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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-030.mrc:50887703:5118
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-030.mrc:50887703:5118?format=raw

LEADER: 05118cam a2200577Ia 4500
001 14665986
005 20201022172125.0
006 m o d
007 cr cn|||||||||
008 100118s2009 maua ob 001 0 eng d
035 $a(OCoLC)ocn500575227
035 $a(NNC)14665986
040 $aOPELS$beng$epn$cOPELS$dOCLCQ$dSHH$dOCLCQ$dN$T$dYDXCP$dCDX$dIDEBK$dDEBBG$dE7B$dUMI$dOCLCO$dOCLCQ$dDEBSZ$dTEFOD$dMHW$dEBLCP$dOCLCF$dOCLCO$dTYFRS$dNLGGC$dZI0$dUKMGB$dMERUC$dUKDOC$dOCLCQ$dOCLCO$dOCLCQ$dOCLCO$dCOO$dOCLCO$dOCLCQ$dYDX$dOTZ$dOCLCQ$dUUM$dLND$dU3W$dCEF$dOCLCQ$dWYU$dUAB$dUKAHL$dOCLCQ$dC6I$dDCT$dOCLCQ$dELBRO
019 $a370390030$a432999301$a437108052$a463312512$a646801203$a798922728$a811268311$a815768720$a962055000$a994988247$a1038397941$a1043051010$a1062877841
020 $a9780080880136$q(electronic bk.)
020 $a0080880134$q(electronic bk.)
020 $a1282034650
020 $a9781282034655
020 $a9781136137570
020 $a1136137572
020 $z9780240811468
020 $z0240811461
035 $a(OCoLC)500575227$z(OCoLC)370390030$z(OCoLC)432999301$z(OCoLC)437108052$z(OCoLC)463312512$z(OCoLC)646801203$z(OCoLC)798922728$z(OCoLC)811268311$z(OCoLC)815768720$z(OCoLC)962055000$z(OCoLC)994988247$z(OCoLC)1038397941$z(OCoLC)1043051010$z(OCoLC)1062877841
037 $a159629:159808$bElsevier Science & Technology$nhttp://www.sciencedirect.com
050 4 $aGV1469.3$b.L64 2009
072 7 $aGAM$x013000$2bisacsh
072 7 $aUDX$2bicssc
080 $a794.8
082 04 $a794.8$222
049 $aZCUA
100 1 $aLoguidice, Bill.
245 10 $aVintage games :$ban insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time /$cBill Loguidice, Matt Barton.
260 $aBoston :$bFocal Press/Elsevier,$c©2009.
300 $a1 online resource (x, 395 pages) :$bcolor illustrations
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
520 $aVintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market. *Explores the gameplay, history, development, and influence of the most important videogames of all time *Includes material from interviews, contemporary reviews, manuals, and other primary and secondary sources *Identifies and analyzes the key concepts behind each videogame *Features hundreds of exclusive, full-color images.
505 0 $aAlone in the Dark (1992): The Polygons of Fear; Castle Wolfenstein (1981): Achtung! Stealth Gaming Comes out of Hiding; Dance Dance Revolution (1998): The Player Becomes the Star; Diablo (1996): The Rogue Goes to Hell; Doom (1993): The First Person Shooter Takes Control; Dune II: The Building of a Dynasty (1992): Strategy in Real Time; Final Fantasy VII (1997): It's Never Final in the World of Fantasy; Flight Simulator (1980): Digital Reality; Grand Theft Auto III (2001): The Consolejacking Life; John Madden Football (1988): Modern Sports Videogames Kickoff; King's Quest: Quest for the Crown (1984): Perilous Puzzles, Thorny Thrones; Myst (1993): Launching Multimedia Worlds; Pac-Man (1980): Japanese Gumption, American Consumption; Pole Position (1982): Where the Raster Meets the Road; SimCity (1989): Building Blocks for Fun and Profit; Space Invaders (1978): The Japanese Take Over; Street Fighter II (1991): Would you like the Combo?; Super Mario 64/Tomb Raider (1996): The Third Dimension; Super Mario Bros. (1985): How High Can Jumpman Get?; Tetris (1985): Casual Gaming Falls into Place; The Legend of Zelda (1986): Rescuing Zeldas and Uniting Triforces; The Sims (2000): Who Let the Sims Out?; Ultima (1980): The Immaculate Conception of the Computer Role-Playing Game; Ultima Online (1997): Putting the Role-Play back in Computer Role-Playing Games; Zork (1980): Text Imps versus Graphics Grues.
504 $aIncludes bibliographical references and index.
650 0 $aVideo games$xHistory.
650 6 $aJeux vidéo$xHistoire.
650 7 $aGAMES$xVideo & Electronic.$2bisacsh
650 7 $aVideo games.$2fast$0(OCoLC)fst01166421
655 0 $aElectronic books.
655 4 $aElectronic books.
655 7 $aHistory.$2fast$0(OCoLC)fst01411628
700 1 $aBarton, Matt.
776 08 $iPrint version:$aLoguidice, Bill.$tVintage games.$dBoston : Focal Press/Elsevier, ©2009$z9780240811468$z0240811461$w(DLC) 2008048031$w(OCoLC)255903023
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio14665986$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS