How to Use the Coleco ADAM

How to Use the Coleco ADAM
Author: Jerry Willis
Publisher:
Total Pages: 132
Release: 1984
Genre: Computers
ISBN: 9780880561495

Introduces the Machine & Its Basic Components with Step-by-Step Instructions on How to Set Up the Computer, How to Start It Running & How to Load & Save Programs. Includes Hints on How to Handle Problems, How to Use & Modify Programs Published in Books & Magazines & Where to Look for More Information

Black Enterprise

Black Enterprise
Author:
Publisher:
Total Pages: 310
Release: 1984-06
Genre:
ISBN:

BLACK ENTERPRISE is the ultimate source for wealth creation for African American professionals, entrepreneurs and corporate executives. Every month, BLACK ENTERPRISE delivers timely, useful information on careers, small business and personal finance.

The Time Has Come for ADAM the ColecoVision Family Computer System at a Price Every Family Can Afford

The Time Has Come for ADAM the ColecoVision Family Computer System at a Price Every Family Can Afford
Author: Coleco Industries, Inc
Publisher:
Total Pages: 0
Release: 1983
Genre: Adam (Computer)
ISBN:

"Introducing ADAM the ColecoVision Family Computer System. What Coleco did in video games, Coleco is doing again, this time in the booming home computer market, with the first computer of its kind... The first system that combines the best ColecoVision arcade-quality video game action with all the capabilities of a powerful 80K computer. The first total home computer/video game system that comes completely packaged with a professional keyboard, letter-quality printer, mass memory drive, built-in word processing software, plus two game controllers ... Included in the package is ADAM's SmartBASIC and the hit new arcade video game, The Official Buck Rogers Planet of Zoom"--Page [2].

Boys' Life

Boys' Life
Author:
Publisher:
Total Pages: 80
Release: 1985-02
Genre:
ISBN:

Boys' Life is the official youth magazine for the Boy Scouts of America. Published since 1911, it contains a proven mix of news, nature, sports, history, fiction, science, comics, and Scouting.

Beyond Donkey Kong

Beyond Donkey Kong
Author: Ken Horowitz
Publisher: McFarland
Total Pages: 274
Release: 2020-07-30
Genre: Games & Activities
ISBN: 1476641765

Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades.

Classic Home Video Games, 1972-1984

Classic Home Video Games, 1972-1984
Author: Brett Weiss
Publisher: McFarland
Total Pages: 317
Release: 2011-12-20
Genre: Games & Activities
ISBN: 0786487550

This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. An appendix lists "homebrew" titles that have been created by fans and amateur programmers and are available for download or purchase. Includes glossary, bibliography and index.

The Medium of the Video Game

The Medium of the Video Game
Author: Mark J. P. Wolf
Publisher: University of Texas Press
Total Pages: 228
Release: 2010-07-22
Genre: Games & Activities
ISBN: 0292786646

Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.