Speccy Nation


Dan Whitehead - 2012
    The British games industry would go on to create such hits as Tomb Raider and Grand Theft Auto, our innovation and imagination the envy of the world, our programmers the most sought after talent in the fastest growing entertainment medium in history.And it all started here.Welcome to the Speccy Nation.Join veteran games journalist and author Dan Whitehead on a journey through fifty games that helped to define the golden age of British gaming. From the timeless classics to unlikely cult favourites, and even the games so eccentric they could only have come from Britain in the 1980s.Part nostalgic look at the past, and part critical eye on the present and future, Speccy Nation is essential reading for all retro gaming enthusiasts.Includes a foreword by Your Sinclair's Phil "Snouty" South.

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

Once Upon Atari: How I made history by killing an industry


Howard Scott Warshaw - 2020
    

The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit


Philip E. Orbanes - 2003
    Parker started with only fifty dollars and a dream. In The Game Makers, Philip E. Orbanes, a game historian and former Parker Brothers executive, explores the often whimsical origins of popular games and toys - from the Monopoly Game to the Nerf ball to Ping-Pong to Sorry! - and reveals how generations of determined entrepreneurs built a family business empire." Through an engaging narrative based on extensive research - including the never-before-published personal archives of George S. Parker and interviews with his successors - Orbanes takes us on a journey through the birth and maturation of the toy industry as seen through the eyes of one of its greatest legends. Sprung from Parker's fervent belief that games were meant to last and be fun, this tiny family firm would grow into a brand powerhouse that reflected - and ultimately helped shape - the culture of a nation. Through world wars and the Great Depression, through natural disasters and family tragedies, Parker Brothers succeeded in bringing smiles to the faces of millions by connecting them to - or helping them forget - the events taking place around them.

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

Generation Decks: The Unofficial History of Gaming Phenomenon Magic The Gathering


Titus Chalk - 2017
    The brainchild of misfit maths genius Richard Garfield, Magic combines fiendishly complex gameplay with collectability. When it came out in the early '90s it transformed the lives of gamers who had longed for a game that combined challenging mechanics and kick-ass artwork with a chance to connect and compete with likeminded people. Titus Chalk's tale is part biography, charting the author's own relationship with the game, part history, and part love letter to the card game that made it cool to be a geek. Prepare to meet Generation Decks, a community like no other...

Steve Jobs Ek Zapatlela Tantradnya (Marathi)


ATUL KAHATE ACHYUT GODBOLE - 2011
    The PCs, the i- phones, the i-pods, the tablet PCs all will be a constant reminder of the genuine and witty ways that Steve handled and fondled. He was always lost in a world of his own. He hugged the glory and the downfalls with equal aloofness. Not once were his beliefs shattered. Throughout his life, he struggled and dared to bring his dreams come true. His dreams had a silvery lining of consistency, persuasion and intention. He was unique in every way. The life threatening disease of cancer could not prevent him from working till his last breath, literally. Though stubborn and dominant by nature he stood as a magician in the field of technology. Here is a simple gesture to pay him respect and honour. A magnificent journey presented authentically.

The Future Was Here: The Commodore Amiga


Jimmy Maher - 2012
    The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world’s first true multimedia personal computer.Maher argues that the Amiga’s capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga’s technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.

Diary Of An 80s Computer Geek: A Decade of Micro Computers, Video Games & Cassette Tape


Steven Howlett - 2014
    The 1980s were certainly loud, often garish and utterly fabulous - no matter how embarrassing the outfits were.There are so many elements, which made the 80s a truly great decade, but one of the greatest contributions, if not the greatest, is the mass introduction of affordable 8-bit home micro computers.These curious machines of geekdom changed the way we regarded computers and technology. No longer were they the sole perverse of tweed jacket clad scientists sporting unruly beards, micro computers were now forming a staple inventory in millions of homes.Much of the technology that we enjoy today, such as desktop computers, notebooks, tablets, gaming consoles and smart phones, all of which are often taken for granted, can be traced back to this innovative decade.If you were a child of the 80s and remember the joy of receiving your very first home computer or maybe a young adult who fondly remembers the excitement, then you will appreciate this unabashed reminiscence of a simpler time whose adolescent technological was on the cusp of great advancements.This book is intended as celebration and reflection of all the computer technology that made the 80s such a wonderful, pioneering period and follows the journey of a self confessed, teenaged computer geek who experienced and enjoyed every ground breaking moment, including publishing his own software.10 Print “The 80s are fab!”20 Goto 10RunAuthor's Comments:The current edition is dated 31st January 2016 and has been edited based on customer feedback.

The Essential Guide to Telecommunications


Annabel Z. Dodd - 1998
    It aims to give readers a fundamental overview of the technologies that make up the telecommunications infrastructure.

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture


David Kushner - 2003
    Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.

How To Get to the Top of Google (November 2012 Edition - Updated for Penguin & Panda)


Tim Kitchen - 2012
    You will learn:- How to get your website on the first page of Google- How to get your website showing up multiple times on the first page (one of my websites shows up 6 in the first 7 results!!)- The 3 'Dirty Secrets' that expensive SEO (Search Engine Optimisation) Experts don't want you to know- What you can do for the price of 2 ½ cups of coffee that could have your website ranking top in as little as a day (I have done exactly this and I’ll show you how)- The small things you can do to make a BIG difference- How to analyse your online competition and find their weaknesses- How to pull off the famous ‘Google Leapfrog’- What the recent Google changes mean for people using pre-April 2012 strategies – and it’s not good news!- How to make people click on your website even if it shows up below your competitors!- How to avoid the deadly mistakes that can lead to Google removing your site from the listings- How to survive and thrive post-PenguinWhat most people don't understand is that once you know what to do, it's actually extremely straightforward to rank highly in Google. But there's a lot of misinformation and misunderstanding out there.Tim Kitchen is a Search Engine ranking expert and online business owner currently personally in charge of SEO for over 50 businesses as well as his own businesses in some incredibly competitive markets. He also regularly teaches SEO to more than 2,000 small business owners through his books, courses and videos.In this updated version of the book he shares everything he has learnt from the past 7 years of getting websites to the top of Google.

The Kennedy Conspiracy: 12 Startling Revelations About the JFK Assassination


Bill Sloan - 2012
    Author Bill Sloan, award-winning journalist and co-author of JFK: THE LAST DISSENTING WITNESS, was working at the City Desk of the DALLAS TIMES HERALD just four blocks away when the fatal shots were fired. He helped cover the fast-moving sequence of events that followed, and later interviewed many of the people involved. Accounts in THE KENNEDY CONSPIRACY include those of Ed Hoffman, who saw the man who shot the president (and it wasn’t Oswald)—but was unable to communicate it to the authorities because he was deaf and mute; Gary Cornwell, deputy chief counsel of the House Select Committee on Assassinations, who saw the classified information still withheld from the public, and reveals how the FBI turned the investigation into “a joke, a farce, and a national disgrace”; James Tague, who was wounded by a bullet that the Warren Commission insisted was never fired; and Dr. Joe D. Goldstritch, who was in the Parkland ER when Kennedy’s body was brought in, and who witnessed the surgical procedure that destroyed the neat entry wound in the president’s throat.

Extra Lives: Why Video Games Matter


Tom Bissell - 2010
    He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

The Cartel: The Inside Story of Britain's Biggest Drugs Gang


Graham Johnson - 2012
    Billions in sales. But, unlike Tesco or BP, few have heard of it. The Cartel is Britain’s biggest drugs organisation, a shadowy network stretching from the freezing, fog-banks of the Mersey to the glittering marinas of Marbella, from the coffee shops of Amsterdam to the trading floors of Canary Wharf. Run by godfathers as rich as Branson but kept in line by a new generation of teenage killers. Here is the inside story.