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Index
Cover
Halftitle
Bookinfo
Booktitle
Copyright
Contents
Foreword
Acknowledgment
Timeline
Stella 1
Types of Platforms
The Roots of Video Gaming
Cartridge Games for the Home
Design of the Atari VCS
Plan of the Book
Combat 2
The Use of ROM in Video Games
Joysticks and Other Controllers
How the System Computes
Where VCS Meets TV
For Two Players
Combat’s Code
Game Variations
Paddles, Video Olympics, and AI
Revisiting Combat
Adventure 3
Text Adventure into Action Adventure
Virtual Space
Movement
I Am a Ball
Handling Items
Getting Lost
The Easter Egg
The Graphical Turn
Pac-Man 4
Chasing the Blinking Coin-Ops
Bitmaps and Mazes
Sprites
VITAMINS
Bank Switching and Ms. Pac-Man
Yars’ Revenge 5
A Yar Is Born
Through the Wandering Rocks
Building on Star Castle
The Code Zone
Into Fiction; On to the Future
Pitfall! 6
Third-Party Games from Activision
Development Practices
Design Philosophies and Styles
Pitfall! Crosses the Road
Cultural Inspiration
Jungle Generation
Adventuring at Home
Attention to Detail
Creativity and Control
Star Wars: The Empire Strikes Back 7
Bounced from the Toy Store
License to Program
Attack of the Movie-Game
Imperial Technology
The Players Are Listening
The Sun Sets on Atari’s Empire
After the Crash 8
Playing On
Afterword on Platform Studies
Notes
Bibliography
Index
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