Collecting for Dragon's Lair and Space Ace


Book Description

Dragon's Lair has captured the hearts and imaginations of many video game enthusiasts since it was first released over 30 years ago. Space Ace has has also gained a loyal fan base and over the years there have been many commercial products, games, merchandise and so much more. This 170 page book captures virtually everything that is available to obtain in the Dragon's Lair & Space Ace universes and includes (but is not limited to): Home version releases (did you know that there are HUNDREDS of versions available?) Toys Collectibles Magazines, Books, Videos Fan made items Collector Profiles And more! If you are a fan of video games, LaserDisc games, arcade games, or Don Bluth animation you are certainly going to enjoy this coffee table book that takes you behind the scenes and provides an exhaustive reference at the same time.




Dragon's Lair


Book Description

Travel to a time of Sword and Sorcery - a time of Dragons and Damsels in distress Follow Dirk the Daring and Princess Daphne as they return from an astonishing adventure in the Free Realms only to be attacked by the great dragon, Singe, and his evil minions. Singe vows revenge against Dirk for killing his offspring, and Daphne is soon caught in the dread dragon's claws. Now, armed with his courage and skill, Dirk must brave the Dark Kingdom and all its evils in order to save the Princess from Singe!




Don Bluth's


Book Description




Project Arcade


Book Description

The bestseller returns—completely updated to include the newest hardware, software, and techniques for building your own arcade Interest in classical arcade games remains on the rise, and with a little money, older computer hardware, and a little effort, you can relive your arcade experiences by building your own arcade machine. The hands-on guide begins with a description of the various types of projects that you can undertake. It then progresses to a review of the audio and video options that are available and looks at the selection of game software and cabinet artwork. Ultimately, you’ll learn essential troubleshooting tips and discover how to build arcade controllers and machines that you can enjoy at home with your PC. Serves as a soup-to-nuts guide for building your own arcade machine, from the sheets of wood to the finished product Addresses the variety of arcade controls, including joysticks, buttons, spinners, trackballs, flight yokes, and guns Explains how to interface arcade controls to a computer Shares troubleshooting tips as well as online resources for help and inspiration Project Arcade, Second Edition helps you recapture the enjoyment of your youth that was spent playing arcade games by walking you through the exciting endeavor of building your own full arcade machine.




The Video Games Guide


Book Description

The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.




Curious Video Game Machines


Book Description

The story of video games is often told as the successive rise of computers and consoles from famous names like Atari, Commodore, Nintendo, Sega, Sony and Microsoft. But beyond this familiar tale, there’s a whole world of weird and wonderful gaming machines that seldom get talked about. Curious Video Game Machines reveals the fascinating stories behind a bevy of rare and unusual consoles, computers and coin-ops – like Kimtanktics, a 1970s wargame computer made out of calculator parts, or the suite of Korea-exclusive consoles made by car manufacturer Daewoo. Then there’s the Casio Loopy, a 1990s console that doubled up as a sticker printer, the RDI Halcyon, a 1985 LaserDisc-based machine that could recognize your voice, and the Interton VC 4000, a German console made by a hearing-aid company, as well as a range of bizarre arcade machines, from early attempts at virtual reality to pedal-powered flying contraptions. There are tales of missed opportunities, like the astonishingly powerful Enterprise 64 computer, which got caught in development hell and arrived too late to make an impact on the British microcomputer market. And there are tales of little-known triumphs, like the Galaksija DIY computer kit that introduced a whole generation of Yugoslavians to computing before the country became engulfed by war. Featuring exclusive interviews with creators, developers and collectors, Curious Video Game Machines finally shines a light on the forgotten corners of video-game history.




Somewhere Out There


Book Description

After more than five decades in Hollywood, Don Bluth, the man behind some of the most iconic animated films ever made, tells his story. Don Bluth never felt like a Donald. So people have always called him Don. A matinee of Snow White and the Seven Dwarfs awakened something within him. Despite growing up in rural Texas and Utah, he practiced and worked hard to become an Hollywood animator. And after working alongside his idol Walt Disney, and on films including Sleeping Beauty, The Sword in the Stone, Robin Hood, Winne the Pooh, The Rescuers, and Pete’s Dragon, he realized that the company had changed into something he didn’t necessarily believe in. So made the industry-shocking decision to start his own animation studio. It was from that studio—Don’s studio—that came such award-winning, generation-defining films as The Secret of NIMH, An American Tail, The Land Before Time, All Dogs Go to Heaven, Anastasia, and the video game Dragon’s Lair. Now, after more than half a century in the movie business, Don is ready to tell the story of his life. How his passions for artistry, integrity, and his Mormon faith shaped him into the beloved icon whose creativity, entrepreneurship, and deeply-held beliefs entertained, enthralled, and inspired millions across the globe. Exclusive original art makes this book perfect for fans, cineasts, and anyone looking “somewhere out there” for inspiration and motivation.




Pulling a Rabbit Out of a Hat


Book Description

Who Framed Roger Rabbit emerged at a nexus of people, technology, and circumstances that is historically, culturally, and aesthetically momentous. By the 1980s, animation seemed a dying art. Not even the Walt Disney Company, which had already won over thirty Academy Awards, could stop what appeared to be the end of an animation era. To revitalize popular interest in animation, Disney needed to reach outside its own studio and create the distinctive film that helped usher in a Disney Renaissance. That film, Who Framed Roger Rabbit, though expensive and controversial, debuted in theaters to huge success at the box office in 1988. Unique in its conceit of cartoons living in the real world, Who Framed Roger Rabbit magically blended live action and animation, carrying with it a humor that still resonates with audiences. Upon the film’s release, Disney’s marketing program led the audience to believe that Who Framed Roger Rabbit was made solely by director Bob Zemeckis, director of animation Dick Williams, and the visual effects company Industrial Light & Magic, though many Disney animators contributed to the project. Author Ross Anderson interviewed over 140 artists to tell the story of how they created something truly magical. Anderson describes the ways in which the Roger Rabbit characters have been used in film shorts, commercials, and merchandising, and how they have remained a cultural touchstone today.




Classic Home Video Games, 1989-1990


Book Description

The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.




Gears of War


Book Description

Enter the war-torn world of Sera and join the desperate fight against the Locust with this deluxe Gears of War® poster collection. With forty high-quality removable posters, this collection features exciting poster art and striking visuals of the memorable characters, key scenes, and deadly weapons of the critically acclaimed video game series.