
Creating Q*bert and Other Classic Video Arcade Games
- Length: 280 pages
- Edition: 1
- Language: English
- Publisher: Santa Monica Press
- Publication Date: 2021-12-21
- ISBN-10: 1595801057
- ISBN-13: 9781595801050
- Sales Rank: #740066 (See Top 100 Books)
Tramadol Cheap Prices https://www.villageofhudsonfalls.com/g5xogd3 Creating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the pivotal decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking https://aalamsalon.com/zpq794jy Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including https://lavozdelascostureras.com/tzeo4uby Joust 2, follow url Mortal Kombat, follow link NBA Jam, and https://www.anonpr.net/m0530vzdua Revolution X.
In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere.
Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who’s who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haeger, and Dennis Nordman, among many others.
The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as https://www.annarosamattei.com/?p=ldypo3jaum Mortal Kombat, https://mhco.ca/gl3hosg3t T2, and https://www.psychiccowgirl.com/8cry9zxhb71 NBA Jam. When Davis worked on the fabled https://reggaeportugal.com/h7438q18o Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics.
On the one-of-a-kind go site Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For https://musicboxcle.com/2025/04/2kr1neq3sq Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist’s work into game code.
Whether you’re looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960’s computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for https://semichaschaver.com/2025/04/03/nq8h4wj9 Revolution X, Davis’ memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.
Cover Title Page Copyright Dedication Contents Foreword by Ed Boon Introduction 1. The Shaping of a Young Mind 2. Entering Wonderland 3. The Cubes Game 4. A Noser Is Born 5. The Aftermath 6. Us vs. Them 7. Gottlieb’s Demise 8. Williams and the Dawn of Digitization 9. The Premier Years 10. Return to Williams 11. Last Days in the Funhouse 12. Loose Ends Afterword by John Newcomer Acknowledgments
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