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Retrogame Archeology

Exploring Old Computer Games

Authors: Aycock, John

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  • 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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eBook $84.99
price for USA in USD (gross)
  • ISBN 978-3-319-30004-7
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Hardcover $159.99
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  • ISBN 978-3-319-30002-3
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  • Immediate ebook access, if available*, with your print order
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Softcover $109.99
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  • ISBN 978-3-319-80703-4
  • Free shipping for individuals worldwide
  • Immediate ebook access, if available*, with your print order
  • Usually dispatched within 3 to 5 business days.
About this book

Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments.

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)


Table of contents (9 chapters)

Table of contents (9 chapters)

Buy this book

eBook $84.99
price for USA in USD (gross)
  • ISBN 978-3-319-30004-7
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $159.99
price for USA in USD
  • ISBN 978-3-319-30002-3
  • Free shipping for individuals worldwide
  • Immediate ebook access, if available*, with your print order
  • Usually dispatched within 3 to 5 business days.
Softcover $109.99
price for USA in USD
  • ISBN 978-3-319-80703-4
  • Free shipping for individuals worldwide
  • Immediate ebook access, if available*, with your print order
  • Usually dispatched within 3 to 5 business days.
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Bibliographic Information

Bibliographic Information
Book Title
Retrogame Archeology
Book Subtitle
Exploring Old Computer Games
Authors
Copyright
2016
Publisher
Springer International Publishing
Copyright Holder
Springer International Publishing Switzerland
eBook ISBN
978-3-319-30004-7
DOI
10.1007/978-3-319-30004-7
Hardcover ISBN
978-3-319-30002-3
Softcover ISBN
978-3-319-80703-4
Edition Number
1
Number of Pages
XIX, 222
Number of Illustrations
152 b/w illustrations, 20 illustrations in colour
Topics

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