Late Arcade


Book Description

A new volume of the singular, ongoing, great American jazz novel Nathaniel Mackey’s Late Arcade opens in Los Angeles. A musician known only as N. writes the first of a series of letters to the enigmatic Angel of Dust. N.’s jazz sextet, Molimo m’Atet, has just rehearsed a new tune: the horn players read from The Egyptian Book of the Dead with lips clothespinned shut, while the rest of the band struts and saunters in a cosmic hymn to the sun god Ra. N. ends this breathless session by sending the Angel of Dust a cassette tape of their rehearsal. Over the next nine months, N.’s epistolary narration follows the musical goings-on of the ensemble. N. suffers from what he calls “cowrie shell at- tacks”—oil spills, N.’s memory of his mother’s melancholy musical Sundays— which all becomes the source of fresh artistic invention. Here is the newest installment of the National Book Award-winner Nathaniel Mackey’s From a Broken Bottle Traces of Perfume Still Emanate, the great American jazz novel of “exquisite rhythmic lyricism” (Bookforum).




Artcade


Book Description

Gamers who cut their teeth in the arcades will love this trip down memory lane. Artcade is a unique collection of coin-op cabinet marquees, some dating back 40 years to the dawn of video gaming. Originally acquired by Tim Nicholls from a Hollywood props company, this archive of marquees - many of which had suffered damage over time - have now been scanned and digitally restored to their former glory. The full collection of classic arcade cabinet artwork is presented here for the first time in this stunning landscape hardback book, and accompanied by interviews with artists Larry Day and the late Python Anghelo. Relive your mis-spent youth with artwork from dozens of coin-ops including Asteroid, Battlezone, Street Fighter II, Out Run, Moon Patrol, Gyruss, Q*Bert, Bubble Bobble and many more. Each marquee takes up a full double-page spread in the book, and is faithfully recreated using beautiful lithographic printing on the highest quality paper. Tim has spent over a thousand hours assembling the high-resolution scans, restoring the images in Photoshop and color-correcting them back to their vibrant, as-new appearance. The results of all that hard work are now available as a lasting record of the amazing artwork that adorned the arcades during the golden era of coin-op video gaming.




The Sega Arcade Revolution


Book Description

Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega's most popular and groundbreaking games are explored.




Making 8-bit Arcade Games in C


Book Description

With this book, you'll learn all about the hardware of Golden Age 8-bit arcade games produced in the late 1970s to early 1980s. We'll learn how to use the C programming language to write code for the Z80 CPU. The following arcade platforms are covered: * Midway 8080 (Space Invaders) * VIC Dual (Carnival) * Galaxian/Scramble (Namco) * Atari Color Vector * Williams (Defender, Robotron) We'll describe how to create video and sound for each platform. Use the online 8bitworkshop IDE to compile your C programs and play them right in the browser!




Attract Mode: The Rise and Fall of Coin-Op Arcade Games


Book Description

From their haunts in the shadowy corner of a bar, front and center at a convenience store, or reigning over a massive mall installation bursting with light, sound, and action, arcade games have been thrilling and addicting quarter-bearers of all ages ever since Pong first lit up its paddles. Whether you wanted a few minutes’ quick-twitch exhilaration or the taste of three-initial immortality that came with topping the high score screen, you could get it from the diverse range of space shooters, dot-eating extravaganzas, quirky beat-’em-ups, and more that have helped define pop culture for more than four decades. In Attract Mode: The Rise and Fall of Coin-Op Arcade Games, author Jamie Lendino celebrates both the biggest blockbusters (Pac-Man, Star Wars: The Arcade Game) and the forgotten gems (Phoenix, Star Castle) of the Golden Age of coin-op gaming, and pulls back the curtain on the personalities and the groundbreaking technologies that brought them to glitzy, color-drenched life in the U.S., Japan, and all over the world. You’ll start your journey exploring the electromechanical attractions and pinball games of the early 20th century. Next, you’ll meet the earliest innovators, who used college computers and untested electronics to outline the possibilities of the emerging form, and discover the surprising history behind the towering megahits from Nintendo, Sega, and others that still inform gaming today. Then you’ll witness the devastating crash that almost ended it all—and the rebirth no one expected. Whether you prefer the white-knuckle gameplay of Robotron: 2084, the barrel-jumping whimsy of Donkey Kong, or the stunning graphics and animation of Dragon’s Lair, Attract Mode will transport you back to the heyday of arcade games and let you relive—or experience for the first time—the unique magic that transformed entertainment forever.




Arcade Britannia


Book Description

The story of the British amusement arcade from the 1800s to the present. Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, and the legislative and economic challenges spurred by public fears of moral decline. Arcade Britannia highlights the differences between British and North American arcades, especially in terms of the complex relationship between gambling and amusements. He also underlines Britain’s role in introducing coin-operated technologies into Europe, as well as the industry’s close links to America and, especially, Japan. He shows how the British arcade is a product of centuries of public play, gambling, entrepreneurship, and mechanization. Examining the arcade’s history through technological, social, cultural, biographic, and legislative perspectives, he describes a pendulum shift between control and liberalization, as well as the continued efforts of concerned moralists to limit and regulate public play. Finally, he recounts the impact on the industry of legislative challenges that included vicious taxation, questions of whether copyright law applied to video-game code, and the peculiar moment when every arcade game in Britain was considered a cinema.




Classic Game Design


Book Description

You too can learn to design and develop classic arcade video games like Pong, Pac-Man, Space Invaders, and Scramble. Collision detection, extra lives, power ups, and countless other essential design elements were invented by the mostly anonymous designers at the early pioneering companies that produced these great games. In this book you’ll go step by step, using modern, free software tools such as Unity to create five games in the classic style, inspired by retro favorites like: Pong, Breakout, Space Invaders, Scramble, and Pac-Man. All the source code, art, and sound sources for the projects are available on the companion files. You'll discover the fun of making your own games, putting in your own color graphics, adjusting the scoring, coding the AI, and creating the sound effects. You'll gain a deep understanding of the roots of modern video game design: the classics of the ’70s and ’80s. Features: Uses Unity, C#, Blender, GIMP, and Audacity to make five fun classic games 4-color throughout with companion files that include source code, art, and full projects (also available for downloading from the publisher by emailing proof of purchase to [email protected]) Includes historical anecdotes direct from one of the fabled Atari coin-op programmers Detailed step-by-step instructions, dozens of exercises, and rules of classic game design Contains unique insights on applying classic game design concepts to modern games.




Arcade


Book Description

A new world opens up to Sam when, fresh from a breakup, he discovers a XXX peepshow on the outskirts of town. More than a mere venue for closeted men to meet for anonymous sex, it's an underground subculture populated by regular players, and marked by innumerable coded rules and customs. A welcome diversion from his dead-end job and the compulsive cyberstalking of the cop who broke his heart, Sam returns to the arcade again and again. When the bizarre setting triggers reflections on his own history and theories, he contemplates his anxious, religious upbringing in small-town Texas, the frightening overlap between horror movies and his love life, and the false expectations created by multiple childhood viewings of Close Encounters of the Third Kind. Then, of course, there isthe subject of sex. As his connection to the place strengthens, and his actions both outside and within the peepshow escalate, Sam wavers between dismissing the arcade as a frivolous pastime and accepting it as the most meaningful place in his life.Arcade is a relentlessly candid and graphic account of one man's attempt to square immutable desire with a carefully constructed self-image on the brink.




Arcade Catastrophe


Book Description

Nate and his friends think the new Arcadeland, where tickets can earn jets, tanks, subs, and race cars, is totally cool, until they learn that the arcade owner is hiding a secret.




Game Sound


Book Description

A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.