admits he may not be able to play Undertale again, and explains why the game’s varying modes of play have had such a seismic effect on him.

Review: In the interests of full disclosure, a lot of Undertale goes on under my roof. My oldest is nearly obsessed with it, we’ve both played it, and I’ve given my stamp of approval by way of starting his collection of the Fangamer “Undertale little buddies” figures (of which more another time). So far down the Undertale rabbit hole has my son gone that he’s been working on his own version of the game – except with characters and scenarios of his own creation – programming it entirely in Scratch. We’ve watched YouTube videos that put forth outlandish theories on the origins of wisecracking skeletons Sans and Papyrus, postulating that Undertale may be an offshoot of Mother / Earthbound, and so on. What inspired me to give this game my wholehearted endorsement? The tagline that sells the game – “the RPG where you don’t have to kill anybody!” – scratches the surface: very much like an all-time favorite computer game of mine, Ultima IV, Undertale has a system of morality built into it, holding the player accountable for his actions. … Read more

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Computers / Video Games Prose Nonfiction

The 100 Greatest Console Video Games: 1977-1987

The 100 Greatest Console Video Games: 1977-1987Order this bookStory: Video game scholar Brett Weiss nominates his picks for the hundred best console games from the heyday of the age of cartridges – from the earliest days of interchangeable cartridges in 1977 to the ascendancy of the Nintendo Entertainment System a decade later. Across a wide variety of game systems and genres, covering killer app originals and ports of popular arcade games alike, the picks represent a wide spectrum of both hardware and software. If that’s not enough for you, an appendix nominates a hundred additional contenders.

Review: In the interests of full disclosure (a dying art these days, isn’t it?), I’ll tell you that I’m quoted in several places in this book, though I didn’t know which quotes from past articles of mine would pop up, so The 100 Greatest Console Video Games was still a nice surprise for me.

The “Top [insert number here] List” format is a mainstay of pop culture retrospectives, but often falls victim to the “received wisdom” of a particular age group or other demographic. Weiss tries to touch on many genres and numerous systems here, encouraging his readers to discover gems that they may have overlooked in the past. … Read more

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Computers / Video Games Prose Nonfiction

Racing The Beam: The Atari Video Computer System

Book titleOrder this bookStory: In this college-level text, the authors discuss the nuts and bolts of writing programs on the Atari Video Computer System (more commonly referred to as the 2600), including the unique challenges necessitated by trade-offs that were made for many reasons – including cost – at the hardware design stage. To examine different approaches to the inherent limitations of the VCS, the authors examine the design and programming of several of its major games in depth: Combat, Adventure, Pac-Man, Yars’ Revenge, Pitfall! and The Empire Strikes Back. Other prominent games are discussed, usually as sidebars to the in-depth dissection of the above games, along with commentary on trends in the video game industry at the time and eventual downfall of the industry which brought Atari’s dominance to a close.

Review: “Racing The Beam” is not for the faint of heart; this is no sweeping overview of video game history, but rather a collegiate media studies text with a healthy dose of computer science mixed in for good measure. I opened the book with the expectation that I’d hopefully find some new insights into some of the most iconic Atari 2600 games; I closed the book with an understanding of the machine’s hardware (and its legendary limitations) that I almost felt like I was closer to having the know-how to program for it. … Read more

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Computers / Video Games Prose Nonfiction

Invading Spaces

Invading SpacesBuy this book in theLogBook.com StoreStory: Author (and theLogBook.com contributor) Rob O’Hara discusses the basics of collecting arcade games, from acquiring them to repairing them, and along the way tells many a tale of his own adventures in arcade collecting, from acquiring the very same beloved arcade machine he played in his own youth to a few eBay seller horror stories.

Review: Rob O’Hara knows a couple of things about collecting arcade machines. I knew that before reading this book – there’s something about his back yard outbuilding full of working classic machines vs. my one broken-down machine uselessly taking up a refrigerator’s worth of space in my game room that says he’s definitely got the jump on me in this hobby. “Invading Spaces” is where he shares that obvious wealth of knowledge with coin-op newbies like myself. … Read more

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Computers / Video Games Prose Nonfiction

ABC To The VCS – Second Edition

ABC To The VCS - Second EditionOrder this bookVideo game historian Leonard Herman takes on the unthinkable task of cataloguing every Atari 2600 game known to exist at the time of publication, offering brief directions, notes, and – in most cases – a screen snapshot of the games discussed. Rather than an alphabetical list, games are organized by broad genres.

It should be virtually no secret to anyone who can actually read that I’m a video game collector. Now, compared to some of the guys out there in the hobby who drop hundreds and hundreds on a single game, I’m pretty lightweight, because my deal is that I like to have plenty of games available to play. But when you’ve got drawers and drawers full of cartridges that, at least on the label end, all look more or less alike, and even worse, if you’ve got an emulator directory full of names that tell you next to nothing, there’s an overriding question that curses anyone with such a collection: what do I want to play?

When I first opened the cover of “ABC To The VCS”, flipped through it and saw how it was organized, I’ll admit that my first thought was that it was incredibly silly to do it that way. Now that I’ve had the book for a couple of weeks, I’ve reassessed that view. “ABC” divides the Atari 2600 library – which is already hundreds of titles deep, and replete with titles that tell you absolutely zip about the game itself – into more manageable chunks of dozens. Space games (specifically, those based more or less on the basic mechanics of Space Invaders, sports games (subdivided by sport), puzzle games, maze games, military/war games, games involving animals…broad categories, sure. However, I’ve found myself turning to “ABC” with almost alarming frequency because, within that organizational structure, I can come closer to answering that daunting question, What do I want to play?

The author’s dispassionate, concise take on each game is commendable: he’s not here to “sell” any of these games to you. He describes the game play (including briefly covering variations and settings), and may briefly mention any major innovations that the game is known for. No ratings are given for quality or rarity, and there’s not even the hint of a whiff of “ABC” being a price guide. (One thing I really would have liked would have been an end-of-book checklist of all known titles, something which “ABC” just can’t do within its body copy due to its unique structure, but again, that might’ve brought it closer to being a book about collecting rather than a book about games.)

Recently discovered unreleased prototypes and amateur-programmed homebrews are also included, and they’re given no more and no less coverage than any major commercially released games. This book covers the Atari 2600 library even-handedly, and that’s it. I could count off points for the lack of coverage of hardware items such as third-party controllers and the like, but that again is more up the collector’s alley. Almost every game is illustrated with a screen shot.

It’s hard to stare at a stack of recently-acquired cartridges and decide where to start, but “ABC To The VCS” makes it easier. It doesn’t quite answer what game do I want to play?, but it certainly helps me cut back on second-guessing and spend more time playing. That alone makes this book worth its price tag.

Year: 2005
Author: Leonard Herman
Publisher: Rolenta Press / Good Deal Games
Pages: 338

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Categories
Biography Computers / Video Games Prose Nonfiction Science / Technology

Videogames: In The Beginning

2 min read

Order this bookStory: Inventor Ralph Baer, creator of the very first home video game system and the man who holds the patent on interactive games that can connect to an everyday TV (as well as literally dozens of other creations), lays out a detailed chronology of how and when he came up with the idea for “TV games.” Also covered is how he’s dealt with those who have tried to stake their own claims on authorship of the idea, and how he has remained involved with the industry since then.

Review: In this book, Raph Baer grabs the title of “father of video games,” and spends much of the book backing the claim up with ample evidence. It’s amusing and sometimes a bit enervating to see how many attempts have been made to unseat him from that throne, for a variety of reasons. Atari founder Nolan Bushnell seems to have tried staking his own claim for PR purposes, but that’s not as eyebrow-raising as, say, attempts by Nintendo attorneys in the late 1980s to challenge Baer and his authorship of numerous seminal video game patents so they wouldn’t have to pay hefty licensing fees on the NES. (In the end, Baer says Nintendo settled out of court for a cool $10 million.) … Read more