Artcade

Artcade
Author: Tim Nicholls
Publsiher: Bitmap Books Limited
Total Pages: 0
Release: 2016
Genre: Computer games
ISBN: 0993012973

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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.

Arcade

Arcade
Author: Drew Nellins Smith
Publsiher: Unknown
Total Pages: 0
Release: 2016
Genre: Fiction
ISBN: 1939419727

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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.

Welcome to the Arcade

Welcome to the Arcade
Author: Michael F. DeConzo
Publsiher: Archway Publishing
Total Pages: 331
Release: 2023-05-08
Genre: Fiction
ISBN: 9781665736831

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Living in South Beach, Staten Island, the “forgotten borough” of New York City, best friends Johnny Romano, Ralphie Molinaro and Giulia Stringer struggle to understand a world that doesn't make a whole lot of sense to them. They're searching for answers to questions that seem impossible to figure out: why are their parents so crazy? How do they live with the hole left in their hearts when someone dies? Why is the gravitational pull of their neighborhood, a beach town next to the Verrazano Bridge that still hasn't shaken off its past, so powerful? What peculiar shapes can love take? And why has a rundown arcade two blocks from the beach become the center of their universe? But the people they meet--from Joey C., the local mob enforcer, to Luke, a transfer student at Tompkins High School, to Dinino, the mysterious owner of the arcade—all have their own secrets to hide. Covering a decade of their lives, from ten to twenty years of age, WELCOME TO THE ARCADE follows Johnny, Ralphie and Giulia as they move through the kaleidoscope of childhood to the insanity of young adulthood, always keeping one burning question in their minds: How do we figure out the greatest mystery of them all—growing up?

Arcade Britannia

Arcade Britannia
Author: Alan Meades
Publsiher: MIT Press
Total Pages: 337
Release: 2022-10-25
Genre: Games & Activities
ISBN: 9780262544702

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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.

The Sega Arcade Revolution

The Sega Arcade Revolution
Author: Ken Horowitz
Publsiher: McFarland
Total Pages: 311
Release: 2018-06-22
Genre: Games & Activities
ISBN: 9781476672250

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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.

Program Arcade Games

Program Arcade Games
Author: Paul Craven
Publsiher: Apress
Total Pages: 403
Release: 2015-12-31
Genre: Computers
ISBN: 9781484217900

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Learn and use Python and PyGame to design and build cool arcade games. In Program Arcade Games: With Python and PyGame, Second Edition, Dr. Paul Vincent Craven teaches you how to create fun and simple quiz games; integrate and start using graphics; animate graphics; integrate and use game controllers; add sound and bit-mapped graphics; and build grid-based games. After reading and using this book, you'll be able to learn to program and build simple arcade game applications using one of today's most popular programming languages, Python. You can even deploy onto Steam and other Linux-based game systems as well as Android, one of today's most popular mobile and tablet platforms. You'll learn: How to create quiz games How to integrate and start using graphics How to animate graphics How to integrate and use game controllers How to add sound and bit-mapped graphics How to build grid-based games Audience“div>This book assumes no prior programming knowledge.

Invitation to the Game

Invitation to the Game
Author: Monica Hughes
Publsiher: Simon and Schuster
Total Pages: 198
Release: 1993-06
Genre: Juvenile Fiction
ISBN: 9780671866921

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Unemployed after high school in the highly robotic society of 2154, Lisse and seven friends resign themselves to a boring existence in their "Designated Area" until the government invites them to play The Game.

How Games Move Us

How Games Move Us
Author: Katherine Isbister
Publsiher: MIT Press
Total Pages: 187
Release: 2017-10-27
Genre: Games & Activities
ISBN: 9780262534451

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An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.