1000 Game Heroes Choquet, David


Dragon's Lair presents "Dirk the Daring Battles the Crypt Creeps"



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Dragon's Lair presents "Dirk the Daring Battles the Crypt Creeps"

Weyn, Suzanne

[ISBN?]; Marvel Books; 1984; $0.99; [?]p; HC. Notes: Coloring and activity book. Illustrated by Don Bluth Studios.

  • Dragon's Lair presents "Dirk the Daring Battles the Giddy Goons"

Weyn, Suzanne

[ISBN?]; Marvel Books; 1984; $0.99; [?]p; HC. Notes: Coloring and activity book. Illustrated by Don Bluth Studios.

  • Dragon's Lair presents "Dirk the Daring in the Quest for the Stolen Fortune”

Weyn, Suzanne

0-871-35018-1; Marvel Books; 1984; $0.99; 35p; HC. Notes: Coloring and activity book. Illustrated by Don Bluth Studios.

  • Dragon's Lair presents "The Magic Sword"

Weyn, Suzanne

[ISBN?]; Marvel Books; 1984; $0.99; [?]p; HC. Notes: Coloring and activity book. Illustrated by Don Bluth Studios.

  • Dungeons and Dreamers: The Rise of Computer Game Culture, from Geek to Chic

King, Brad, and John Borland

0-072-22888-1; McGraw-Hill Osbourne; 2003; $24.99; 273p; HC. Notes: Covers the careers of notable programmers such as John Carmack, John Romero, Warren Spector, and especially Richard Garriott

  • Electronic Games

D'Ignaio, Fred

0-531-04396-7; Franklin Watts; 1982; [$?]; 64p. Notes: Covers computers, handhelds, consoles, and arcade games.

  • Electronic Games: Design, Programming, and Troubleshooting

Buchsbaum, Walter H. & Robert Mauro

0-070-08721-0; McGraw-Hill; 1979; $17.50; 335p; HC. Notes: It deals primarily with various pong-type games at the HARDWARE level; it is essentially a textbook. The final chapter contains photos and technical information & specifications on the following systems: Odyessy 2000,3000,4000; RCA Studio II; Fairchild Channel F; Atari 2600 (no technical info) Coleco Telstar Arcade (no technical info but 3 screen shots), various “Pong” systems, Tic Tac Quiz (arcade), and Fonz (arcade). Illustrated. Includes index.

  • Electronic Plastic

Gielens, Jaro, and Buro Destruct

3-931-12644-7; Die Gestalten Verlag; 2001; $44.00; 176p; PB. Notes: A visual history of electronic handhelds. There’s also a website- http://www.handhelden.com/

  • The Encyclopedia of Arcade Video Games

Kurtz, Bill

0-764-31925-6; Schiffer Publishing; 2003; $39.95; 240p; HC. Notes: Includes over 600 photos as well as a price guide.

  • Encyclopedia of Game Machines, The: Consoles, Handhelds, & Home Computers 1972-2005

Forster, Winifred

3-000-15359-4; Magdalena Gniatczynska; 2005; 224p; PB. Notes: Originally published in Germany and translated by Rafael Dyll and David McCarthy, this book covers the history of video games, from Atari to Sega, from Apple to Nintendo DS: The illustrated history of 450 machines with 600 pictures, history & technical data.

  • Extra Life: Coming of Age in Cyberspace

Bennahum, David S.

0-465-01236-1; Perseus Books Group; 1999; $15.95; 238p; PB. Notes: One person’s experience in the early years of personal computing.

  • Family Playbook for Intellivision Games, The

Hoye, David

0-806-50799-3; Citadel; 1982; $5.95; 188p; [Format?]. Home: INTV. Notes: Covers early Intellivision titles, with detailed info.

  • Fire in the Valley: The Making of the Personal Computer

Frieberger, Paul and Michael Swaine

0-071-35892-7; McGraw-Hill Professional; 1999; $16.95; 463p; PB.

  • Fire in the Valley: The Making of the Personal Computer,Collector's Edition
    Frieberger, Paul and Michael Swaine


0-071-35895-1; McGraw-Hill Professional; 1999; $34.95; 463p; HC.

  • The First Quarter: A 25-Year History of Video Games

Kent, Steven L.

0-970-47550-0; BWD Press; 2000; $21.95; 466p; SC. Notes: Preface by Peter Molyneux. The definitive history book on the creation and development of the video game industry, and the perfect companion to Leonard Herman’s Phoenix.

  • Future of Video Games 1995-2000, The

Buxton, Chris

[ISBN?]; Future Publishing; 1994; $[?]; 98p; PB.

  • Game Console Hacking: Xbox, PlayStation, Nintendo, Atari, & Gamepark 32

Grand, Joe

1-931836-31-0; Syngress; 2004; $39.95; 592p; PB. Notes: Foreword by Ralph Baer. Follow-up to Hardware Hacking, again with several authors contributing. It provides detailed instructions on how to customize and reconfigure consoles to a wide variety of ends--from the cosmetic case modifications to the ambitious porting of Linux to the Nintendo GameCube. Platforms covered in this book include Atari, Sega, Nintendo, Playstation, Xbox, and Game Boy.

  • Game Design: The Art and Business of Creating Games

Bob Bates

0-761-53165-3; Premier Press; 2001; $29.99; 336p; PB.

  • Game Development Essentials: Video Game Art

Gantzler, Todd

1-401-84066-3; Thomson Delmar Learning; 2004; $60.95; 320p; PB.

  • Game Force Video Game Price Guide

Beedham, Jeff

[ISBN?]; Del World Publications/Game Force Productions; 1995; $15; 70p; unique (spiral bound). Notes: An accurate collecting guide covering up to early 1995. Covers the histories and games for 3DO, 2600, 5200, 7800, Arcadia 2001, Astrocade, Channel F, ColecoVision, Game Boy, Game Gear, Genesis/Sega CD/32X, Intellivision, Jaguar, Lynx, Neo Geo, NES, Odyssey&2, SMS, SNES, TurboDuo, and Vectrex. And if you haven't heard of some these systems mentioned you will know all about them after you read their detailed history in this book. Also covers all the games released for the above systems and includes descriptions on some of them. No pictures due to copyright reasons. Includes game values and mail order places where you can get classic games. The GF Price Guide is a high-quality book with an easy to use indexing system. An invaluable reference tool. A must for the gamer and collector. A second edition was planned for 1996, but it’s unknown whether or not it came out.

  • Game Machines: Consoles, Handhelds & Home Computers 1972–2005


224p; PB. Notes: 2nd Edition of Gameplan’s Play Consoles and Home Computers. There’s also an English version as well!

  • Game Makers, The: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit

Orbanes, Philip

1-591-39269-1; Harvard Business School Press; 2003; $29.95; 256p; HC. Notes: Written by a former Parker Bros. executive, this text is a semi- official history of the game company. Founder George Parker is portrayed as an innovator who managed to imbue the company with values and principles that contributed to the company's long rise to fame and fortune between 1883 and the beginning of the 1980s, and later how General Mill's video-game-stoked greed and lack of prudence brought on the decline of the once so respected game maker.

  • Game On: The History and Culture of Videogames

King, Lucien

0-789-30778-2; Universe Publishing; 2002; $25.00; 144p; PB.

  • Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children

Sheff, David

0-679-40469-4; Random House; 1993; $25.00; 445p; HC. Notes: [The following notes are excerpts from a post on RGVC. Test in quotes are chapter names.] Very interesting novel about the history of Nintendo. Went into great detail about the origin of the company in Japan (creating playing cards), all the way to about mid '92. "I, Mario" details key creative people, including Sigeru Miyamoto, the creator of Donkey Kong, which introduced the Mario character. "For A Fistful of Quarters" explored Nintendo of America's offering of a table top version of Donkey Kong in bars. It goes into Sidney Sheinberg's lawsuit against NOA for the use of the King Kong character in the Donkey Kong game (the lawsuit failed). "Reversal of Fortune" goes into the history of Nolan Bushnell, and Atari's rise and fall.

  • Game Over: How Nintendo Conquered the World

Sheff, David

0-679-73622-0; Knopf Publishing Group (Vintage Books); 1994; $13.00?; 451p; PB. Arcade: Donkey Kong. Notes: There is supposed to be a significant difference between the hard cover and paperback. Please submit more information if you have it.

  • Game Over UAB

Sheff, David and Michael Russotto

0-736-62910-6; Books on Tape, Inc.; 1995; $104.00; audio. Notes: Unabridged, 13 Cassettes.

  • Game Over

Sheff, David

0-517-17908-3; Random House Value Publishing, Incorporated; 1997; $[?], [?]p, HC.

  • Game Over: Press Start to Continue, Vol. 1

Sheff, David & Andy Eddy

0-966-96170-6; Cyberactive Publishing; 1999; $19.95; 494p; PB. Notes: Revised edition of Game Over

  • Gamers: Writers, Artists, and Programmers on the Pleasures of Pixels

Compton, Shanna

1-932-36057-3; Soft Skull Press; 2004; $14.95; 280; PB. Notes: According to the press release, it’s “The first book to ever seriously explore the culture of video and online games.” It’s basically a collection of essays, including some Q&A with some well-known video game luminaries such as Walter Day and Todd Rogers.

  • Gamester's Guide to Arcade Video Games

Kordestani, Paul

0-830-60181-3; Tab Books Inc.; 1983; $16.50; 376p; TPB. Notes: Includes B&W illustrations of each game’s screen.

  • Gaming Hacks

Carless, Simon

0-596-00714-0; O'Reilly Media; 2004; $24.95; 304p; PB.

  • Gender Inclusive Game Design: Expanding The Market (Advances in Computer Graphics and Game Development Series)

Ray, Sheri Graner

1-584-50239-8; Charles River Media; 2003; $39.95; 350p; HC.

  • Good, The Bad, and the Bogus, The

Lockard, Nathan

1-881-58304-X; Adventure Press; [Date?]; $[?]; 270p; SC.

  • Got Game: How the Gamer Generation Is Reshaping Business Forever

Beck, John C. and Mitchell Wade

1-578-51949-7; Harvard Business School Press; 2004; $29.95; 208p; HC.

  • Greatest Games of All Time, The

Costello, Matthew J.

0-471-52975-3; John Wiley & Sons Inc.; 1991; $14.95; 192p; PB. Notes: Written by an experienced gamesman, who is a frequent contributor to Games Magazine, it features dozens of games that can be played on simple boards or on sheets photocopied from the book. A must-have for all game enthusiasts and history buffs, it includes trivia about the unusual and often eccentric people behind history's most popular games--from the legendary board games of the pharoahs and ancient Egypt, to the social parlor games of the Victorians, to more contemporary perennials such as Monopoly and Trivial Pursuit. Also discusses the phenomenon of war and survival games as well as video games and the high-tech future of games, including CD-I--a compact-disc interactive system that will offer films with which players can interact. Features a Buyer's Guide to the best games. Includes 81 illustrations.

  • Greatest Games, The: The 93 Best Computer Games

of All Time

Gutman, Dan & Shay Adams

0-942386-95-7; Compute; 1985; $9.95; 285p; TPB. Notes: Although this is mainly a computer cartridge book, there are several video games listed and discussed in it. Classic cart games listed: One-on-One, Summer Games, Ballblazer, Miner 2049er, Popeye, Pole Position, Turbo, Oil's Well and Ms. Pac-Man. The rest of the list is mainly 800, Apple, C-64 and PC programs. This book contains no screen shots, but has some really cool (not) blue line drawings (they look like a 2 year old drew them).

  • Guide to the Video Arcade Games

Lubar, David and Owen Linzmayer

[ISBN?]; Creative Computing; [Date?]; $3.95; [?]p; PB?. Notes: Covers various classic arcade games from the “golden” era. This is the same person (Lubar) that programmed several Atari 2600 games!

  • Hacker Crackdown, The: Law and Disorder on the Electronic Frontier

Sterling, Bruce

0-553-08058-X (HC), 0-553-56370-X (PB); Bantam Books; 1992; $23.00 (HC), $7.50 (PB); 328 pages; HC, PB

  • Hacker Crackdown, The: Law and Disorder on the Electronic Frontier

Sterling, Bruce

1-404-30640-4 (HC), 1-404-30641-2 (PB); IndyPublish.com; 2002; $30.75 (HC), $20.99 (PB); 292 pages; HC, PB. Notes: Revised edition.

  • Hackers

Levy, Steven

[ISBN?]; [Publisher?]; 1984; $[?]; [?]p; [Format?].

Levy, Steven

0-385-31210-5; Delta Books; 1994; $12.95; [?]p; TPB?. Notes: It's got a whole part dedicated to 'Game Hackers'. And the new paperback has a followup on what the people in the book are doing today.

  • Hackers: Heroes of the Computer Revolution

Levy, Steven

0-141-00051-1; Penguin USA; 2001; $14.00; 464p; PB. Notes: Updated edition

  • Hacking the XBOX: An Introduction to Reverse Engineering

Huang, Andrew

1-593-27029-1; No Starch Press; 2003; $24.99; 288p; PB. Notes: Everything you need to know on how to modify your XBOX and turn it into a personal computer, media player, or web server, as well as in-depth descriptions on how the system’s security features were circumvented. Also covers how to do simple mods, such as changing LEDs, power supplies, adding a USB port, and even how to run Linux on it.

  • Hacking Video Game Consoles: Turn your old video game systems into awesome new portables

Heckendorn, Benjamin

0-764-57806-5; John Wiley & Sons; 2005; $29.99; 574p; PB. Notes: Best known for making custom Atari 2600 portable systems, he applies the same expertise knowledge to making portables of NES, SNES, and Playstation systems as well. If you’ve ever wanted to make one for yourself, and you know which end of a soldering iron to hold, this is the book for you.

  • Hallowed Whispers

Panks, Paul

1-411-61049-0; Lulu, Inc.; 2004; $8.74; 128p; PB. Notes: The author recounts his days as a Commodore user and enthusiast, and stories about writing adventure games. Includes some full-color pictures.

Murray, Janet H.

0-262-63187-3; MIT Press; 1998; $25; 324p; PB.

  • Hardware Hacking: Have Fun While Voiding Your Warranty

Grand, Joe

1-932266-83-6; Syngress; 2004; $39.95; 576p; PB. Notes: Although the majority of the book covers modifications for video game consoles (on everything from the Atari VCS to PlayStation 2) it also includes Apple USB mouse controllers, CueCat, iPod, PC home theater setups, and more. A total of 8 different authors are credited!

  • High Score! The Illustrated History of Electronic Games

DeMaria, Rusel and Johnny Lee Wilson

0-072-22428-2; McGraw-Hill Osborne; 2002; $24.99; 328p; PB.

  • High Score! The Illustrated History of Electronic Games

DeMaria, Rusel and Johnny Lee Wilson

0-072-23172-6; Mcgraw-Hill Osborne; 2003; [$?]; 400p; PB. 2nd edition. Includes new material by Chris Kohler

  • How to Beat Atari, Intellivision, and Other Home Video Games

Blanchet, Micheal

0-671-45909-0; Simon & Schuster (Fireside); 1982; $4.95; 128p; PB. Notes: Illustrated (very poorly) by R.B. Backhaus. Also contains a chapter on "Converting the Atari Joystick for Left-Handed Use."

  • How to Beat the Video Games

Blanchet, Michael

0-671-45375-0; Simon and Schuster (Fireside); 1982; $3.95; 112p; TPB. Notes: This book has some abstract B&W illustrations.

  • How to Conquer Dragon’s Lair

Zavisca, Ernest, Ph.D and Gary Beltowski

0-941-12606-4; Meadowlark Press; 1984; $[?]; 60p; PB.

  • How to Design & Build Your Own Custom TV Games

Heiserman, David L.

0-830-69859-0 (HC), 0-830-61101-0 (PB); Tab Books; 1978; $14.95 (HC), $9.95 (PB); 544p; HC, PB. Notes: Pong Era; a virtual ECE textbook. Illustrated. Includes index.

Hirschfeld, Tom

0-553-20195-6; Bantam; 1982; $2.95; 198p; PB. 2600: Notes: Each game is presented with a B&W illustration of the board with pointers to what each part of the screen represents and then has the following sections in outline format: controls, scoring, dangers, observations, and strategies. The following games also have a game variation matrix (in case you lose your manual, I guess): Asteroids, Combat, Missile Command, Space Invaders, and Warlords. Also includes sections on high scores, clubs, exact instructions on how to find the secret room in Adventure, some arcade games, and manufacturer addresses.

  • How to Master the Video Games

Hirschfeld, Tom

0-553-20164-6; Bantam; 1981; $2.95; 180p; PB. Notes: There are (at least) 5 variations of this book and all can be distinguished by the appearance of the cover. The rarest version is the one that was published by Troll as indicated on the front cover and the spine (the indica says that it was published by Bantam, though); the other 4 were published by Bantam. Two of the Bantam versions have a yellow triangle in the lower right corner of the front cover that says, "INCLUDES THE HOTTEST TIPS ON PAC-MAN" (the Troll version has this, too). They differ in that one says "SPECIAL BOOK CLUB EDITIN" in small letters to the right of the "HOW TO" portion of the title and the other does not. The other two (non-"Pac-Man" Bantam) variations are identical except for the very top portion of the spine where the rooster can be either red or yellow. There are other minor differences as well but the text content appears to be the same. (woodcock) Each game is presented with a B&W illustration of the board (Wizard Of Wor includes a diagram of every maze) with pointers to what each part of the screen represents and then has the following sections in outline format: controls, scoring, dangers, observations, and strategies. This would be a good reference for anyone writing a computer version of these classics.

  • How to Master the Video Games, Book 2

Hirschfeld, Tom and Leo Daniels

[ISDN?]; Bantam; [date?]; $2.95; [?]p; PB. Notes: Updated version of the original.

  • How to Repair Video Games

Goodman, Robert L.

0-830-69906-6 (HC), 0-830-61028-6 (PB); Tab Books; 1978; $9.95 (HC), $7.95 (PB); 270p; HC, PB. Notes: Illustrated. Includes index. Excellent reference for repairing early home video games. Includes schematics, parts lists and know-how. In some cases it includes (probably outdated) ordering information. Games covered: Radio Shack Games Scoreboard models 60-3051, 60-3052, 60-3054, 60-3055, 60-3056, 60-3057; Magnavox Odyssey models YF-7010, YF-7015, BG7500, BG7510, BG7511, BG7514, BG7516, BG7520, ITL200 BK12 &BLAK Odyssey Game Simulators T991 TV chassis with built-in Odyssey; RCA Studio II model 18V100; General Instrument Game Chips AY-3-8500, AY-3-8500-1, AY-3-8550, AY-3-8550-1, AY-3-8515, AY-3-8515-1, AY-3-8600, AY-3-8600-1, AY-3-8615, AY-3-8615-1, AY-3-8700, AY-3-8700-1; Texas Instruments Game Chips SN76410N, SN76499N, SN76477, SN76427, SN76430N, SN76431N, SN76484N, SN76440, SN76432, SN76460/SN76462, SN76483N; National Semiconductor Video Game System MMS7106N, MM53104, LM1889; Atari Pong; and Midway Home Pinball Games 606-100 & 614-1000/3000/614-2000, 614-2000.

  • How to Win at Atari Home Computer Games

Consumer Guide

0-671-49558-5; Holiday House; 1987; $[?]; 64p; PB. Notes:

  • How to Win at Donkey Kong

Consumer Guide

0-671-45840-X; Pocket Books; 1982; $1.95; 32p; PAM. Notes: Basically an expanded version of the Donkey Kong section from Consumer Guides' How to Win at Video Games (0-517-381192). Color illustrations. Has a nice section on "Donkey Kong Grandstanding", describing hard-to-do tricks.

  • How to Win at Dragon's Lair

Ferguson, Laren

0-590-33258-9; Scholastic; 1984; $1.50; 35p; PAM. Notes: Patterns for all Dragon's Lair screens, and a bit on scoring.

  • How to Win at E.T., the Video Game

Consumer Guide

0-440-13767-5; Dell; 1983; $2.50; 32p; PAM?. Notes: Everything you need to know on how to get the little guy safely back home. The authors are Scott and Todd Rogers, and the editor was Jim Gorzelany.

0-517-40841-4; Random House; 1988; $[?]; [?]p; [format?].

  • How to Win at Home Video Games

Consumer Guide

0-517-39870-2; Crescent; 1982; $[?]; [?]p; HC. Notes: Covers 70 games for the Intellivision, Colecovision, Odyssey 2, and especially the Atari VCS. Strategies and tips were provided from several top gamers at the time, including Todd Rogers. Also available in a beautiful spiral-bound form.

  • How to Win at Nintendo Games

Rovin, Jeff

0-312-92018-0 / 0-312-91341-9; St. Martin’s; 1989; $[?]; [?]p; PB. Notes: Re-issued in 1990.

  • How to Win at Nintendo Games #2

Rovin, Jeff

0-312-92016-4; St. Martin’s; 1993; $[?]; [?]p; PB.

  • How to Win at Nintendo Games #3

Rovin, Jeff

0-312-92251-5 / 0-3129-2215-9 ; St. Martin’s; [date?]; $[?]; [?]p; PB.

  • How to Win at Nintendo Games #4

Rovin, Jeff

0-312-92721-5; St. Martin’s; [date?]; $[?]; [?]p; PB.
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