Categories
Computers / Video Games Prose Nonfiction

Supercade

1 min read

Order this bookStory: Through descriptive text, occasional product shots, and tons of emulator screen shots, formed Wired editor Van Burnham takes us on a journey from the days of the protozoan Pong prototype developed at M.I.T. in the late 1950s straight through to the Xbox, with a focus on the 1972-1984 epoch of the early video game era.

Review: “Supercade” was being hailed as the definitive, end-all and be-all of classic video game books…at least by some people. I’m not sure if Van Burnham ever made that claim, though she did come kinda close to saying so in her web site almost a year ahead of the book’s release. … Read more

Categories
Biography Computers / Video Games Prose Nonfiction

Steve Jobs And The NeXT Big Thing

Steve Jobs And The NeXT Big ThingOrder this bookStory: Steve Jobs, once one of the wonder boys who created the now-fading legend of Apple Computer, later became more of a liability than a boon to the company with his unusual – and some would say ineffective or even counterproductive – management practices. Forced out of Apple in 1985 by John Sculley (the former Pepsi CEO who, ironically, Jobs had hired into the same position at Apple), Jobs convinced a small key group of Apple employees to follow him away from the company to start a new silicon valley venture, NeXT. Apple promptly sued, which gave the outgoing group a notoriety within the industry – maybe these people, with the legendary Jobs at the wheel, were a serious threat to Apple, and maybe NeXT would be a contender to be dealt with. With this kind of rumormongering working to his advantage, and with his own celebrity status also lending him credibility, Jobs sought investors with tons of money – including Ross Perot – and prompty proceeded to waste their money on such luxuries as a $100,000 corporate logo, a custom-designed headquarters building and manufacturing plant, and high-speed data lines running not only to the office but to his own home as well. NeXT did eventually turn out a computer, years late, millions over budget in R&D (not to mention more unnecessary expenses like those listed above), and thousands of dollars over the budgets of their target consumer demographic.

Review: Boy, I’d love for someone to update this volume…but perhaps not its original author. Published in 1993, it doesn’t cover such later developments as Jobs’ re-emergence as a savior of Apple, his humbling acceptance of investment money into Apple from the coffers of one Bill Gates, and the recent release of the Macintosh PowerCube – bearing a striking resemblence to NeXT’s flop of a computer, which also flopped on the market. … Read more

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Computers / Video Games History Prose Nonfiction

Phoenix: The Fall and Rise of Video Games

Phoenix: The Fall and Rise of Video GamesOrder this bookStory: In the 1960s, a government contractor working with computer display systems figured out how to get a game of video tennis going on a television monitor. But that game, which would later be reproduced by an enterprising programmer named Nolan Bushnell at a young company called Atari, would give rise to one of the fastest-growing sectors of the entertainment industry. Companies such as Atari, Coleco, Mattel, Magnavox, and Bally would ride that wave into the first home video game console era. Fortunes were made and lost by gambling on licensed arcade and entertainment properties, and a flood of mediocre software brought the video game market to its knees. And then a relatively obscure Japanese company changed the rules forever. Originally planning to license its technology out to Atari, a legal misunderstanding convinced Nintendo to go it alone in an uncertain market that they would later dominate alongside Sega and Sony. This is the nuts-and-bolts story of the video game industry.

Review: A great, in-depth book about the history, the swells and ebbtides, the fortunes and failures, and the numerous litigious episodes of the video game industry is long overdue. And after reading Phoenix, I’m sad to say that the book I’ve been hoping to read is still overdue. … Read more

Categories
Computers / Video Games Prose Nonfiction

Leaving Reality Behind

Leaving Reality BehindOrder this bookStory: eToys.com was one of those great success stories of the late ’90s internet boom, a company whose IPO made almost everyone working there instantly rich – and then it faltered and crashed, taking that value with it. But was it the work of a group of art students from Europe – known collectively as etoy – who refused to admit defeat when eToys.com’s lawyers demanded that they surrender their internet presence for fear of hurting the online toy store’s trademarked name?

Review: This is a fairly well-written book, with lots of documented material to back it up. But “Leaving Reality Behind” quickly became a somewhat difficult read when I discovered that I couldn’t bring myself to root for Toby Lenk and eToys.com or his nemeses, referred to frequently in the book as the “etoy boys.” So much of what’s at the heart of this story is pure vanity and arrogance that it’s nigh-impossible to pick out an actual protagonist. I suppose the authors are to be commended for portraying both sides with all of their respective warts, and yet it seems clear that the authorial tone of the book favors the disharmonious group of self-styled artists from Germany and other countries, over the equally troubled would-be e-commerce giant. … Read more

Categories
Computers / Video Games Prose Nonfiction

Joystick Nation

Joystick NationOrder this bookStory: This fascinating, but painfully short, book provides a look into the history of video games in both the home and the arcade, and the various evolutionary steps that led from their creation to the present-day media marketing blitz that surrounds a form of entertainment most of us consider commonplace.

Review: Actually, that description barely does justice to “Joystick Nation”, which covers a lot of ground, and is certainly intended for that portion of the gaming population which was around for the early days of arcade video games, not for those who were young when the first NES hit American shores. The book spends a great deal of time discussing sociological issues, ranging from players’ basic mental, emotional and instictual reactions to video games, to the degree to which the iconography of video games (and game-related marketing) have entrenched themselves in our culture. There are also diversions into the moral ramifications of video game violence, the growing connection between animè, manga, comics and games, the military’s use of high-powered video game engines as training tools, and more. … Read more

Categories
Computers / Video Games History Prose Nonfiction

High Score: The Illustrated History Of Electronic Games

1 min read

Order this bookStory: The authors guide us through a well-illustrated survey of the history of electronic gaming, from Spacewar through the Xbox, with a particular focus on the histories of specific game series, and the companies and personalities behind them. Abundant examples of rare packaging, prototypes and hard-to-find goodies are on display throughout.

Review: If you liked “Supercade”, you’re gonna love this one. “High Score!” is the closest I’ve seen to the “definitive text meets incredible variety of photos and visuals” mix that I’ve been hoping for someone to hit in the rarified genre of video game history tomes. And some of the stuff seen in here, I’ve never seen before – such as the cartridge-based Atari Video Brain that was scrapped to make way for the Atari VCS (a.k.a. the 2600), or the unused Centipede publicity poster and the rejected artwork for Atari’s Vortex, later reamed Tempest. Ample advertising material and box art are also reproduced here, a collector’s dream. … Read more

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Computers / Video Games History Prose Nonfiction

Game Over: Press Start To Continue

Game Over: Press Start To ContinueOrder this bookStory: An overview of the history of Nintendo, one of the most influential companies in the video game industry. Traces the company from its beginnings as a playing card manufacturer to the heights of its popularity, when its video game consoles were in practically every home across the world. New chapters continue the story into the PlayStation era, when Nintendo’s dominance was surpassed by the international conglomerate Sony.

Review: “Game Over” is the story of a company. If you have ever read a corporate history, you know that they generally do not make scintillating reading. But author David Sheff has done something impressive. He has taken the hard corporate world and put a human identity to it. While there is plenty of hard information: data, trial information, etc., it is the stories of the men and women behind Nintendo that makes the story real. … Read more

Categories
Computers / Video Games History Prose Nonfiction

The First Quarter: A 25-Year History Of Video Games

Note: This book has since been reprinted under a different name, “The Ultimate History Of Video Games“.

The First Quarter: A 25-Year History Of Video GamesOrder this bookStory: In the beginning, there was Spacewar, a game designed and played by college students, on college campuses, using lab time on college mainframe computers. And people took note. Though Spacewar got no commercial action, it was only a matter of time before others had the same idea, or created their own games after experiencing Spacewar for themselves. Thus was born the video game industry, now a hyper-competitive, multi-billion dollar industry dominated by Nintendo, Sony and Sega – built on the ashes of now-extinct outfits like Atari, who at one time could do no wrong. This book traces that history, referring frequently to interviews with designers, programmers, executives, and others whose actions shaped the industry.

Review: While I’m pining away for that Holy Grail known as The Ultimate Classic Game Book, I’m quickly discovering that existing tomes each have their own strengths and weaknesses. Leonard Herman’s “Phoenix” is a drier read than yesterday’s police blotter, yet it uncovers a wealth of forgotten hardware and software developments, information valuable to collectors. Many readers felt J.C. Herz’ “Joystick Nation” skimped on the history of those very same games, though it was meant to be less a history and more of an academic exercise. “The First Quarter”, then, reads like the Wall Street Journal version of “Phoenix”. … Read more

Categories
Biography Computers / Video Games Prose Nonfiction

Extra Life: Coming Of Age In Cyberspace

Extra Life: Coming Of Age In CyberspaceOrder this bookStory: Programmer and Wired columnist David S. Bennahum recalls tales of a troubled youth – starting with his parents’ separation and leading to some juvenile delinquency – that was turned around when he was presented with the gift of an Atari 800 computer. Though he originally wanted to play games on it, Bennahum discovers a new love in the art of programming and hacking, and new ethical struggles in learning how to use that knowledge.

Review: I’ll come right out and say this upfront about “Extra Life” – it’s a great read (and I’m not alone in thinking that, as apparently the rights to the book have just recently been optioned for a movie), but whether or not you really “get” the book’s emotional core and its author’s struggles will depend on whether or not you were around and aware of the computer revolution as it was happening. If nothing else, Bennahum really latches on the sense of sheer wonder of growing up in that era. … Read more

Categories
Computers / Video Games History Prose Nonfiction

Digital Retro

1 min read

Order this bookStory: The author traces the evolution of the personal computer, including several video game consoles along the way, in terms of both technical features and external appearance. Extensive notes are provided on the histories of the companies that made them, along with a brief esay that places the product in question within the context of that history. And, of course, there are lots of pictures.

Review: Far more than just a picture book, Digital Retro really takes me back to the early 80s, and the lovingly-photographed full-spread magazine ads for things like the Commodore 64 and the Apple Macintosh. This book takes me right back to those days of “hardware porn,” when young fellows like myself would see computer advertisements and tech specs and would respond with a bit of drool hanging from our chins that would’ve done Pavlov – and Apple’s marketing division – proud. … Read more