Kamis, 01 November 2012

[K828.Ebook] Download The First Quarter : A 25-year History of Video Games, by Steven L. Kent

Download The First Quarter : A 25-year History of Video Games, by Steven L. Kent

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The First Quarter : A 25-year History of Video Games, by Steven L. Kent

The First Quarter : A 25-year History of Video Games, by Steven L. Kent



The First Quarter : A 25-year History of Video Games, by Steven L. Kent

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The First Quarter : A 25-year History of Video Games, by Steven L. Kent

The First Quarter: A 25-year History of Video Games is an insider's look at the entertainment novelty that drove the evolution of high-technology. The book was compiled from more than 500 first-hand interviews with such people as Nolan Bushnell (founder of Atari), Shigeru Miyamoto (creator of Donkey Kong), Toru Iwatani (designer of Pac-Man), etc.

Above all, this book provides an intimate look into the lives of a group of brilliant and quirky people, and the sometimes serious and sometimes wacky way they ran their business.

  • Sales Rank: #516751 in Books
  • Brand: Brand: B W D Pr
  • Published on: 2001-09-25
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Binding: Paperback
  • 466 pages
Features
  • Used Book in Good Condition

Review
"...the best video game history book I've ever come across...a definitive overview of how it all started." -- John Romero, Founder of Ion Storm

From the Publisher
Review from Next Generation Magazine

"Ok, we admit we're biased. Like most NEXT GEN readers, we've been waiting for years to get our hands on Kent's opus -- the entire history of the videogame industry, writ large through the words of the men and women who created it. Can such an anticipated book possibly live up to our expectations? In a word, yes.

The result of more than 500 interviews (he failed to bag only Yamauchi, Kuturagi, and Sam Tramiel) and years of research, the book delivers an authoritative yet personal view of the game industry, packed with great quotes and anecdotes. While some of the book will be well known (especially to readers of Next Gen), frequently the book exposes totally new (and fascinating) behind-the-scenes secrets. More than that though, it delivers the personal stories behind the facts, brining you the faces behind the games, and giving you a feel for what it's like to work with those people.

If Phoenix is the game industry's textbook, this is its unauthorized biography. Both books are great on their own, but they also complement each other amazingly well -- reading one makes you want to reread the other immediately.

We did have a few quibbles with The first Quarter. Frequently the text is too wordy, and several times we felt Steve was devoting too much space to minor issues that weren't worth it -- like a multi-page anecdote about Nintendo buying the Mariners --or glossing over bits we wanted to hear more on. (Sega's famous "Sega Scream" campaign gets far less ink than their nearly forgotten "Sega does what Ninten-don't" ads.) Those issues aside, though, this book is a major triumph, destined to stand with Hackers, Game Over, and Phoenix as "must reads" for anyone who cares about the game industry."
--Chris Charla

*

Selected by the DigiPen Institute of Technology, the only school offering degrees in video game creation, as a textbook for the Game150 class.

About the Author
Steven L. Kent writes about interactive entertainment for MSNBC, USA Today, Delta Sky, Access, Chicago Tribune, Next Generation, and several other publications.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Grand, sweeping epic on the birth of video games.
By John IV
Steven Kent's labor of love is an excellent, sweeping overview of the birth and rise of the video game industry. This appreciative 32 year old was there for the Bronze and Golden Age of the arcade heyday, cutting my teeth on Firetruck and being swept away in turn by Space Invaders, Asteroids, and Donkey Kong. I groaned when my dad brought home an Intellivision when I wanted a VCS, and the neighbor kid was the only one around w/ a Bally Astrocade. Like many others, I read bits and pieces of Steven's book when it was partially serialized in Next Gen. magazine [often it was the only thing worthwhile in there, but anyhow] and was pleased to get my hands on the finished product. I chuckled when I read another reviewer mention it was a page turner, but that's exactly how it turned out. Going all the way back to pinball and then to the forgotten fathers, he examines interactive digital entertainment's humble beginnings. The reading is somewhat disjointed and non-linear as many of the events and timelines overlap, when one story is completed, another starts back at the beginning. I was especially fascinated by the often incestuous job hopping of some of the major protagonists, as they would leave Atari for instance, create a new third-party software house, then be hired by a competitor, then a next gen usurper. The beginnings of Atari often provided the most rollicking stories, I got a kick out of reading about the early employees who often carried a hatchet with them on their arcade routes just in case they were jumped. As the arcade scene waned, the home consoles rose in power and stature. Atari, Intellivision, Colecovision consoles overlapped the arcade pinnacle, eventually begetting Nintendo, Sega, 3DO, and Sony offerings. Through it all Kent ties in the threads of the men who created these and moved throughout the industry, numerous interviews highlight their place in this blossoming field. Further, as a NW native, I was pleased to see the included side-bar about Nintendo swooping in and saving our Seattle Mariners from the brink. This is an excellent companion and supplement to the existing free open-source documentation/preservation projects that are proceeding apace on the web. These emulators allow users of the original media to play back any of the games original code on their PCs. The largest and most influential of these is M.A.M.E, the multi-arcade-machine-emulator. Currently, Mame supports close to 3000 arcade games via their rom images, going all the way back to 1975's Gun Fight, the first microprocessor game, an 8080 running at 2MHz. Mame's point is to provide a documentation of the hardware of these games, which could be lost to time. Unlike commercial offerings, it intends to document *all* games, not just the hits. When Kent talked about Toru Iwatani, the designer of Pac-Man, he mentioned that Iwatani wanted to do pinball games at first, and that Namco allowed him to do some pseudo-pinball games as a compromise. I knew at once through Mame that they were the Cutie-Q, Bombbee series. There are emulators for just about every console mentioned by Kent too, from Dan Boris' Odyssey emulator, to Stella/Z26 for VCS, to Bliss for Intellivision and on and on. Being able to play the games of our collective childhood's sparked the retrogaming revolution, and Kent's book provides a great historical background for those interested in the history side of things. Additionally, w/ the creation of Visual Pinball by Randy Davis, a great number of the best tables of all time have been recreated and are only a click away. Kent talked about Ballyhoo as the first commercially viable table, and VPinball has it. I really enjoyed the book, from its humble beginnings and stories of Nolan's jacuzzi parties to multi-million dollar product launches, the industry has come a long, long way in merely 25 years. Highly recommended. For further arcade game history, also see Mame's history.dat file, initially compiled by Brian Deuel, and currently maintained at sys2064.com.

1 of 1 people found the following review helpful.
A "Behind the music" for the Video game industry
By Matthew Dovell
This book takes a interesting perspective on the video game industry. If the book Phoenix by Leonard Herman is like an chronological history than this one is like Behind the Music.
Steven Kent goes more on a personal level with programmers and CEO'S both current and former ones. Going this way puts more of an emotional spin as to the maturity of the industry. To put a perspective he goes more into the "Why" of they ways things happened.
Some have commented of some grammar errors and there is a few but they forgot that this is the FIRST VERSION so naturally some can be expected.
What I would like to see for the next version (if he's reading is the following) an index, more pictures (maybe some game shots, building shots etc color maybe as well), maybe a bit on the decline of arcades (it was touched upon by Williams buying Atari Games), maybe a listing of a graph of some sorts (flowchart like) of what company came from where (Activision from Atari, Electronic arts from Apple, 3do from Electronic arts etc) and what companies release what system(s).
I look forward to the next version and Mr. Kents new book coming out in a month or so. This one is highly recommended

1 of 1 people found the following review helpful.
The Definitive History of Video Games
By Brian A. Wolters
The First Quarter: A 25-year History of Video Games is an extremely interesting book, if you are curious at all about the dawn of video games. I myself am a big fan of older video game systems. Being an owner of Atari, Intellivision and Colecovision, I really would give anything to relive those great days in the early 80's. This book helped me do that.
Much of the books deals with the true "father of video games," Nolan Bushnell. In this book, you will see how Nolan was pushed around in the name of sales. You will also learn that he invented the Chuck E Cheese Corporation. It book also covers the "dark days" during the first video game crash. This was indeed a dark time where people were turning to their Commodore 64's and leaving their old consoles to collect dust.
I also enjoyed following the Atari saga. You will read that Atari attempted to make several comebacks only to fail due to poor marketing. Just imagine if Atari had stayed in top. What would the world of video games be like today?
If you even have a passing interest in how video games got started, this is the book to have.

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