Retrogame Archeology: Exploring Old Computer Games
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, andmathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
1133114142
Retrogame Archeology: Exploring Old Computer Games
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, andmathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
169.99 In Stock
Retrogame Archeology: Exploring Old Computer Games

Retrogame Archeology: Exploring Old Computer Games

by John Aycock
Retrogame Archeology: Exploring Old Computer Games

Retrogame Archeology: Exploring Old Computer Games

by John Aycock

Paperback(Softcover reprint of the original 1st ed. 2016)

$169.99 
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Overview

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, andmathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.

Product Details

ISBN-13: 9783319807034
Publisher: Springer International Publishing
Publication date: 05/31/2018
Edition description: Softcover reprint of the original 1st ed. 2016
Pages: 222
Product dimensions: 6.10(w) x 9.25(h) x (d)

Table of Contents

Introduction.- Memory Management.- Slow, Wildly Incompatible I/O.- Interpreters.- Data Compression.- Procedural Content Generation.- Protection.- Obfuscation and Optimization.- Endgame.
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