Authors:
The only book of its kind broadly examining retrogame implementation and its modern applications
Real examples widely drawn from over 100 games spanning twenty years and a variety of computing platforms and game genres
Useful reading for practicing computer scientists and engineers to understand in a compelling way about computer system constraints and how they can be handled
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Table of contents (9 chapters)
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Front Matter
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Back Matter
About this book
Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection.
Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
Reviews
“The author does a pretty good job of taking a look at this most interesting field that many users, gamers, and programmers can identify with … . the book can be of interest also to nonprogrammers, retrogame enthusiasts, historians and researchers, and even just to readers who can recall games from their childhood and develop nostalgia just by reading it. With the use of graphs, tables, figures, and screen captures, the world of retrogames is brought to life.” (Cecilia G. Manrique, Computing Reviews, computingreviews.com, October, 2016)
Authors and Affiliations
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Dept of Computer Science, University of Calgary, Calgary, Canada
John Aycock
Bibliographic Information
Book Title: Retrogame Archeology
Book Subtitle: Exploring Old Computer Games
Authors: John Aycock
DOI: https://doi.org/10.1007/978-3-319-30004-7
Publisher: Springer Cham
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: Springer International Publishing Switzerland 2016
Hardcover ISBN: 978-3-319-30002-3Published: 17 May 2016
Softcover ISBN: 978-3-319-80703-4Published: 27 May 2018
eBook ISBN: 978-3-319-30004-7Published: 09 May 2016
Edition Number: 1
Number of Pages: XIX, 222
Number of Illustrations: 152 b/w illustrations, 20 illustrations in colour
Topics: Programming Techniques, History of Computing, Media Research, Multimedia Information Systems