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Supercade: A Visual History of the Videogame Age 1971-1984 Paperback – Illustrated, October 24, 2003
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It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon—more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems.
From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the invention of the TV Game Project and the myriad systems of Magnavox, Atari, Coleco, and Mattel that followed; through the rise of the Golden Age of videogames and forward into the imagination of millions, Supercade is the first book to illustrate and document the history, legacy, and visual language of the videogame phenomenon.
Exuberantly written and illustrated in full color, Supercade pays tribute to the technology, games, and visionaries of one of the most influential periods in the history of computer science—one that profoundly shaped the modern technological landscape and helped change the way people view entertainment.
Supercade includes contributions from such commentators and particpants as Ralph Baer, Julian Dibbell, Keith Feinstein, Joe Fielder, Lauren Fielder, Justin Hall, Leonard Herman, Steven Johnson, Steven Kent, Nick Montfort, Bob Parks, Carl Steadman, and Tom Vanderbilt.
- Print length448 pages
- LanguageEnglish
- PublisherThe MIT Press
- Publication dateOctober 24, 2003
- Grade level12 and up
- Reading age18 years and up
- Dimensions10 x 9.62 x 0.97 inches
- ISBN-100262524201
- ISBN-13978-0262524209
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...Big, glossy, comprehensive...a blitz of zippy words and zappy graphics.
—Iain Finlayson, The Times Weekend Review—Who can resist a book that opens by tying invention of the video game to development of the atom bomb?
—Computer Gaming World—Burnham's done a splendid job of recreating the cathode-lit dens and arcades of our youth...
—Bill Smith, LA Weekly—It's impossible to praise this book too highly.
—Paul Di Filippo, Asimov's—...[M]akes a crucial point...the 'golden age' of video games kick-started an entertainment industry that now rivals Hollywood.
—Erik Davis, Bookforum—...this book celebrates...software, programmers, and machines that arose from nothing more than the desire to create the perfect game.
—Fin Fahey , New Scientist—About the Author
Product details
- Publisher : The MIT Press; First Edition, Second Printing (October 24, 2003)
- Language : English
- Paperback : 448 pages
- ISBN-10 : 0262524201
- ISBN-13 : 978-0262524209
- Reading age : 18 years and up
- Grade level : 12 and up
- Item Weight : 4.35 pounds
- Dimensions : 10 x 9.62 x 0.97 inches
- Best Sellers Rank: #352,649 in Books (See Top 100 in Books)
- #67 in Computer & Video Game Design
- #86 in Computing Industry History
- #695 in Video & Computer Games
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Apparently the author is working on a sequel that takes us to the present day, and if that’s the case, I am buying this book on day one.
Doesn't contain any detailed information on each game though
First, the image quality of a lot of the historic material is really rough-- perhaps too-small of scans blown up too large for the format of the book? While I originally tried to write that off as simply being part of "the aesthetic" there were enough counter-examples of good quality images interspersed that that seemed unlikely. While it's not easy to source the sheer volume of all the material available, I wish that better quality examples were presented. (I mean, really, there's no reason an Atari 2600 box should be a blurry two-page spread when there's plenty of good quality examples to photograph/scan available on eBay every week. Similarly, a weekend spent with a game flyer collector would have yielded plenty of better quality images of those...)
Second, the heavy reliance on emulated screenshots as others have mentioned bothers me as well for a work that purports to be a 'visual history'. I can forgive that in the case of particularly rare games, but having extremely low resolution shots of rasterized/emulated vector games is kind-of unforgivable for a book that really would do well to show off some of the beauty of technologies that a lot of people have never experienced first-hand today. It's a bit like going to a museum only to find that all the displays are cardboard props instead of real artifacts.
I'm still generally pleased with my purchase as it was via a gift-card from Christmas, but if I was spending 'real money' I'd be tempted to pick up a used copy of the paperback on the cheap before committing bigger dollars.
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The book pages, quality and printing is absolutely the same as its sidekick (Supercade (1985-2001)) and this is impressive knowing this book was published 22 years ago!
Do not wait to fetch a copy, I have a nagging feeling once it goes out of print, this book will skyrocket in price.
Wer noch das Glück hatte, in den achtziger oder frühen Neunzigern zumeist im Ausland in einem Pub oder auf Fähren die lärmenden Automaten mit seinem eh nicht umwechselbaren Kleingeld füttern zu dürfen, wird vermutlich nie den faszinierenden Charme vergessen, der von den damals in der Regel jeglicher im eigenen Hause stehenden Hardware unendlich überlegenden Automaten ausging.
Die Autorin fängt diese Atmosphäre mit den großformatigen Abbildungen sehr gut ein. Aber nicht nur das Bildmaterial überzeugt, sondern auch die Texte weisen im Regelfall einen großen Informationsgehalt auf und/oder sind mit interessanten Anekdoten gespickt.
Schade nur, dass der Bildband bereits mit dem Jahr 1984 endet. Andererseits sind bereits so 430 großformatige Seiten zusammengekommen; eine Fortführung bis in die frühen Neunziger hätte wohl den Umfang des Bandes gesprengt. Auch aus struktureller Sicht bot sich der Schnitt im Jahre 1984 an: Der Crash der Videogameindustrie zog weitgehende strukturelle Veränderungen mit sich, die das bisherige Erscheinungsbild der elektronischen Unterhaltungsindustrie weitgehend umgestalteten (Wechsel von Arcade/Videospiel hin zu Multifunktions-Heimcomputern wie dem VC-20 oder dem C64).
Insgesamt halte ich diesen Bild- und Textband für eine lohnende Investion für alle, die sich mit dem Thema auseinandersetzen oder einfach noch einmal in ihrer Kindheits- und Jugenderinnerungen schwelgen wollen.
The book itself it HUGE and contains pages and pages of nostalgia. There are full page photos of game screenshots and old advertisements.
This book WILL appeal to anyone who has grown up with computer games and played different formats (the book seems MAINLY geared towards the home console history).
Everytime I want to relive my childhood the book comes out - what I want to know is, when is Supercade 2, 1984-2003 coming out!!!!









