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A gloriously illustrated history of the videogame and its legacy for both our mindscapes and video technology. It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon--more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems. From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the invention of the TV Game Project and the myriad systems of Magnavox, Atari, Coleco, and Mattel that followed; through the rise of the Golden Age of videogames and forward into the imagination of millions, Supercade is the first book to illustrate and document the history, legacy, and visual language of the videogame phenomenon. Exuberantly written and illustrated in full color, Supercade pays tribute to the technology, games, and visionaries of one of the most influential periods in the history of computer science--one that profoundly shaped the modern technological landscape and helped change the way people view entertainment. Supercade includes contributions from such commentators and particpants as Ralph Baer, Julian Dibbell, Keith Feinstein, Joe Fielder, Lauren Fielder, Justin Hall, Leonard Herman, Steven Johnson, Steven Kent, Nick Montfort, Bob Parks, Carl Steadman, and Tom Vanderbilt.… (altro)
I should have enjoyed this book but I'm afraid it just left me cold. One of the best books I ever read regarding this era was Martin Amis's "Invasion of the Space Invaders", which I got at the time it was published and although some of the contributions in here seem to try aping his style, they can't quite pull it off.
It's also unfortunate that for a book subtitled "a visual history of the videogame age" that so many of the renderings of in-game screens fail to capture the spirit of the game in question. The awful depictions of the vector-based systems are a real shame, especially when the texts describe the beauty and crispness of the system they're commenting on.
In short, there is a really comprehensive and engaging tome to be written about the golden age of video gaming but I have to say (and despite wishing otherwise) that this isn't it. ( )
A gloriously illustrated history of the videogame and its legacy for both our mindscapes and video technology. It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon--more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems. From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the invention of the TV Game Project and the myriad systems of Magnavox, Atari, Coleco, and Mattel that followed; through the rise of the Golden Age of videogames and forward into the imagination of millions, Supercade is the first book to illustrate and document the history, legacy, and visual language of the videogame phenomenon. Exuberantly written and illustrated in full color, Supercade pays tribute to the technology, games, and visionaries of one of the most influential periods in the history of computer science--one that profoundly shaped the modern technological landscape and helped change the way people view entertainment. Supercade includes contributions from such commentators and particpants as Ralph Baer, Julian Dibbell, Keith Feinstein, Joe Fielder, Lauren Fielder, Justin Hall, Leonard Herman, Steven Johnson, Steven Kent, Nick Montfort, Bob Parks, Carl Steadman, and Tom Vanderbilt.
It's also unfortunate that for a book subtitled "a visual history of the videogame age" that so many of the renderings of in-game screens fail to capture the spirit of the game in question. The awful depictions of the vector-based systems are a real shame, especially when the texts describe the beauty and crispness of the system they're commenting on.
In short, there is a really comprehensive and engaging tome to be written about the golden age of video gaming but I have to say (and despite wishing otherwise) that this isn't it. ( )