<p/><br></br><p><b> About the Book </b></p></br></br>A gloriously illustrated history of the videogame and its legacy for both mindscapes and video technology.<p/><br></br><p><b> Book Synopsis </b></p></br></br><b>A gloriously illustrated history of the videogame and its legacy for both our mindscapes and video technology.</b><p>It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon--more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems.</p><p>From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the invention of the TV Game Project and the myriad systems of Magnavox, Atari, Coleco, and Mattel that followed; through the rise of the Golden Age of videogames and forward into the imagination of millions, <i>Supercade</i> is the first book to illustrate and document the history, legacy, and visual language of the videogame phenomenon.</p><p>Exuberantly written and illustrated in full color, <i>Supercade</i> pays tribute to the technology, games, and visionaries of one of the most influential periods in the history of computer science--one that profoundly shaped the modern technological landscape and helped change the way people view entertainment.</p><p>Supercade includes contributions from such commentators and particpants as Ralph Baer, Julian Dibbell, Keith Feinstein, Joe Fielder, Lauren Fielder, Justin Hall, Leonard Herman, Steven Johnson, Steven Kent, Nick Montfort, Bob Parks, Carl Steadman, and Tom Vanderbilt.</p><p/><br></br><p><b> Review Quotes </b></p></br></br><br>...[A] satisfying, illuminating read. Recommended for hardcore gamers (and ex-gamers) of all ages.--<b>Dominic Al-Badri </b>, <i>Kansai Time Out, Japan</i>--<br><p>...Big, glossy, comprehensive...a blitz of zippy words and zappy graphics.</p>--<b>Iain Finlayson</b>, <i>The Times Weekend Review</i>--<br><p>Who can resist a book that opens by tying invention of the video game to development of the atom bomb?</p>--<i>Computer Gaming World</i>--<br><p>Burnham's done a splendid job of recreating the cathode-lit dens and arcades of our youth...</p>--<b>Bill Smith</b>, <i>LA Weekly</i>--<br><p>It's impossible to praise this book too highly.</p>--<b>Paul Di Filippo</b>, <i>Asimov's</i>--<br><p>...[M]akes a crucial point...the 'golden age' of video games kick-started an entertainment industry that now rivals Hollywood.</p>--<b>Erik Davis</b>, <i>Bookforum</i>--<br><p>...this book celebrates...software, programmers, and machines that arose from nothing more than the desire to create the perfect game.</p>--<b>Fin Fahey </b>, <i>New Scientist</i>--<br><p/><br></br><p><b> About the Author </b></p></br></br><p>Van Burnham is a Contributing Editor at Wired magazine and a member of the Video Arcade Preservation Society.</p>
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