{"product_id":"creating-q-bert-and-other-classic-video-arcade-games-hardcover-1","title":"Creating Q*bert and Other Classic Video Arcade Games - Hardcover","description":"\u003cdiv\u003e\u003cp style=\"text-align: right;\"\u003e\u003ca href=\"https:\/\/reportcopyrightinfringement.com\/\" target=\"_blank\" rel=\"nofollow\"\u003e\u003cb\u003eReport copyright infringement\u003c\/b\u003e\u003c\/a\u003e\u003c\/p\u003e\u003c\/div\u003e\u003cp\u003eby \u003cb\u003eWarren Davis\u003c\/b\u003e (Author), \u003cb\u003eEd Boon\u003c\/b\u003e (Foreword by), \u003cb\u003eJohn Newcomer\u003c\/b\u003e (Afterword by)\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003cb\u003e\u003ci\u003eCreating Q*bert and Other Classic Video Arcade Games\u003c\/i\u003e takes you inside the video arcade game industry during the pivotal decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking \u003ci\u003eQ*bert\u003c\/i\u003e, worked as a member of the creative teams who developed some of the most popular video games of all time, including \u003ci\u003eJoust 2\u003c\/i\u003e, \u003ci\u003eMortal Kombat\u003c\/i\u003e, \u003ci\u003eNBA Jam\u003c\/i\u003e, and \u003ci\u003eRevolution X\u003c\/i\u003e.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003c\/p\u003e\u003cp\u003eIn a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams\/Bally\/Midway, and Premiere.\u003c\/p\u003e \u003cp\u003e\u003c\/p\u003e\u003cp\u003eLikewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who's who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haeger, and Dennis Nordman, among many others.\u003c\/p\u003e \u003cp\u003e\u003c\/p\u003e\u003cp\u003eThe impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as \u003ci\u003eMortal Kombat\u003c\/i\u003e, \u003ci\u003eT2\u003c\/i\u003e, and \u003ci\u003eNBA Jam\u003c\/i\u003e. When Davis worked on the fabled \u003ci\u003eUs vs. Them\u003c\/i\u003e, it was the first time a video game integrated a live action story with arcade-style graphics.\u003c\/p\u003e \u003cp\u003e\u003c\/p\u003e\u003cp\u003eOn the one-of-a-kind \u003ci\u003eExterminator\u003c\/i\u003e, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For \u003ci\u003eRevolution X\u003c\/i\u003e, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist's work into game code.\u003c\/p\u003e \u003cp\u003e\u003c\/p\u003e\u003cp\u003eWhether you're looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960's computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for \u003ci\u003eRevolution X\u003c\/i\u003e, Davis' memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.\u003c\/p\u003e\u003ch3\u003eAuthor Biography\u003c\/h3\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003cb\u003eWarren Davis'\u003c\/b\u003e career in the video game industry spans three decades. He began in 1982 working for Gottlieb where his first game was the hugely successful arcade classic, \u003ci\u003eQ*bert\u003c\/i\u003e. He followed that with a laserdisc game, \u003ci\u003eUs vs. Them\u003c\/i\u003e. In the mid-80s, while working at Williams, he co-programmed \u003ci\u003eJoust 2\u003c\/i\u003e and helped develop the system that became \u003ci\u003eNARC\u003c\/i\u003e. Davis was also part of the team that created \u003ci\u003eTerminator 2: Judgment Day\u003c\/i\u003e and \u003ci\u003eRevolution X\u003c\/i\u003e featuring Aerosmith. He also developed the digitizing system that Williams\/Bally\/Midway would use for many of their hit games of the 1990s including \u003ci\u003eMortal Kombat\u003c\/i\u003e, \u003ci\u003eNBA Jam\u003c\/i\u003e, and the aforementioned \u003ci\u003eTerminator 2\u003c\/i\u003e and \u003ci\u003eRevolution X\u003c\/i\u003e. In 2018, Davis was inducted into the International Video Game Hall of Fame.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eEd Boon\u003c\/b\u003e is the co-creator \u003ci\u003eMortal Kombat\u003c\/i\u003e and the creative director of NetherRealm Studios.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eJohn Newcomer\u003c\/b\u003e is the designer and lead developer of \u003ci\u003eJoust.\u003c\/i\u003e\u003c\/p\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eNumber of Pages:\u003c\/strong\u003e 280\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eDimensions:\u003c\/strong\u003e 0.9 x 9.1 x 5.9 IN\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eIllustrated:\u003c\/strong\u003e Yes\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003ePublication Date:\u003c\/strong\u003e January 11, 2022\u003c\/div\u003e\n            ","brand":"BooksCloud","offers":[{"title":"Default Title","offer_id":52457752920371,"sku":"9781595801050","price":31.95,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0300\/5595\/6612\/files\/ZlhtRmkxRHduSzVFUjhWR2hvZmYzUT09_e382f5fc-6c27-4041-a91c-dd24528248fb.webp?v=1759172255","url":"https:\/\/www.vysn.com\/products\/creating-q-bert-and-other-classic-video-arcade-games-hardcover-1","provider":"VYSN","version":"1.0","type":"link"}