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Games Books Media Book Reviews Entertainment

High Score 244

Remember Pong, Raid on Bungeling Bay, or Earthworm Jim? E-games are now both historic and significant, representations of the birth of a culture. They embody a value system, mind-boggling inspiration, common language and experience. And they are finally getting their due. It is unbelievable how far video games have come in the past 30 years, from pinball systems to the console wars raging between Sony, Nintendo and Microsoft, or how important they are culturally. In these games are the stories of the transition from one age to another. Electronic games have spread the psychology of interactivity, re-defined narrative, and are a huge and growing swath of pop culture. They are a gazillion-dollar business, already surpassing films in revenues. They have altered the consciousness and cognitive traits of at least one generation, perhaps two. High Score: the illustrated history of electronic games, by Rusel Demaria and Johnny L. Wilson, is a beautifully organized history of this astounding and little-chronicled phenomenon, from primitive pinballs to the powerful new 3-D entertainment consoles.
High Score: the illustrated history of electronic games
author Rusel Demaria and Johnny L. Wilson
pages 326
publisher McGraw Hill/Osborne
rating 8/10
reviewer Jon Katz
ISBN 0072224282
summary history of e-games

The authors take us through the making of Space-Invaders and Pac-Man up to Myst and Tomb Raider.

Apart from a chronicle of the early games, High Score focuses not only on the technological wizardry of e-games, but on the business and cultural context in which they appeared: when Sega introduced the Dreamcast, perhaps their best machine at the time, it was almost too late -- they were already up against PlayStation and N64. Even the Tamogochi-like memory card which incubated eggs for pet creatures in Sonic Adventure couldn't quite save them.

The book is succinctly organized. It's actually beautifully presented in a publishing context -- short, well-reported, informative and illustrated chunks. Section One is "Before the Beginning," a tour of the "pre-history" of video games, including an homage to some of the earliest pinball machines and the various breakthroughs like integrated circuits that ultimately made e- games possible.

Section Two focuses on the 70s, and the true birth of the gaming industry, sparked by Ralph Baier and Nolan Bushnell and Pong, one of the first games to become a household word. In the 80s, hit after hit spread through the country's video game arcades (many now closed due to the power of personal computing), and private homes were invaded by Atari, Intellevision and ColecoVision's gaming systems. As the authors point out, the PC and the floppy made it possible for anybody to become a game developer.

In the 90s, write DeMaria and Wilson, the CD-ROM, 3D graphics and broadband revolutionized gaming. "New rivalries" -- and enormous investments from giant companies like Sony and Microsoft -- "create rapidly escalating technologies, immersive realism, and and wide range of crossovers and tie-ins. Developmental budgets skyrocket, interactive games become very big business, and the companies themselves begin to merge and consolidate."

Many gamers are now old enough to appreciate that they have a history. But many people still don't grasp how significant gaming has become. Where else will you read about Dave Perry's launch of Shiny Entertainment in l993, after years of creating games overseas? Perry, who slept in the parking lot at Virgin, won Game of the Year on the Genesis with Global Gladiators.

The authors describe the rise of Tomb Raider and its journey to Hollywood, but that story is well-known. It's the game-by-game, breakthrough-by-breakthrough historical context that makes the book so compelling, and so important. Gaming isn't just about entertainment. It's a common language, value system and way of thinking for millions of younger Americans, something the older and more mainstream culture has yet to appreciate. It's way past time society recognized the astonishing creativity and technology that went into the making of e-games, both in terms of game creators and the games themselves. As you read through High Scores, you get the sense of a history that transcends entertainment. What you see is the birth of a culture. This book does, and in the most readable way imaginable. It's tough to imagine anybody under 40 who reads this site - gamer or not -- who wouldn't love it.


You can purchase High Scores from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

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High Score

Comments Filter:
  • by account_deleted ( 4530225 ) on Wednesday July 10, 2002 @11:49AM (#3857154)
    Comment removed based on user account deletion
  • Please (Score:5, Insightful)

    by British ( 51765 ) <british1500@gmail.com> on Wednesday July 10, 2002 @11:49AM (#3857166) Homepage Journal
    Please don't call it "e-games". Call them video games or electronic games. "E-games" makes it sound like marketing buzzword speak. You are not Spike Lee. Stop makin' up new words!
    • Another gripe that I have is referring to "interactive games". All games are interactive - please give me an example of one that isn't...
      • Re:Please (Score:1, Funny)

        by Anonymous Coward
        All games are interactive - please give me an example of one that isn't...
        I think the closest you can come to a non-interactive game is Golf.
      • Another gripe that I have is referring to "interactive games". All games are interactive - please give me an example of one that isn't...

        Solitaire (with a real deck of cards)...

        --
        Garett
      • Another gripe that I have is referring to "interactive games". All games are interactive - please give me an example of one that isn't...

        Well all the Final Fantasy games since FF8 and Metal Gear Solid 2 come pretty close...

    • Re:Please (Score:4, Funny)

      by sdjunky ( 586961 ) on Wednesday July 10, 2002 @12:30PM (#3857576)
      They are called E-Games due to the paradigm shift of an after event market. This facilitates the stickiness of integrated entertainment in a residential sense

      Better?
      • ...can you drill down on that some more? I'm not sure your belt-and-suspenders approach is going to work. We need to incentivize our people toward efficiencies, not overages.
    • You are not Spike Lee.

      Have you ever actually seen Jon Katz? Sure, there are a couple of photos on the web, but those could be anybody.
      Using Concordance [cciw.com] (the software used to unmask Joe Klein as the author of primary colors; also used to classify works of literature) I have concluded that, in fact, Jon Katz IS Spike Lee. Or at least that these articles and the screen plays attributed to Spike Lee were written by the same person. It explains so much, I'm surprised it didn't occur to me earlier.
  • Is that something from Katz, or from the book? I'd have a hard time drawing insight from a source that must exaggerate the multi-billion dollor gaming industry by using such a childish word.
  • Is Junis from Afghanistan been playing any video games on his Commodore 64?

    Last time you wrote about him, he was watching Divx movies on it. I'm sure he's excited about Warcraft 3.

  • My favourite part of EWJ was in the manual where they explained that Earth Worm Jim was abbreviated as EWJ, but don't ever say 'EWJ' out loud because that takes too long.
    • Re:Earth Worm Jim (Score:2, Interesting)

      by PDG ( 100516 )
      I think EWJ was one of the most 'unique' and creative games made in years.

      I mean c'mon--a superhero worm, an level in 'heck' with elevator music, a puppy dog that turns into a monster.

      It was just so perverse that it immediately became fantastic

      (and I still have vivid memories of literally holding my breath while doing the underwater bubble scenes)
  • I loved video games (Score:3, Interesting)

    by stoolpigeon ( 454276 ) <bittercode@gmail> on Wednesday July 10, 2002 @11:54AM (#3857215) Homepage Journal
    when I was a kid. I read video game magazines and hung out at the arcade or circle K a lot. (just one game at circle k but that let you get in lots of practice)

    I don't know that I would call it a culture. I'd be more comfortable w/subculture.

    Now that I have kids and a job I don't play much. When I do it is old games- if I'm at home I pull out my Sega Genesis and play Sonic or Dune.

    If I'm feeling really crazy I head over to Castles and Coasters. Downstairs the arcade is all the latest games. Upstairs is where they put all the old machines. On a friday or saturday night you'll find 10 or 15 guys who are all 30 something years old (like me) up there playing Galaga, Tempest, Centipede, Red Baron, etc.

    .
  • iD software. Hello! (Score:2, Interesting)

    by qurob ( 543434 )

    No mention of the company who helped define the 3D shooter plauge we call the games market today?
  • Decent Price (Score:1, Informative)

    by Anonymous Coward
    Only $17.49 on Amazon. I was worried about the price, given that it's an "illustrated history"... books like that tend to be expensive.

    However, it's a paperback. Hm.
  • by Gannoc ( 210256 ) on Wednesday July 10, 2002 @11:55AM (#3857231)
    Remember Pong...They embody a value system, mind-boggling inspiration, common language and experience.

    Yes, Pong's value systems have influenced an entire generation of youth. Whenever i'm faced with a really tough problem in my life, I sit down and think "What would Pong do?"

    Then, I pick up something and throw it as hard as I can. Sometimes I angle it off the wall. My problem tends to be solved one way or the other.

    Christ Katz, can't you ever have a SMALL point? Can't you ever just say "This is a pretty good book about video games, I recommend it."?

    No, with you it has to be "Video games have had more effect on the evolution of mankind than oxygen. This book is so good, that if you hold it and make a wish, it will come true. Columbine."

    Bah.

    • by Anonymous Coward
      Yes, Pong's value systems have influenced an entire generation of youth. Whenever i'm faced with a really tough problem in my life, I sit down and think "What would Pong do?"

      Bahahahahaha... I want a T-Shirt with that on it. WWPD?
    • by GuyMannDude ( 574364 ) on Wednesday July 10, 2002 @12:31PM (#3857582) Journal

      Christ Katz, can't you ever have a SMALL point? Can't you ever just say "This is a pretty good book about video games, I recommend it."?

      No, with you it has to be "Video games have had more effect on the evolution of mankind than oxygen. This book is so good, that if you hold it and make a wish, it will come true. Columbine."

      Yeah, that was pretty much my feeling upon reading the review (although I was stunned that there wasn't a 9/11 reference anywhere).

      Honestly, videogames have not made that much of an impact on world (or even American) culture. They sure as hell do not "embody a value system, mind-boggling inspiration, common language and experience". The majority of people over the age of 30 do not currently play videogames and only vaguely remember the games they played as kids. Look, I'm not making any value statements here (i.e., videogames are only for kids). I'm just stating the way it is. To be some sort of cultural phenomenon, there has to be a broad cross-section of the population (across several demographic lines) that is heavily influenced by it. Star Wars is a cultural phenomenon. Tomb Raider is not.

      And I'd like to point out that it's really not necessary to try to put this book in some sort of global scope. Just tell us whether it's a good book or not. A book reviewer doesn't need to try to convince us of how the human race has been shaped and defined by videogames. The first couple of paragraphs of the "review" don't even discuss the book.

      GMD

    • Amen to that! Years of Katz blather accurately summarized by one short, simple Slashdot post. You are my hero.
  • What about Rogue? (Score:3, Insightful)

    by prestomation ( 583502 ) on Wednesday July 10, 2002 @11:56AM (#3857248)
    and Nethack, and Angband, and Adom, and all the other clones of Rogue? Those are some of the best games ever! It's nearly impossible to beat, and it randomly generated levels so you never got bored. Do they mention rogue at all in the book?
  • does it mention berserk the first game ever to kill someone, i mean thats a vital part of video game history. -eidolon
  • Mistakes... (Score:4, Informative)

    by IIRCAFAIKIANAL ( 572786 ) on Wednesday July 10, 2002 @11:57AM (#3857265) Journal
    ... when Sega introduced the Dreamcast, perhaps their best machine at the time, it was almost too late -- they were already up against PlayStation and N64.

    The Dreamcast was Sega's next-gen effort at the time - it was the Saturn that was originally meant to compete with the N64 and PSX. The Dreamcast was intended to compete with the new systems on the horizon by getting a jump - this is what they did quite successfully with the sega genesis - filled the next gen niche with adequate hardware.

    In the 80s, hit after hit spread through the country's video game arcades (many now closed due to the power of personal computing), and private homes were invaded by Atari, Intellevision and ColecoVision's gaming systems.

    I hope "personal computing" means "consoles" in this context, because PC gaming is a small fry compared to consoles and would have little effect on arcades. Arcades will never be completely replaced - playing a mech game in a big simulated cockpit - you can't do it at home (well, maybe you can, but I am not that rich :)
  • by argStyopa ( 232550 ) on Wednesday July 10, 2002 @11:58AM (#3857275) Journal
    "gazillion-dollar business" = ~$7 billion

    And I'll second the "NO" vote on the term 'e-games'. E-gad.
  • ...but since gaming dulls the thought process in your brain and makes you prone to anger I HAVE TO GO BASH SOMETHING NOW!!! GRRRR!!!!

  • by Anonymous Coward
    Great book, mainly for some of the wonderful pictures of early design documents, photographs and other archival material.

    For a better history, I reocmmend Steven L. Kent's "The Ultimate History of Video Games". While it has almost no pictures, it makes up for it by being a much more detailed history based on interviews with the people behind the industry.
  • by El_Smack ( 267329 ) on Wednesday July 10, 2002 @11:59AM (#3857293)
    Hey, I'm not wasting money and space collecting Atari 2600's and full size arcade games, I am preserving "a value system, mind-boggling inspiration, common language and experience."!

  • Always wondered (Score:3, Interesting)

    by totallygeek ( 263191 ) <sellis@totallygeek.com> on Wednesday July 10, 2002 @12:01PM (#3857318) Homepage
    Remember the Pac-Man move where you could hide indefinately and the ghosts couldn't get you. Was this "figured out", or is this leaked from the manufacturer? I mean, like the moves for Pac-Man where you could play and never die and barely even look at the screen -- who figured that out, and wrote down, video-taped or remembered the moves.

    And, Pac-Man isn't the only game like this. Look at all the "secret moves" in games. Does someone figure out you can do up-up-down-down-left-right-left-right-select-start on Contra, or is that reverse engineered or leaked? Or, how you can flip-out Galaga to have FF ships. Or, how you can make a ghost Guile on Street Fighter.

    Anyone?

    • Ahh, the Konami Kode...

      But I believe it was Up, Up, Down, Down, Left, Right, Left, Right, B, A, B, A, Select, Start.

      Now that's common language and exprience that I will never forget.

      Its also the combination on my gym locker.

    • My guess is most of what we consider "cheats" in games are used by QA in the testing of the game.

      Think about it, if you're the QA guy working on testing the Nth level of a game, would you like to play through the whole game every time? :)
    • Remember the Pac-Man move where you could hide indefinately and the ghosts couldn't get you

      Yes, yes I do. [mameworld.net]
    • I'll go out on a limb and say that this one was "figured-out" by some people who played the game. Ye Gods! We were obsessive about those games. The famous "pattern" was a little on the complex side for the 80's, but it's nothing that couldn't be worked out with enough quarters.

      [now, with my pants pulled up to my chest and as I shake my tee-handle cane at the kids...] "You young punks! I was the 9th key Shaolin master of PAC-MAN! In my day, I dominated the arcade. I'd walk in with $2 in quarters and by the time I left, my initials were at the top of all those machines! I was the top-dog, damnit!"

      Sorry, had to get that out of my system. My teenage daughter got too embarrassed when I did that routine at Gameworks....I can't imagine why...

  • Sega... (Score:1, Interesting)

    by i64X ( 582393 )
    Sega always cought a bum rap... I hope the author of this book didn't confuse the timing of the Dreamcast like it implies in this article. The Dreamcast wasn't pitted up against the N64 and the PlayStation, it was released WAY after that.... Most people get Sega's timing WAY wrong because they were so far ahead of the game.

    People compare the Sega Genesis to the Super NES. The Genesis was released WAY before the SNES was, and was pitted against the NES for sales, not the SNES. Sega had 16-bit first, and fastest.

    The SATURN was set to battle against the PSX and the N64, not the Dreamcast! They were all released about the same time (with the exception of the N64, because we all know how Nintendo likes to promise things on a certain date and deliver them a couple years later...) The Saturn failed miserably against the other two because for one, it was $399 at launch, and two it was so hard to program for. The only good games for Saturn came from AM2... Sega's in-house developer... with titles like Virtua Fighter 2, Sega Rally Champoinship, and Daytona USA 2.

    The Dreamcast was released years after the PSX and N64, and was the first 128-bit console on the market.... WAY before PS2 or GameCube. The Dreamcast was an innovative console and graphics- and sound- wise obviously ate the PSX and the N64. If the Dreamcast would have been released at the same time as the N64 and the PSX, Sony's PSX would have flopped worse at the time than XBOX is right now.

    Sega had always been my favorite, and always had the most amazing stuff out first... but let's forget the massive amount of failures that they also released besides the Saturn... namely Sega CD (although it was one of the first CD systems), Sega CDX, Mars 32X, and the Master System II. :)
  • No mention of Rogue? *boggle* If the subject is computer games and they start with pong and not Rogue then they're missing a big chunk of history.

    Would this be a chunking vulnerability? I donno.

  • by peteshaw ( 99766 ) <slashdot@peteshaw.fastmail.fm> on Wednesday July 10, 2002 @12:06PM (#3857361) Homepage
    What I wonder is how modern gaming will manage to integrate a social aspect. Back in the 80's the arcades were someplace you would go, and spend your money, and hang out. I loved the old games too. I remember being in awe of these two 30 something guys who mastered missile command and sould play it until they flipped the score over a million.

    Now, I play those same games on MAME or on arcade games in my basement (I have 4 games and a pin) and I feel like a loser. I have kids and a family, and don't get out a lot, but I miss being able to see high scores of people you knew.

    Now, everybody plays games on consoles in their living room. If you get a high score, its like, so what. Sure, there is online gaming, but that scales out too big, then you don't know anyone.

    What gaming needs is the equivalent of a bowling alley. Someplace to go be online, play games, hang out, drink beer, meet girls. Wired this month had a great article on how urban Korean has spawned a series of gaming parlor's where people would go an dplay warcraft or whatever in a social environment.

    Until we can integrate gaming into the natural behaviour patterns of man, something will be missing. Until then, I am very sorry, but were just a bunch of losers playing video games in our living rooms.

    • Well, at the Ybor City Gameworks (Tampa Bay) they have a ladies night every Thursday (ladies play free on Thursdays and they have other stuff.) Oh, and they have a full bar.

      Of course, they aren't my type of arcade games, too modern. But at least they have one Capcom vs. SNK machine for old guys like me, and a few older games ...

      Rutgers used to have a killer arcade, I wonder if they still do? That was back when you had to stand in line for Street Fighter II.

      • They don't. They completely revamped the student center on College Avenue (put in some kind of cafe' on the basement floor) and reduced the size and variety of the arcade. The Livingston arcade doesn't even exist any more (I think I spent more money on Gauntlet there than for tuition), and the Douglass one always sucked. The only one left is in the Busch studcutter and it's mostly the new stuff, although the old boys are still around (two of them got "borrowed" and are in the engineering building now).

        Virg
    • Aren't there clans that combat on the net?!

      Can't the PS2 via TONY HAWK ]I[ internet up and play other consoles?

      At the mall down the street they have a bunch of machines networked and when I'm there when the kids are, thats where they're playing.

      When you have a high concentration of young'ins (i.e. college dorm) you get them crowding around arcade games, consoles in rooms, heck, even crowded around my mac going head to head on a tron light-cycles ripoff (called nort!). When you get older, and have a house, and move out, etc. etc. networking is where its at.

      We are not losers playing video games by ourselves! We are losers playing videogames with other losers!
    • My workplace has a pinball machine and dreamcast as a fixture. It's always impressive to see the pinball high scores come up with CEO xx,xxx,xxx every so often.

      I heard of a few places in SFbay like the gaming parlors. Pretty much a dance club that's back room is a lan center.
    • Have you ever been to a Dave And Buster's? They have locations nationwide and are the new wave of arcades. They carry the newest games and have a restaurant inside them as well as multiple bars, also pool tables and other things.

      This is about as close as you are going to come to the old arcade days.

      Unfortunately too, games now are different. Game makers no longer make games that increase in difficulty over and over, and allow you to play for long periods of time on one quarter. Most new games are tailored to require a coin drop within a few minutes, tops. If you don't believe me, try to name a new game that would let you play through it till the end on one play like Ms. PacMan or any of the other old-school arcade games... so now, the old "high-score" mentality is no longer there in my opinion. Now it's more of a 3-minute attraction that you pay 50 cents to a dollar to play, and then you move on.

      But if you are looking for a place to (and I quote you here) "play games, hang out, drink beer, meet girls", Dave And Busters' is THE place you are looking for... check it out.

      And no I don't work there, I just think it's a cool place to hang out and have fun. :)

      Mark
    • What gaming needs is the equivalent of a bowling alley. Someplace to go be online, play games, hang out, drink beer, meet girls.

      I dunno about that one, dude. Have you actually seen the chicks that hang out at bowling alleys? Many of them are shaped like bowling balls themselves! And talking to these chicks is your plan for not feeling like a "loser" anymore? I don't know about you, man.

      All in gest, peteshaw .... :)

      GMD

    • I completely agree. Although it is still fun to go to arcades. Dance Dance Revolution can sometimes gather a crowd and brings that social aspect back.

      Kids (and when I say kids I mean teenagers, even though I'm 22 they seem like a completely different generation) have no concept of a high score. They can't understand a game that is impossible to complete.

      I agree that there needs to be more social places to play video games (though I really like GameWorks). But first someone needs to build computers that can standup to a bar atmosphere.

      As for home consoles there are some great party games: You don't know jack for PS1, Mario Party for N64, Warlords for Atari 2600.
    • Now, everybody plays games on consoles in their living room. If you get a high score, its like, so what. Sure, there is online gaming, but that scales out too big, then you don't know anyone.

      Not at all. That's like saying that playing games in all the arcades in the world scales out too big. You're not in one room with 100,000 players at once. Once you get into an online game, you'll find your peers through realm, guild, profession, allegiance, or whatever the game has built in. The best online games have thought about the problem finding peers/friends, and it's part of the architecture. Ingame voice is only a year or two away, and it'll make things a little more personal.

      Wired this month had a great article on how urban Korean has spawned a series of gaming parlor's where people would go and play warcraft or whatever in a social environment.

      Get out much? There are "Counterstrike Parlors" in every major city.

  • by Torgo's Pizza ( 547926 ) on Wednesday July 10, 2002 @12:07PM (#3857375) Homepage Journal
    I was talking to John Romero [www.rome.ro] about this book last week (turns out that he provided a lot of the pictures) and we both agree this is a fantastic book to get your hands on. While High Score provides lots of glossy pictures, including five or six covers of Akalabeth (minus the ziplock bag), High Score doesn't cover the entire history of gaming. It's a great starting point for researching a fantastic industry.

    I highly recommend looking also at Phoenix: The Rise and Fall of Video Games [rolentapress.com] which covers the history of console games more completely. There's also Game Over [amazon.com] which details the history of Nintendo from a playing card company to the giant it became in the early 90's. There are others, but more are needed.

    The history of video games is sorely underreported and under appreciated. Already many electronic games are disappearing as hardware and platforms become unavailable. The Abandonware scene is alive and well, but quietly our gaming history is disappearing. I encourage all Slashdot readers to read up on your gaming history and try to preserve a great and thriving culture.

    • The history of video games is sorely underreported and under appreciated. Already many electronic games are disappearing as hardware and platforms become unavailable. The Abandonware scene is alive and well, but quietly our gaming history is disappearing. I encourage all Slashdot readers to read up on your gaming history and try to preserve a great and thriving culture.

      You don't need to worry about losing videogame history. It is simply becoming a part of our contemporary value system, mind-boggling inspiration, common language and experience.

      GMD


    • The history of video games is sorely underreported and under appreciated. Already many electronic games are disappearing as hardware and platforms become unavailable. The Abandonware scene is alive and well, but quietly our gaming history is disappearing. I encourage all Slashdot readers to read up on your gaming history and try to preserve a great and thriving culture.

      I have to agree with this. I'm a big fan of what "rom-dumping" projects are doing, even if most people consider them to be piracy in the short term. Culture or sub-culture, it's part of who most of us (on /. anyway) are. Maybe not to the grandoise scale that Katz makes it out to be, but none the less important to document.

      I would like to see a similar book on the history of video games in Japan. It may seem to overlap a fair amount, but it is quite different. For instance the dominant system in Japan at the end of the 80's was the PC Engine (TurboGrafx-16 in the States), not the NES as it was over here. Also, the types of games that are popular in Japan are vastly different than in the US. Look through the screenshots of arcade games supported by MAME [mame.net] and try to count how man Mahjong games came out in Japanese arcades!

      Also, for some great pictures of games from the late '70s to early '80s, check out Supercade [thinkgeek.com] (no, I am not affiliated with ThinkGeek.com -- buy it from where ever the hell you want!). Published by MIT Press, this book gets some of the facts wrong, but it's worth picking up just for the screenshots and pictures.

  • But is it filled with the same sort of in-your-face 'look this is important because it compleatly re-defined our culture' that the review is? Or is it a good text that objectivly outlines the history and development of video games that the modern historian would find interesting and perhaps as a source text for future historians after the real cultural impact of video games has been discovered?

    If it's the former, I would'nt want to read it. Speculitive works on the cultural attributes of technologies that are still emerging are typically usless. It would be like writing a book in 1909 on the cultural impact of the automobile.

    Somehow I suspect this is more of the reviewer inserting his own 'golly gee look how technology is changing our lives' world view... but you never know.

    • Somehow I suspect this is more of the reviewer inserting his own 'golly gee look how technology is changing our lives' world view... but you never know.
      Well, note that it is a John Katz review. He's famous for articles in which he injects the whole "this changed world wide culture, etc." even if he's talking about pocket lint.
  • They are a gazillion-dollar business, already surpassing films in revenues.

    A Gazillion-dollar business? Is this fancy new research techniques where you use child like number references instead of looking up the value yourself? "Multi-Billion" I would have bought. I even would have bought "Trillion." "Gazillion" seems a bit over the top.
  • Does anyone remember a robot game from the 1980's that taught hexadecimal and binary math? I think it was published by Broderbund, but I could be wrong. I read a review of it in Byte -- also had a review of Where in the World in Carmen San Diego on the same page. I thought it was a cool idea. The reviewer, IIRC, believed the game was fun enough that children would play it in spite of the educational overtones.

    Anyone?

    • I'm not sure if it's the same game, but I remember a game I had for my Color Computer that involved robots and basic circuit design where you had to 'wire' robots to solve puzzles... I can't remember what it's called anymore :/
      • I think you're thinking of Rocky's Boots [warrenrobinett.com] (more info [stanford.edu]), written by Warren Robinett [warrenrobinett.com] and published by The Learning Company (which he founded; now subsumed into Broderbund, I think) in 1982.

        [I personally remember playing that game at school (on our single Apple ][) whenever I could get the chance. It wasn't until years later that I saw those symbols again and realized what the game had really been about!]

  • I loved Raid on Bungeling Bay on the C64!!!

    Does anyone know if there's a flash version somewhere, or anything outside of a C64 emulator that is playable?

    Brings me back...

    • > I loved Raid on Bungeling Bay on the C64!!!

      The emulators really aren't bad at all; try vice.

      Since reading your post, I've installed and played it on the Vice that comes with debian. Can't wait to get home and run it on a real breadbox; thanks!!
  • by BrookHarty ( 9119 ) on Wednesday July 10, 2002 @12:16PM (#3857450) Journal
    There is a java port of Raid on Bungeling Bay [classicgaming.com]. I spent many hours playing this on the c64, one of my favorite c64 games. Also played Trolls and Tribulations. [c64unlimited.net] quite a bit. (When I was much younger, lol)

    You really know its a small world, when your neighbors invent Myst. Video games has been part of my culture here in the Pacific Northwest, I have made many friends who are either directors of large game companies, owners, and some who are just hard core programers and gfx artists. Funny, most of my friends growing up are in the tech field, support, sys-admins, or programmers. Dont even get them started on the "Old Days" of computers, everything from vic-20s, tsr80s, apples2e/2gs converstations...

    left, right, left, right, a, b, start
  • than the l337 |v|4Z73|2 himself, John Katz...
  • by BlackHawk ( 15529 ) on Wednesday July 10, 2002 @12:21PM (#3857499) Journal
    I usually take a pretty dim view of people who assault one of Katz' articles on the basis of it being a Katz article. But the longer I'm a reader of Slashdot in general, and of Katz' writings, the less charitable I become. Until I finally reach the boil-over point, which occured today.

    First, I'll reiterate the call against the use of the term e-game. E-nough, thank you.

    Second, I want to address this tendency that Katz has to assume that those of us who've been out of high school more than 5 years are clueless cretins totally out of touch with the current progress of (so-called) culture in this country. Here's a clue for you, Katz: I'm 38, I remember all too well what high school was like, and I've managed to survive quite nicely, thanks. I was not a member of the oppressed fringe that you clearly identify so well with, and I do not think that that oppressed fringe is going to have any greater impact on our society than any previous oppressed fringe did. Which is to say that yes, some of the fringe elements have had enormous impact, some have eaten a bullet before they turned 21, and the vast majority will join the great consumer-base that is the foundation of American society and culture. I know, it ain't pretty, but there it is. Now get off your high-horse and recognize that your 'audience' here on Slashdot includes more than lamers who couldn't get past the fact that they were hazed in high school (like I was, but I grew up).

  • Anyone notice that the excitement you feel toward some sort of gaming opportunity peaks at a certain point? For the most part, I'm as excited about Game X coming in Q4 2002 as I was for Game Y in 1998. Warcraft III looks great, but my enthusiasm toward it is a pale shadow of my excitement at picking up Shining Force/Shining Force 2 for the Genesis, or Phantasy Star IV. Is this just the way of things as technology advances - excitement levels off, even as the capabilities of games improve? Am I simply a nostalgic twit? Or can revolutionary games actually make a gamer more interested in gaming as a whole, than he/she was 4 years ago?

    If so, what are the games that accomplish this? Are there any game revolutions any more? I remember Doom, and then Duke Nukem changing the way I thought about action games, and FF2 changing the way I thought about RPGs, with Daggerfall later obliterating that standard (even though its complexity was maddening at times.) Games are looking more beautiful and more realistic all the time...but in my experience this isn't enough by itself. Are games generally getting better, or worse? Is GTA3 a game that "ups the gaming ante," so to speak? Neverwinter Nights? What are some others?
    • You are getting a bit jaded. I mean no insult by this. Honest. It has happened to me as well. DOOM was a "wet my pants" game. My wife used to quietly laugh at me when I would duck and dodge in my chair, or peer at my monitor at an angle trying to see around a corner. No game since has enthralled me like DOOM did. Is that because DOOM was so good that nothing as good has been made in the last 9.5 years? No. I've just gotten used to FPS games and know what to expect. It's no longer "Gee, whiz! This is all so new!".

      It's kinda like sex. The first few times you get some it's an amazing, life-changing thing. After (counts on fingers) 19 years of an active sex life, it's not quite so amazing anymore. It's still fun, and it still fills a need and all, but I don't think about the last tiime for weeks afterwords like I did 19 years ago.
  • He should write more reviews. I usually don't care for his articles, but I like this review.
  • by sielwolf ( 246764 ) on Wednesday July 10, 2002 @12:28PM (#3857556) Homepage Journal
    I have some moderation points sitting in front of me. Is there any way I can mod down a couple sentences in this article?

    They embody a value system, mind-boggling inspiration, common language and experience. Huh?

    But then I figured it out. I realized that I just needed to run it through babelfish a few times and then I got the original decrypted message:
    They include a worthy system, inspiration of lie-hesitate, common language and experience. And they finally receive their defeated.

    I wonder if Katz writes all of his articles that way?
  • "Electronic games have spread the psychology of interactivity, re-defined narrative, and are a huge and growing swath of pop culture."

    How can something so good be so bad [slashdot.org]?

  • One of my laptops runs ME. I use it for games. I like the challenge of pinball on it, which will "Tilt" first: the game or the machine.
  • by FortKnox ( 169099 ) on Wednesday July 10, 2002 @12:32PM (#3857592) Homepage Journal
    Gaming is a big industry! Yay! Developers get money and we get great games, right?

    Not really.

    Big business is a double edged sword. Game publishers will only fund games that they know will make money. So instead of a great new game, you get a clone of the current best sellers. Innovation gets the boot in favor of the same games with prettier graphics.

    The only people that can really bring out innovation are major game gurus like the incredible Warren Spector, or Sid Meiers. The best chance for you to bring out innovation is to make a mod of a current game on your own time, and hope you can get enough attention for a publisher to take a chance on one of your ideas.

    This is what is currently bugging me about the video game industry... FPS aren't doing it anymore. We need FPS/RPGs like Deus Ex. FPS with a MAJOR TWIST like the Thief series. Deathmatch is dull, CapTheFlag has been done everywhere. We need a new style of online gaming for FPS. I ahven't seen DoomIII, yet, only heard about it. What I've heard from E3 is that its REALLY SWEET graphics, but they only went around and shot one or two enemies. Booooring.

    Innovation is what this industry needs. How do we get it??
    • Innovation is what this industry needs. How do we get it??

      The industry doesn't need innovation, there is plenty of that. First let me say I am not a gamer. OK, so I grew up with arcades in the 80's, then Atari, then Nintendo, but it pretty much stopped there. I had better things to do. I don't play that many games on the PC, although I have spent many many hours playing Quake Team Fortress. I even created my own map. Create your own map!? That is innovative. But for some reason, that is boring now. You know what made the old arcade games (and Quake TF) fun? Good gameplay. It doesn't have to be innovative, it needs to be FUN. And when a game is fun, what do most gamers do? They spend an entire weekend playing the damn thing 24/7. A month after a game has come out, it has been played to death and people are waiting for the next great thing.

      Now this isn't true with all games, of course. Some have staying power. But how many games do you have that you can play once you have "beaten" it. I'll bet not that many. The consumers are driving the industry.

      Maybe I don't fully get it because I am not a gamer. I don't want to be, quite honestly. Games turned into a big business, just like arcade games did. Believe me, there were plenty of stinker arcade games too. But I can still play a few games on my Galaga arcade machine, have an absolute blast, and walk away from it.

  • They're bad (Score:2, Informative)

    by airship ( 242862 )
    I knew many of the people chronicled in this book, and I can say that it is well-written, well-documented, well-illustrated, well-designed, well-made, and, well, just plain good. Even the fact that Katz likes it can't change that.

    But don't forget that video games are bad for you. [slashdot.org] It was reported on Slashdot, so it can't be wrong!
  • Deep inside Slashdot headquarters...

    CmdrTaco: Curse it all... Another slow news day. We must do SOMETHING to keep the traffic up.

    Timothy: You aren't thinking....

    chrisd: Please God no, not again.

    CmdrTaco: Drastic times call for drastic measures boys... Release the Katz..

    chrisd: *sobbing*

    CmdrTaco: May God forgive my soul.

  • by evilpenguin ( 18720 ) on Wednesday July 10, 2002 @12:36PM (#3857630)
    Replace "video game" with "masturbation" throughout this piece and you might be on to something. Good Lord, man! Video games are boredom killing machines. They make television look positively benevolent. Just imagine what wonders the youth of the world might be making if they weren't sitting slack-jawed in front of televisions sets, virtually kicking the shit out of BEM's. Maybe that is the cultural heritage of video games. Passivity and amusement. Frankly, I'd rather they were masturbating. I can see some value in that.
    • Re:Give me a break (Score:3, Insightful)

      by evilpenguin ( 18720 )
      The sad thing is that I didn't mean my post as a joke. The notion that video games are "cultured" is depressing and sad. Culture is not the impractical production of a civilization, it is that part of the production of a civilization that tries to tell the unobvious truth. It tries to expose and illuminate the real state of the society, it tries to point the way through hipocrisy, injustice, indifference, and prejudice to honesty, authenticity, justice, and compassion. It does this through any number of means including pathos, satire, tragedy, etc.

      Video games rarely come anywhere near these things (I can't say they never do -- I haven't played all video games). They divert, they amuse. They un-bore. They move us several hours closer to death with only stimulation in return. Your life (and mine) are slipping away by inches. I would hate to think that I will die with my contribution to civilization being a high score in Halo.

      None of this is meant to attack the games themsevles or the people who play them, but rather to point out Katz's hyperbole in grandly elevating video games to a cultural watershed.
  • Its always impressed me that Artificial Intelligence has found so much use in video games, I hope this book has some mention of AI
  • ... that if you complete each chapter in under a minute, you get access to the special "Bonus Appendix" with answers to questions such as
    • What is the secret of Monkey Island?
    • The Sentinel - WTF?
    • Why do film-game conversions almost always suck?
    • Will Duke Nukem Forever actually be released someday?
  • Okay, I started to read the paragraph without actually checking who the article was by. I got to the following line:

    E-games are now both historic and significant...

    And I was like E-GAMES??? Who the hell uses terms like that? And then I thought, "this has got to be Katz." Sure enough, it is.
  • This is the first nostalgia videogame books I've seen that has a significant focus on the old computer games-- Raid on Bungeling Bay is a good example of an old fav of mine, stuff like Star Control 2, the old SSI Wargameas, all that stuff--with lots of boxart and behind-the-scenes design stuff and what have you. Other good books like Supercade, Phoenix, Arcade Fever, etc mostly focus on the consoles and the arcade.
  • PONG-Story (Score:2, Interesting)

    by surfimp ( 446809 )
    For those of you wishing to know more about the history of PONG, you should check out PONG-Story [pong-story.com]. It's got a lot of great information about Ralph Baer, Atari, etc. A must for any PONG aficionados out there!
  • by Drath ( 50447 )
    One of these days someone is going to do a "History of Video Game Histories" it seems like these things pop up every couple months (years?)

    Hooray fanboy cash..
  • I thought closed, proprietary systems under rigid intellectual property control were evil (I think they are)? Apparently not when it involves shooting things, blowing things up, side-scrolling, or texture-mapping.

    We have to remember that it is all related. The "values" of the video game industry are the same as those of the MPAA, RIAA, and Microsoft.
  • (Real conversation, BTW)
    A Friend: Well my wife finally broke down and bought me a Thrustmaster.

    Me: Cool, how is it?

    Friend: Very good, responsive and configurable, but it is a really stiff stick.

    (pause)

    Friend: But what would you expect from a company called Thrustmaster?

    { I still chuckle when I think about that conversation... Games and innuendo...who'd a thunk? }
  • A Lost Art Form (Score:3, Interesting)

    by Strange Ranger ( 454494 ) on Wednesday July 10, 2002 @01:27PM (#3858039)

    They don't make "primitive" pinball games anymore. "Primitive" meaning those astounding engineering marvels that look like giant Swiss watch conglomerations inside. Each game being an utterly unique piece of engineering art, with its "software" made out of gears and switches. "Primal" is a significantly better description, and in that sense, I think games have lost a lot since those days. You can feel a pinball game for real, it's not haptic, it's a hunk of metal that you can push and pound and "tilt". Keeping an eye on the butt end of a pinball player, watching him/her play shows that they move most of their entire body. It looks more interactive than Quake because from a physical reality standpoint it is more interactive. Modern games are incredible in their own right, but with primal pinball it is 100% reality, there is no abstraction. Something amazing will be lost forever when the last Midway mechanical pinball machine plays its last ball.
  • Author's comments (Score:5, Informative)

    by demaria99 ( 591792 ) on Wednesday July 10, 2002 @01:42PM (#3858164)
    First, thanks for all the commmentary. And thanks for the review. I thought I'd take the opportunity to respond to some of the comments I've heard about High Score! And some of what I think are misconceptions.

    First, my goal in creating the book was to make it visual - a colorful journey through the history of games. To do so required some compromises. For instance, the stories (the actual text) had to be kept pretty short. It's amazing how much space it takes to write substantial text, and how often it came down to "more story" or "more and bigger graphics." I was constantly fighting with the publisher for more pages. However, since the retail price of the book is only $24.99, and it is all color and oversized, they quite legitimately refused to do a 500-page book. In my opinion, the book provides a lot for the price and McGraw-Hill was a great company to work with. They all worked really hard to make the book as good as it could be.

    I also find some people recommending other books, such as Steve Kent's and Leonard Herman's books. I want to echo those recommendations. Steve and Leonard have done great jobs, and it was never my intention, or Johnny's, to redo what they had done. I'm really happiest when someone looks at High Score! and has happy nostalgic moments - which are mostly triggered by the pictures. In interviewing many of the pioneers of electronic games for the book, I was able to get some interesting facts, some cool quotes and, hopefully, the nugget of the history. I hope readers will find that material interesting. However, it is my belief that the greatest strength of High Score! is in the graphics, and that there are other books that have approached the subject with more depth, though none (that I've seen) covering the evolution of PC games. At any rate, I hope it's not "either/or" but more like "both/and".

    And High Score! is far from perfect. There are plenty of omissions and even a few mistakes (I'm embarrassed to say). I'd love to do a future updated version of it with more pictures (I have plenty that weren't used), with some omitted games and companies added in, and with more coverage of the history in Europe and Japan. That will depend on the publisher and how well the book does.

    Finally, it is my hope that people will enjoy the book. We don't really attempt to make all that many grand philisophical points in it (despite the tone of the review). Johnny and I each have our own opinions about the impact electronic games have had on our world. (And no, we don't use the term "e-games" anywhere that I know of. It's not in my vocabulary and I don't think it's in Johnny's, either.) But I think we kept our philosophy mostly out of the book. It wasn't our intention to do a whole lot of philosophizing - though maybe just a little.

    I do think it's interesting to observe the idealistic philosophies of companies like Atari and EA when they started out, and compare them to the business as it exists today. But, again, the main purpose of the book was to have fun, and to share it with others.

    Even though the book took a ton of work, and I really wanted it to be something great, in the end it's not a prescription for world peace or a deep exploration of human consciousness. It's a picture book, hopefully a pretty cool one, about electronic games - where they came from, some of the people who pioneered them and how they evolved. So, I hope people will enjoy it for what it is.

    Thanks,

    Rusel DeMaria
    • Why'd Square request not to be mentioned? I literally bought a PlayStation and PlayStation 2 to play Final Fantasy. I'm sure you would have been able to do a nice section on them - but according to the afterword or something (it's my younger brother's book, I haven't had a chance to read through it yet) they requested not to be mentioned - which is too bad, since they've done some pretty amazing games. Final Fantasies I, VI, VII, and X all strike me as some of the greatest games I've played. (VIII can rot, IV was OK but I didn't find it to be quite as good as the others, II, III, and V were never released in the US (well, V has been rereleased, but I haven't played through it yet).) I have a sneaking suspicion that with XI we are seeing the last of the Final Fantasy series of games - which is too bad.

      I'd understand if they also requested you not to explain why, but I'm curious, so if you can tell, please do!

      Other than that, the most of the games I remember playing as a kid seemed to be in there, although you missed Scram and Ladder! (Really early DOS games - I wanna see if anyone else out there recoginizes them.) But Zork was in there, so that's good. I think Planetfall was too, but I'm not sure - I only got to glance through the book over my brother's shoulder and again on the way up to a store to get him Jak and Daxter for his birthday.

      (And trust me, driving while having your little brother try and show you pretty pictures gets annoying very fast - although your book did shut him up :P (I'm kidding - he's usually a good passenger, except when it comes to trying to point to pictures while I'm changing lanes...) However, I'm pretty sure that he really likes your book - even if he doesn't recognize half the old games.)

  • by vitaflo ( 20507 ) on Wednesday July 10, 2002 @03:17PM (#3859125) Homepage
    If you really want to learn about the history of video games I'd highly reccommend The Ultimate History of Video Games [amazon.com] by Steve Kent. While there aren't many pictures, there are quotes from just about every name in the business and stories that will make your head spin.

    It leterally covers everything, from the beginings of pinball to the latest generations of systems, and everything in between. Steve Kent is widely recognized as the best gaming journalist there is and it shows in this book. Excellent read. If you're serious about gaming, I'd check it out.
  • ...games were actually really 3-D. like, you know, kids went outside to play?

    -c
  • by sulli ( 195030 )
    attn. Jon:

    IIRC most keyboards have a 1 key. I recommend using it for greater readability.

    Thought you'd like to know.

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