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Gamers who cut their teeth in the arcades will love this trip down memory lane. Artcade is a unique collection of coin-op cabinet marquees, some dating back 40 years to the dawn of video gaming. Originally acquired by Tim Nicholls from a Hollywood props company, this archive of marquees - many of which had suffered damage over time - have now been scanned and digitally restored to their former glory. The full collection of classic arcade cabinet artwork is presented here for the first time in this stunning landscape hardback book, and accompanied by interviews with artists Larry Day and the late Python Anghelo. Relive your mis-spent youth with artwork from dozens of coin-ops including Asteroid, Battlezone, Street Fighter II, Out Run, Moon Patrol, Gyruss, Q*Bert, Bubble Bobble and many more. Each marquee takes up a full double-page spread in the book, and is faithfully recreated using beautiful lithographic printing on the highest quality paper. Tim has spent over a thousand hours assembling the high-resolution scans, restoring the images in Photoshop and color-correcting them back to their vibrant, as-new appearance. The results of all that hard work are now available as a lasting record of the amazing artwork that adorned the arcades during the golden era of coin-op video gaming.
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
Compilation of Japanese Super Famicom game packaging featuring around 250 titles, including many rare examples and some that have never before been documented in print, each box is presented life size, with a critique of the artwork, plus interviews with other collectors, explaining their love of the format.
From the New York Times bestselling author of The Alphabet of Manliness, the creator of “The Best Page in the Universe,” and overall genius, comes an outrageous, laugh-out-loud critique of children’s artwork that finally cuts those little smug know-it-alls down to size. Previously published as I Am Better Than Your Kids. If you think children are precious little snowflakes who are perfect in every way, think again. If you cherish every piece of art, every book report, every letter to Santa your child gives you, then this book is not for you. If your refrigerator is adorned with mementos from your kid’s childhood, then you are a sucker. Maddox, who has been writing hilarious essays for his popular site, TheBestPageInTheUniverse.com since 1996, can spell, do math, and run faster than your kids—and, he is here to show you just how inferior your kids are. Marvel as Maddox deconstructs an eight-year-old’s crayon-drawn family portrait! Laugh uproariously as he judges sub-par Valentines, homemade “gifts,” and other areas of elementary-aged underperformance! Why reward weakness and mediocrity with gold stars? You are in Maddox’s world now, and no child is safe from the scrutiny and critical gaze of the world’s foremost authority on children’s crappy artwork.
The definitive survey of ’70s, ’80s, and early ’90s arcade video game pixel typography. Arcade Game Typography presents readers with a fascinating new world of typography: the pixel typeface. Video game designers of the ’70s, ’80s, and ’90s faced color and resolution limitations that stimulated incredible creativity. With each letter having to exist in a small pixel grid, artists began to use clever techniques to create elegant character sets within a tiny canvas. This book presents typefaces on a dynamic and decorative grid, taking reference from high-end type specimens while adding a suitably playful twist. Arcade Game Typography recreates that visual aesthetic, fizzing with life and color. Featuring pixel typefaces carefully selected from the first decades of arcade video games, Arcade Game Typography presents a completist survey of a previously undocumented outsider typography movement, accompanied by insightful commentary from author Toshi Omagari, a Monotype typeface designer himself. Gathering an eclectic range of typography, from hit games such as Super Sprint, Marble Madness, and Space Harrier to countless lesser-known gems, Arcade Game Typography is a vivid nostalgia trip for gamers, designers, and illustrators alike.
Celebrating 30 years of Dazed’s boundary-pushing storytelling at the forefront of youth culture, this book reveals the past, present, and future of Dazed through its bold cover designs and manifesto-like headlines. In 1991, the first issue of Dazed & Confused was released as a single A2 foldout newsprint by a then 20-year-old Jefferson Hack and the photographer Rankin. Now, 30 years later, what began as a print magazine has gone on to provoke a change in consciousness, becoming a vital cultural manifesto for today. Created for an audience that wants to be both informed and inspired to imagine, its radical approach to publishing means that Dazed is still at the forefront of youth culture today. Split into ten chapters—taken from the magazine’s most memorable cover lines—this book explores how these early manifestos reflect the magazine’s ethos today. Time-traveling from the ’90s to now, a new generation of image makers sit side by side with archival materials to showcase how Dazed has always interpreted celebrity through its own boundary-pushing lens: from Alexander McQueen and David Bowie’s first official, recorded conversation and the designer’s “Fashion-Able?” cover, to a rare appearance and guest-edit by Chelsea Manning, to rapper Young Thug shot by Harley Weir.
Part I. Three histories : Developing a fluxable forum: Early performance & publishing / Owen Smith -- Fluxus, fluxion, flushoe: the 1970's / Simon Anderson -- Fluxus fortuna / Hannah Higgins -- Part II. Theories of Fluxus: Boredom and oblivion / Ina Blon -- Zen vaudeville: a medi(t)ation in the margins of Fluxus / David T. Doris -- Fluxus as a laboratory / Craig Saper -- Part III. Critical and historical perspectives: Fluxus history and trans-history: competing strategies for empowerment / Estera Milman -- Historical design and social purpose: a note on the relationship of Fluxus to modernism / Stephen C. Foster -- A spirit of large goals: fluxus, dada and postmodern cultural theory at two speeds -- Part IV. Three Fluxus voices : Transcript of the videotaped Interview with George Maciunas -- Selections from an interview with Billie Maciunas / Susan L. Jarosi -- Maybe Fluxus (a para-interrogative guide for the neoteric transmuter, tinder, tinker and totalist) / Larry Miller -- Part V. Two Fluxus theories : Fluxus : theory and reception / Dick Higgins -- Fluxus and company / Ken Friedman -- Part. VI-- Documents of Fluxus : Fluxus chronology : key moments and events -- A list of selected Fluxus art works and related primary source materials -- A list of selected Fluxus sources and related secondary sources.
Arcade video games have become one of the hottest collectibles around and this book features over 600 photos of the machines that filled arcades during the 1970s and '80s. Includes information about the manufacturers who produced these classic games, a section about video game collectibles, and information on how to start your own collection. Beginning collectors and long-time game enthusiasts alike are sure to enjoy this nostalgic and informative look at the world of arcade video games.