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The Ultimate History of Video Games: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world: From Pong ... Touched Our Lives and Changed the World Kindle Edition
“For industry insiders and game players alike, this book is a must-have.”—Mark Turmell, designer for Midway Games and creator of NBA Jam, NFL Blitz, and WrestleMania
With all the whiz, bang, pop, and shimmer of a glowing arcade, volume 1 of The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. Starting in arcades then moving to televisions and handheld devices, the video game invasion has entranced kids and the young at heart for nearly fifty years. And gaming historian Steven L. Kent has been there to record the craze from the very beginning.
The Ultimate History: Volume 1 tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, Kent chronicles firsthand accounts of how yesterday’s games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today’s empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you’ll discover
• the video game that saved Nintendo from bankruptcy
• the serendipitous story of Pac-Man’s design
• the misstep that helped topple Atari’s $2-billion-a-year empire
• the coin shortage caused by Space Invaders
• the fascinating reasons behind the rise, fall, and rebirth of Sega
• and much more!
Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who’s ever touched a joystick.
- LanguageEnglish
- PublisherCrown
- Publication dateJune 4, 2010
- File size5980 KB
Editorial Reviews
Review
“If anyone knows game history, it’s Steve Kent.”—Dave Theurer, creator of Tempest, Missile Command, and I, Robot
“This is the best video game history book I’ve ever come across.”—John Romero, founder of Ion Storm
“A compelling journey through the evolution of the video game industry.”—Minoru Arakawa, former president of Nintendo
“This book is from the horse’s mouth. Finally, the game designers speak out in all their wisdom and stupidity.”—Eugene Jarvis, creator of Defender and Robotron: 2084
From the Back Cover
—Next Generation Magazine
"If anyone knows game history, it's Steve Kent."
—Dave Theurer, creator of Tempest, I*Robot, and Missile Command
"This is the best video game history book I've ever come across."
—John Romero, founder of Ion Storm
"For industry insiders and game players alike, this book is a must-have."
—Mark Turnell, designer for Midway Games and creator of NBA Jam, NFL Blitz, and Wrestlemania
"A compelling journey through the evolution of the video games industry."
—Minoru Arakawa, president of Nintendo
"This book is from the horse's mouth. Finally, the game designers speak out in all their wisdom and stupidity."
—Eugene Jarvis, creator of Defender and Robotron 2084 --This text refers to an alternate kindle_edition edition.
From the Inside Flap
With all the whiz, bang, pop, and shimmer of a glowing arcade. "The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.
This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like "Space Invaders, Centipede, and "Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:
-The video game that saved Nintendo from bankruptcy
-The serendipitous story of Pac-Man's design
-The misstep that helped topple Atari's $2 billion-a-year empire
-The coin shortage caused by "Space Invaders
-The fascinating reasons behind the rise, fall, and rebirth of Sega
-And much more!
Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick. --This text refers to an alternate kindle_edition edition.
About the Author
Steven L. Kent earned a master's degree in communications from Brigham Young University, and has worked in journalism and public relations. He is the author of the Clone series of science fiction novels as well as numerous books and articles on the subjects of video games and video game violence.
Dan Woren is an American voice actor and Earphones Award-winning narrator. He has worked extensively in animation, video games, and feature films. He is best known for his many roles in anime productions such as Bleach and as the voice of Sub-Zero in the video game Mortal Kombat.
--This text refers to an out of print or unavailable edition of this title.From Publishers Weekly
Copyright 2001 Cahners Business Information, Inc.
--This text refers to an alternate kindle_edition edition.Product details
- ASIN : B003FCVF6I
- Publisher : Crown; 1st edition (June 4, 2010)
- Publication date : June 4, 2010
- Language : English
- File size : 5980 KB
- Text-to-Speech : Enabled
- Screen Reader : Supported
- Enhanced typesetting : Enabled
- X-Ray : Not Enabled
- Word Wise : Enabled
- Sticky notes : On Kindle Scribe
- Print length : 626 pages
- Page numbers source ISBN : 0761536434
- Best Sellers Rank: #276,789 in Kindle Store (See Top 100 in Kindle Store)
- #148 in Video & Electronic Games
- #234 in Media Studies (Kindle Store)
- #270 in Popular Culture
- Customer Reviews:
About the author

Steven L. Kent has published several books dealing with video and computer games as well as a series of military science fiction novels about a Marine named Wayson Harris.
Born in California and raised in Hawaii, Kent served as a missionary for the LDS Church between the years of 1979 and 1981. During that time, he worked as a Spanish-speaking missionary serving migrant farm workers in southern Idaho.
While Kent earned a Bachelor's degree in journalism and a master's degree in communications from Brigham Young University, he claims that his most important education came from life.
Many of the lessons he learned from the Mexican field workers in Idaho have appeared in his stories. Later, from 1986 through 1988, Kent worked as a telemarketer selling TV Guide and Inc. Magazine. His years on the phone helped him develop an ear for speech patterns that has been well-reflected in dialog in his stories.
As a boy growing up in Honolulu in the 1960s, Kent developed a unique perspective. He spent hours torch fishing and skin diving.
In 1987, Kent reviewed the Stephen King novels Misery and The Eyes of the Dragon for the Seattle Times. A diehard Stephen King fan, Kent later admitted that he pitched the reviews to the Times so that he could afford to buy the books.
In 1993, upon returning to Seattle after a five-year absence, Kent pitched a review of 'virtual haunted houses' for the Halloween issue of the Seattle Times. He reviewed the games The Seventh Guest, Alone in the Dark, and Legacy. Not only did this review land Kent three free PC games, it started him on a new career path.
By the middle of 1994, when Kent found himself laid off from his job at a PR agency, he became a full-time freelance journalist. He wrote monthly pieces for the Seattle Times along with regular features and reviews for Electronic Games, CD Rom Today, ComputerLife, and NautilusCD. In later years, he would write for American Heritage, Parade, USA Today, the Chicago Tribune and many other publications. He wrote regular columns for MSNBC, Next Generation, the Japan Times, and the Los Angeles Times Syndicate.
In 2000, Kent self-published The First Quarter: A 25-year History of Video Games. That book was later purchased and re-published as The Ultimate History of Video Games by the Prima, Three River Press, and Crown divisions of Random House.
During his career as a games journalist, Kent wrote the entries on video games for Encarta and the Encyclopedia Americana. At the invitation of Senator Joseph Lieberman, Kent has spoken at the annual Report Card on Video Game Violence in Washington D.C.
In 2005, Kent announced his semi-retirement from video games so that he could concentrate on writing novels. Though he still writes a monthly column for Boy's Life, he has mostly concentrated his efforts on writing novels since that time. His first efforts in science fiction, The Clone Republic and Rogue Clone were published by Ace Book in 2006.
Despite his "retirement," Kent continues to write the occasional game article or review. His sixth novel, The Clone Empire was released in October, 2010, and a seventh novel is due in 2011.
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Pg. 18 Higinbotham did invent the first video game. The fact that neither Russell nor Baer knew about his game is meaningless.
Pg. 21 1st video game was Higginbotham’s Tennis For Two, though it didn’t use a computer.
Pg. 31 Spacewar! and Computer Space are 2 different games.
Pg. 37 Al Alcorn left Atari some 4 years before it changed from Atari Inc. to Atari Corp. The same mistake is made repeatedly – pg. 39, 93, 219, 268, 397
Pg. 38, 51 States Atari's original building was 2,000 square feet, and 10 pages later says Bushnell doubled the size of the building to... 2,000 square feet. Well, what size was it?
Pg. 42 Alcorn said he used a sawed-off milk jug for the coin box.
Pg. 47 Nolan Bushnell was not an employee of Nutting by the time he saw the Magnavox Odyssey system.
Pg. 58 There's always been debate about how many Atari-made Pong machines were made, compared to all the knock-offs. As usual, no proof is ever offered to back up any claims.
Pg. 61 How can anyone have knocked off Breakout in 1975 when the game wasn’t released until 1976?
Pg. 67 Tanks weren’t simply boxes. They looked like little tanks.
Pg. 68 Gran Trak/Trak 10 – the game’s original name was Gran Trak 10. Trak 10 was the same game in a smaller “low-key” cabinet.
Pg. 80, 83, 94, 99 Atari’s home version of Pong was called Pong, not Home Pong.
Pg. 98, 180, 206 Stella was NOT a chip but rather the codename for the Atari VCS/2600 system. And yet on page 575 he finally gets it right.
Pg. 102, 341 Computer Quiz was the first game to charge a quarter, not Periscope. Periscope was also likely released in 1968, not 1966. No source is offered for the 1966 date.
Pg. 107 No VCS cartridges cost $30 at the time of the system's launch in 1977.
Pg. 116 No proof and no source of Japanese mint tripling production of 100-yen piece.
Pg. 129 The original SpaceWar! game by Steve Russell also used a vector monitor, so the fact that Cinematronics 1978 arcade game used one wasn't an improvement on the original.
Pg. 130 Atari's Lunar Lander arcade game did not use a two-handled lever, it was a single lever designed to be used by one hand, as the other hand was needed to control the ship's rotation. Night Driver did not feature 3-D pylons, the pylons are just squares! Tail Gunner was not the first 3-D game, Battlezone was.
Pg. 141, 142, 172, 173, 236 Pac-Man enemies were monsters, not ghosts. This is plainly stated on the machine’s monitor glass.
Pg. 143 Electronic Games was likely not the first magazine dedicated to video games, UK-based Computer & Video Games was.
Pg. 144 States Williams released its 1st arcade game with Paddle Ball (in 1973) and then states Williams decided to enter the video game market in 1980, when actually they re-entered it.
Pg. 146 Jarvis didn’t program Defender? Who did?
Pg. 147 When the planet in Defender explodes, you fly through space, not hyperspace. Humanoids (not astronauts) are carried underneath your ship, not on the front.
Pg. 149 Rotberg created a three-dimensional plane, not plain.
Pg. 154 Dragon Riders never went IN to production.
Pg. 163 Berzerk was released in 1980, not 1981. The game even shows a 1980 date onscreen.
Pg. 171 Atari Games, not Atari Coin-operated Games.
Pg. 180 The VCS did not have a 6-year lifespan. It was released in October 1977 and discontinued in January 1992, making for a 15-year lifespan.
Pg. 183 David Crane didn't do a VCS Football game, Bob Whitehead did.
Pg. 187 VCS Adventure only had one bat.
Pg. 189 The boy credited with being the first to find the VCS Adventure secret was 15 years old, not 12. Also, Steve Wright of Atari coined the term "Easter egg", not Electronic Games magazine. Kent at least got the correct year for the game's release - 1980. The VCS was released in October 1977, and sales were not better “the rest of the year”. The system’s sales were slow until Space Invaders was released for it in 1980.
Pg. 190 Kassar’s statement that Atari never advertised their products (before he arrived) is completely false, as is his claim of “building the company”.
Pg. 196 Kassar clearly didn’t understand or appreciate Atari’s programmers – ask ANY of them! And his tale about sitting with someone for 4 hours while they read him poetry is yet more unsubstantiated nonsense from Kassar. For starters, who was the programmer in question??
Pg. 197 Warren Robinett’s late name misspelled.
Pg. 218 “Atari had agreed to pay royalties on the VCS version of Donkey Kong.” What does Atari have to do with the case of Nintendo vs. Universal? Besides, Coleco released the VCS version of Donkey Kong, not Atari.
Pg. 226 Tron wasn't the first movie to feature computer-drawn effects.1973's Westworld had it beat by 9 years.
Pg. 227, 228 Atari didn’t ship 12 million Pac-Man carts in 1982, and they certainly didn’t sell for $25.75 retail.
Pg. 229 Claims GCC made 72 games between 1982 and 1984? Prove it.
Pg. 234 The Newsweek article was from October 25th, 1982. Home games weren’t the first to have voice, arcade games were (starting with Stratovox).
Pg. 236 Tod (not Todd) Frye wasn’t contracted to program VCS Pac-Man, he was an Atari employee!
Pg. 238 Kassar’s statement that 5 million VCS E.T. carts were made is incorrect, as is his statement that “practically all of them came back”. Yars’, not Yar’s. Razak, not Rassak.
Pg. 245 Quotes Roger Hector as calling Howard Delman "Dillman".
Pg. 246 Neither Roger Hector, Ed Rotberg, or Howard Delman recall a 3rd VCS game they did, only 2 (Lasercade and Meltdown).
Pg. 265 EA might have been the first computer game company (at the time) to license an athlete’s name, Atari licensed Pele’s name for VCS Championship Soccer (and EA later released games for consoles such as the Genesis).
Pg. 266 CBS Electronics had licensed Madden’s name and image for a football game several years before Electronic Arts.
Pg. 278 Miner and Alcorn did NOT design the VCS, Atari’s Grass Valley research group did. Not the same processor, Zito.
Pg. 318 Arcades began decline in 1981? On page 582 he states it was in 1982. Neither is correct.
Pg. 371 Warner split Atari in 1984, not 1985.
Pg. 401 Nintendo tried to enlist Atari Inc. not Atari Corp.
Pg. 402 Mattel never released any handheld video games.
Pg. 403 Starpath didn’t abandon their Sweat game. It wasn’t completed because it was for the VCS and the market had crashed. The programmers started over from scratch when they made Summer Games.
Pg. 416 Miner designed the VCS TIA chip, NOT the system.
Pg. 430 Boulder Dash also featured a character that tapped its foot. The game was released the year after Major Havoc.
Pg. 505 Imagic is not spelled like “iMagic”. That’s something that started years later, with Apple.
Pg. 522, 591 Bushnell co-founded Atari. He was not the sole founder.
Pg. 545 Why is video game spelled as one word (videogame) here and nowhere else?
As the title of the book implies, the entire history of the video game industry is looked at. The first half of the book is pretty heavy on Atari. Nolan Bushnell plays a big part in Atari's early success. Many details are included such as Atari's internal affairs and how the budding industry got onto its feet. This led to the so-called golden age of video and arcade games in the early 1980s.
After the North American video game crash in 1983, it would take a company from Japan, Nintendo, to rescue home video gaming. The rise of Nintendo is detailed in the book along with its fierce competition with, and eventual dominance of, Sega. The book ends with the release of three major consoles in the early 2000s: Sony's PlayStation 2, Nintendo's GameCube, and Microsoft's Xbox.
Throughout the book, many individuals who played key parts in video game history are looked at and even interviewed. Many gamers have probably heard of men like Ralph Baer, Nolan Bushnell, and Shigeru Miyamoto, but many others played part not only in designing games but also the executives who ran companies.
Not only are the major points in video game history looked at but also the minor side events that marked the way. Controversy is no stranger to video games and the book looks at the two times the U.S. Senate held hearings on the matter. Companies would sue each other, or at least threaten, for a variety of reasons.
I thought this book was an excellent history of video games for the period of time it covered. Although the previous twelve years are not covered due to when this book was published, the historical information available is invaluable. My only disappointment with the book was that I felt too much coverage was given to Atari and not enough to other companies at the time, such as Coleco. However, the sheer amount of information available more than made up for it. I would recommend this book to anyone interested in the history of video games.
Top reviews from other countries
Wenn man sich für die Geschichte der Videospiele interessiert ist THE ULTIMATE HISTORY OF VIDEOGAMES von Kent sicherlich Pflichtlektüre.
Sehr kenntnisreich und detailliert zeichnet der Autor hier die Historie dieser Spiele nach, von ihren ersten Anfänge mit Pinball (und dessen Vorgängern) bis knapp in die Gegenwart... und dies ist eine Geschichte, die es definitiv wert ist, erzählt zu werden, schlichtweg weil vermutlich Keiner zu Beginn des Computerspiel-Zeitalters auch nur im Ansatz ermessen konnte, wohin sich das alles nur wenige Jahrzehnte später hin entwickelt hat. Aber auch die Ups-and-down dieser Spiele, zum Beispiel der "Great Console Crash" oder das Aussterben der Videoarcaden, werden hier gewürdigt.
Wenn auch THE ULTIMATE HISTORY OF VIDEOGAMES sehr lesenswert und informativ ist erscheint es wichtig, auf zwei Merkmale dieses Buches hinzuweisen, welche man vor der Lektüre einfach kennen sollte.
Zum einen ist dieses Buch kaum bebildert - was natürlich gerade bei der Behandlung eines derart visuellen Themas wie Computerspiele mehr als schade ist. Die wenigen Bilder in diesem Buch sind alles andere als spektakulär und zeigen in erster Linie die Köpfe hinter großen Firmen und ein paar Logos. Wer also ein Buch erwartet, bei welchem man in den Bildern schwelgen kann, ist mit THE ULTIMATE HISTORY OF VIDEOGAMES sicherlich falsch beraten.
Zum anderen geht der Autor Kent nicht nur auf die Spiele ein, sondern auch viel auf die Macher hinter ihnen und die Politik der beteiligten Firmen - das ist natürlich absolut kein Nachteil und dem Thema völlig angemessen, aber auch hier sei bemerkt, dass vermutlich mancher Leser von THE ULTIMATE HISTORY OF VIDEOGAMES auf Anhieb etwas anderes erwarten könnte. Wenn man sich primär für Spiele als solches interessiert und die politischen / unternehmerischen Entscheidungen (und Fehlentscheidungen) von Atari, Nintendo, Sega und Konsorten eher uninteressant findet dürfte man THE ULTIMATE HISTORY OF VIDEOGAMES mitunter ziemlich trocken finden.
Diese beiden Aspekte sollte man sich vor der Anschaffung des Buches vergegenwärtigen. Ob diese nun Nachteile sind mag jeder Leser selbst entscheiden - man sollte sich diesem Buch aber nicht mit der falschen Erwartungshaltung nähern. Insgesamt gefiel mir THE ULTIMATE HISTORY OF VIDEOGAMES jedenfalls gut, und wer sich für das Thema interessiert kommt um dieses Buch sicherlich nicht herum.
The Ultimate History of Video Games, however, is just that. An exhaustive biography of how the industry grew from the early seventies with Nolan Bushell and Atari right through to the latest battles between Sony, Nintendo and Microsoft, virtually no stone is unturned. Kent's exploration through the twenty five years of the industry reveals so much about the companies and the people who nurtured its growth: the 'work less, think hard' mentality of early Atari, the humble beginnings of Nintendo in the U.S., the moral outrage over such games as Doom and Mortal Kombat and so on. What I didn't realise before reading this book was how self-destructive the industry has been. As you will discover, the number of law suits filed against rival companies over patent issues is phenomenal and Kent highlights a number of these. There is so much crammed into this book that it's difficult to pinpoint a highlight. The entire book is a highlight.
It is a little unfortunate that Kent's book does not focus on the industry within Britain (such as the rise and fall of Clive Sinclair and Wipeout, the game that really launched the PlayStation in the UK). This is not a criticism though, as the author is based in the U.S., but it would have been nice to see a little more of the influence the U.K has had rather than just reading about Rare's exploits during Donkey Kong Country and silicon graphics.
If you are a serious gamer interested in the heritage of videogame industry then this is an absolute must. Despite weighing it at a hefty 600 pages I was gripped throughout.
However, one thing that really annoyed me is the complete ZERO mention of the history of gaming in Europe and especially, (well there's a paragraph about the Stamper brothers starting Rare, but that's it) more ironic considering Peter Molyneux wrote the foreward.
But if you want a book where gaming only ever happened in America and Japan, (because nothing ever happened in Europe apparantly) this is the perfect book for you.
If you want the TRUE COMPLETE HISTORY, rather than the "ULTIMATE", then you need to shop elsewhere.
Was dem Buch aber nicht schadet, so mal die Sonderwege der Europäer und Japaner garantiert in anderen Büchern erläutert werden.
Das Buch ist sehr angenehm geschrieben die puren Fakten werden immer wieder durch Zitate berühmter Personen der Videospiel Geschichte ergänzt.
Leider endet das Buch nach der dritten Generation der Konsolen und auch der Automatenbereich geht am Ende etwas zu schnell in die Versenkung unter.
Was aber nicht so schlimm ist da gerade die ersten Jahre hervorragend aufgearbeitet sind.




