From Pinballs To Pixels
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Author | : Ken Horowitz |
Publisher | : McFarland |
Total Pages | : 537 |
Release | : 2023-04-27 |
Genre | : Games & Activities |
ISBN | : 1476647968 |
From early classics like Contact to marvels like High Speed, gaming publisher Williams dazzled arcade goers with its diverse range of quality pinball games. The age of video games catapulted the company into legend with blockbusters like Defender and Joust, and by the end of the 1980s it was the largest coin-op publisher in North America. Williams' acquisition of Bally/Midway began a period of hits that included Mortal Kombat and NBA Jam, as well as the best-selling pinball machine of all time, The Addams Family. The history of Williams spans nearly six decades and is filled with great games, huge gambles and technical innovations that impacted every aspect of pinball and arcade video games. With interviews of 40+ former designers and executives from Williams/Bally/Midway, as well as information from hundreds of contemporaneous news reports and documents, this book presents a never-before-seen chronology of how the small company became a coin-op juggernaut. Thirty pinball and 26 video game classics are examined in depth with direct input from the people who made them, along with the story of the events that shaped one of gaming's greatest publishing houses.
Author | : Marco Rossignoli |
Publisher | : Schiffer Pub Limited |
Total Pages | : 272 |
Release | : 2002-08-30 |
Genre | : Games |
ISBN | : 9780764316876 |
Pinball games have long been regarded as the twentieth century's ultimate coin operated amusement, touching the lives of generations of players in numerous cultures. This visual chronicle, with examples from the game's beginnings to the present day, focuses in particular on the years from 1958 to 1998. It showcases fifty fascinating pinball games, each with its own chapter outlining the special features. Covered in detail are cultural influences, design and artistic trends, historical connections, collectibility, values, and unique game rules. Over 800 full color photographs display whole machine shots, close-ups of backglasses and playfields, and ball's-eye-view images. They put the pinball enthusiast right into the action! This beautiful book is an essential reference for the libraries of pinball collectors and aficionados everywhere.
Author | : Marco Rossignoli |
Publisher | : Schiffer Book for Collectors w |
Total Pages | : 0 |
Release | : 2007 |
Genre | : Antiques & Collectibles |
ISBN | : 9780764326097 |
Describes pinball machines both vintage and contemporary and 50 games. Each chapter outlines a game's special features, historical background, game rules, graphic images, collectibility and current value.
Author | : Marco Rossignoli |
Publisher | : Schiffer Publishing |
Total Pages | : 0 |
Release | : 2004 |
Genre | : Antiques & Collectibles |
ISBN | : 9780764321092 |
Fifty vintage and contemporary pinballs are showcased, each with its own chapter outlining special features, historical information, game trivia, game rules, collectibility, graphic images, and current value. Over 600 full color photographs provide a complete visual of each game. Whole machine shots, close-ups, and ball's-eye-view images put enthusiasts right into the action. A must for pinball collectors, graphic artists, historians, and devotees of coin operated amusement games.
Author | : Adam Ruben |
Publisher | : Chicago Review Press |
Total Pages | : 251 |
Release | : 2017-11-01 |
Genre | : Games & Activities |
ISBN | : 1613735936 |
Pinball's history is America's history, from gambling and war-themed machines to the arcade revolution and, ultimately, the decline of the need to leave your house. The strangest thing about pinball is that it persists, and not just as nostalgia. Pinball didn't just stick around—it grew and continues to evolve with the times. Somehow, in today's iPhone world, a three-hundred-pound monstrosity of wood and cables has survived to enjoy yet another renaissance. Pinball is more to humor writer Adam Ruben than a fascinating book topic—it's a lifelong obsession. Ruben played competitive pinball for years, rising as high as the 80th-ranked player in the world. Then he had children. Now, mired in 9,938th place—darn kids—Ruben tries to stage a comeback, visiting pinball museums, gaming conventions, pinball machine designers, and even pinball factories in his attempt to discover what makes the world's best players, the real wizards, so good. Along the way, Ruben examines the bigger story of pinball's invention, ascent, near defeat, resurgence, near defeat again, and struggle to find its niche in modern society.
Author | : B. B. Kamoroff |
Publisher | : |
Total Pages | : 228 |
Release | : 2021-06-28 |
Genre | : |
ISBN | : 9780764361807 |
Every person who owns a pinball machine, or who is thinking of buying one, will find a wealth of valuable information and step-by-step help in this thorough, updated manual. For electromechanical and electronic machines: choosing and buying a pinball machine; different types and vintages of machines; components and features; setup and game adjustments; how to maintain, clean, and service your machine; setting machines for free play; troubleshooting; repairs you can do yourself; keeping the flippers "hot"; sources for parts, tools, schematics, game manuals, and professional repairs; starting your own pinball business; and much more. Illustrated with more than 200 detailed photos and diagrams, including rare and beautiful machines from the Pacific Pinball Museum, one of the world's largest collections of pinball machines, from the 1930s to today.
Author | : Warren Davis |
Publisher | : Santa Monica Press |
Total Pages | : 236 |
Release | : 2022-01-11 |
Genre | : Games & Activities |
ISBN | : 1595807853 |
Creating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the classic decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere. Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who’s who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haegar, and Dennis Nordman, among many others. The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the fabled Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics. On the one-of-a-kind Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist’s work into game code. Whether you’re looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960s computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis’s memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.
Author | : NFGMan |
Publisher | : Gulf Professional Publishing |
Total Pages | : 204 |
Release | : 2006 |
Genre | : Computers |
ISBN | : 9780240808086 |
This work looks at the creative challenges of designing sprites and icons for mobile phones, portable games platforms and computers. It also explores how the limits of designing for small screens are the inspiration for vibrant and colourful art.
Author | : Tim Lapetino |
Publisher | : Dynamite Entertainment |
Total Pages | : 354 |
Release | : 2016-10-26 |
Genre | : Art |
ISBN | : 1524101060 |
Atari is one of the most recognized names in the world. Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced!
Author | : Ken Horowitz |
Publisher | : McFarland |
Total Pages | : 311 |
Release | : 2018-07-06 |
Genre | : Games & Activities |
ISBN | : 1476631964 |
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.