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The story of the Atari ST is without doubt one of the most complex and indeed most interesting of any computer. Born out of the split of Atari's arcade division and consumer division in 1984, the ST was the first new product to come from Jack Tramiel's life saving takeover of the latter. Having previously been the head honcho of rival organisation Commodore he needed a machine that would not just take them on head to head but also take their leading market share from them completely. In less than a year Jack and his small team of designers and engineers managed to blueprint and manufacture a 16-bit computer for the masses not the classes. In doing so they managed to beat Commodore and their own Amiga computer to the market and truly kick-start the 16-bit revolution. In this book we take you through the life of the Atari ST computer range looking at a varied cross section of the 7000+ games available with a review and screenshot of each one. From classics released through the late eighties to modern homebrew titles, there are games of all genres and styles. With ten entries for each letter of the alphabet, this is not supposed to be a list of the best or the worst games; neither is it a complete guide to all that's available. It is simply a meandering journey through the decades of home computing history, designed to interest both the dedicated fan and the casual reader alike. A Compendium of Atari ST Games is a celebration of the historic home micro filled with nostalgic memories, new opinions, interesting stories, developer interviews and so much more besides.
This book shows you how to read, write and understand the ATARI BASIC programming language used in new personal-sized microcomputers. In just a few days you can learn to do nearly anything you want using ATARI BASIC programs, without any special background or previous experience with a computer. You'll find detailed descriptions of all the ATARI BASIC you will need to know to make your computer work for you. Numerous applications and games are also included.
Atari 8-bit computers are the first machines that truly bridged the divide between video game players and home computer enthusiasts. The Atari 400 and 800 signaled the start of a new era in computing. Breakout: How Atari 8-Bit Computers Defined a Generation is the first book to cover what made Atari's groundbreaking computer line great: its excellent graphics and sound, flexible programming environment, and wide support from the burgeoning home computer community. For those of us coming of gaming age in the 80s, Atari games were simply amazing—and you'll find out what made these titles so much fun to play. Breakout also explores the Atari 8-bit platform as it stands today, with a robust enthusiast and modding community, the increasing value of Atari computers and peripherals, and how to get started with one now or get your old one running again. With fully revised and updated sections on emulation, mods, and add-ons, plus new community sites, podcasts, and detailed write-ups of 170 Atari 8-bit games (60 more than before), this second edition of Breakout is a must-buy for every vintage computer or gaming enthusiast.
In this six volume set, every game gets the attention it deserves, with scans, screenshots, as well as a lengthy writeup. Each entry is done in a casual, reader friendly tone that both informs and entertains. The Atari 2600 is the system that gave a lot of us our introduction to video games, and this book series aims to help preserve the memory of the games that made this system what it was. Volume 1 Covers 3D Tic-Tac-Toe through Communist Mutants From Space.
In this book we take you through the life of the Sega Master System, and its predecessor the Sega SG-1000, looking at a varied cross section of the 400+ games available, with a review and screenshot of each one. From classics released through the mid to late eighties, to modern homebrew titles, and even some unreleased prototypes, there are games of all genres and styles here. With up to ten entries for each letter of the alphabet, this is not supposed to be a list of the best or the worst games, neither is it a complete guide to all that's available. It is simply a meandering journey through the golden years of 8-bit console history, designed to interest both the dedicated fan and the casual reader alike. Contains interviews with Epyx producer Matt Householder, Imagitec artist Shaun McClure, and Activision producer Tom Sloper. A Compendium of Sega Master System Games is a celebration of the ever-popular console with nostalgic memories, expert opinions, interesting stories, trivia, developer interviews and so much more besides.
This tutorial is the perfect introduction to programming in C on the Atari ST and Commodore Amiga with numerous program examples and a clear, concise style. Explaining how to program the ST and Amiga in the C language, this is a clear guide for beginning and intermediate C programmers.
Code the Classics Volume 1 not only tells the stories of some of the seminal video games of the 1970s and 1980s, but shows you how to create your own games inspired by them, following examples programmed by Raspberry Pi founder Eben Upton. In this book, you'll learn how to run and edit the games in this book by installing Python, Pygame Zero, and an IDE. You'll also: Get game design tips and tricks from the masters Learn how to code your own games with Pygame Zero Explore the code listings and find out how they work You'll meet these vintage-inspired games, and learn from their code in between rounds of play: Boing!: all it took was a couple of lines and a dot, and gamers would be queuing up to play. Cavern: Enduringly popular, the platform game genre is still packed with creative possibilities. Infinite Bunner: Play around with the benefits that a top-down perspective can lend to the classic platform genre. Myriapod: Some shooters confine the gameplay to a single screen while limiting the player's movement. Restrictions can build challenge and difficulty, making for truly addictive gaming. Substitute Soccer: Top-down games of pinball-style soccer built a huge cult following and kicked off a sports genre that's still going strong.
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
The Official Raspberry Pi projects book returns with inspirational projects, detailed step-by-step guides, and product reviews based around the phenomenon that is the Raspberry Pi. See why educators and makers adore the credit card-sized computer that can be used to make robots, retro games consoles, and even art. In this volume of The Official Raspberry Pi Projects Book, you'll: Get involved with the amazing and very active Raspberry Pi community Be inspired by incredible projects made by other people Learn how to make with your Raspberry Pi with our tutorials Find out about the top kits and accessories for your Pi projects And much, much more! If this is your first time using a Raspberry Pi, you'll also find some very helpful guides to get you started with your Raspberry Pi journey. With millions of Raspberry Pi boards out in the wild, that's millions more people getting into digital making and turning their dreams into a Pi-powered reality. Being so spoilt for choice though means that we've managed to compile an incredible list of projects, guides, and reviews for you. This book was written using an earlier version of Raspberry Pi OS. Please use Raspberry Pi OS (Legacy) for full compatibility. See magpi.cc/legacy for more information.