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The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World Paperback – September 6, 2001
| Steven L. Kent (Author) Find all the books, read about the author, and more. See search results for this author |
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“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.
- Print length624 pages
- LanguageEnglish
- PublisherCrown
- Publication dateSeptember 6, 2001
- Dimensions7.34 x 1.24 x 9.05 inches
- ISBN-100761536434
- ISBN-13978-0761536437
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From the Back Cover
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.
About the Author
Product details
- Publisher : Crown; 1st edition (September 6, 2001)
- Language : English
- Paperback : 624 pages
- ISBN-10 : 0761536434
- ISBN-13 : 978-0761536437
- Item Weight : 2.2 pounds
- Dimensions : 7.34 x 1.24 x 9.05 inches
- Best Sellers Rank: #32,574 in Books (See Top 100 in Books)
- #35 in Movie Direction & Production
- #38 in Communication & Media Studies
- #76 in Popular Culture in Social Sciences
- 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?
The Ultimate History of Video Games is an impressive name for any book, and weighing in at 624 pages, you would think that Steven L. Kent has written just that. Without reading very many other books about the history of video games and the companies that create them, I would have to say that for me, this is an accurate statement.
The book, however, ends a little early. Neither the X-BOX nor the Nintendo GameCube had hit the streets when this title was published in September 2001. Unfortunate, as I think the current state of video games is more interesting than the Pokemon craze that this book ends on.
For those wondering just what happened at Atari, this book will tell you. How in the world did Nintendo ever revive video games after the almost-death of the industry after the early 1980÷s? When did SEGA become a big player, and where are they now? How did the Sony PlayStation ever get a foothold in the gaming market, and how did they end up trouncing Nintendo at the beginning of this decade? Who were the people that created all those great games? What is the best selling video game of all time? The Ultimate History of Video Games will tell you.
I would rather have seen this book broken up into multiple books. Ten-year increments to the story would have been nice, which would have given the author more time and space to really delve more into each company and game along the way. While Atari, Activision, Coleco, and other pioneering video game companies are represented well in the story, I would have loved more in-depth coverage. (Besides Atari, which is the entire first two-thirds of this book, but for good reasons.)
All negativity aside, I really enjoyed this book. It was a pleasure to read. Unlike some other history books which cover other industries, and some which cover the video game world as well, this book is filled with human interest stories, not just how many units of the Atari 2600 version of PacMan sold.
Steven L. Kent is a gifted writer who put a lot of time and passion into this book. I think he did a great job, and the only real gripe I have is that the book ended before I wanted it to. With luck, he has plans on reviving newer editions every few years to chart the progress of the industry.
If you are at all curious about the history of video games, you will want this book. Don÷t buy it hoping to find color photos or screen snapshots of Donkey Kong. This book is almost all text, for a very good reason. This is the Ultimate History of Video Games, after all, and 624 pages barely cover it.
Hats off, Mr. Kent. A job well done.
Highly recommended!
MacMice Rating: 5 out of 5
------------------------------------------------------------------------
Tim Robertson
[...]
Top reviews from other countries
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.
This book does that, but it ends in 2001/2, and i bought this in 2013. It laugh when it describes "Microsofts exciting new XBOX console".
But apart from that extremely minor set back. It is a great read!
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.












