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Chargement... The Tetris Effect: The Game that Hypnotized the Worldpar Dan Ackerman
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Inscrivez-vous à LibraryThing pour découvrir si vous aimerez ce livre Actuellement, il n'y a pas de discussions au sujet de ce livre. Excellent story of how the game Tetris came from humble Russian roots to spread across the world as one of the most popular games in video game history. I learned a lot about the video game industry of the early 80's and how software was developed for the many versions of computers that were available at the time. I think this is probably one of the few books that could make contract negotiations over international IP rights interesting. Very easy to read, I found myself staying up way too late to keep reading... much like if I was actually playing Tetris. This is a must read for anyone who has interest in electronic entertainment history. A whole story behind one of the most pervasive pieces of pop culture. The book is a bit heavy handed with some of the history (this person held a piece of the rights for five seconds) but will be great for people who love the game as a whole. Full of fun tidbits of how Tetris has affected different areas. aucune critique | ajouter une critique
"Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, became a hit on TV consoles, and soared in popularity with handheld devices like the Game Boy. Today it lives on in smartphones, tablets, and laptops. All this despite the fact--or perhaps because of it--that it has no superhero to merchandise and no story to dramatize. Tetris is abstraction translated to bytes, a puzzle game in its purest form. Yet its origin story is so improbable that it's amazing that any of us ever played the game. In this surprising and entertaining book, tech reporter Dan Ackerman explains how a Soviet programmer named Alexey Pajitnov was struck with inspiration as a teenager, then meticulously worked for years to bring the game he had envisioned to life. Despite the archaic machines (outdated even for their era) that Pajitnov worked with and the fact that he had to develop the game after-hours on his own time, Tetris worked its way first through his office, and then out of it, entrancing player after player with its hypnotic shapes. It became almost a metaphor for the late Soviet era, with the kinetic energy of commerce pushing ever harder against the walls put up by the government. British, American, and Japanese moguls saw the game's potential and worked, often unscrupulously, to beat each other in the race to sell the game. Ackerman tells the story of these men and their maneuvers, and how the game made it to consumers' hands in the United States on a Game Boy screen in 1989"-- Aucune description trouvée dans une bibliothèque |
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Google Books — Chargement... GenresClassification décimale de Melvil (CDD)794.8The arts Recreational and performing arts Indoor games of skill; board games Electronic and video gamesClassification de la Bibliothèque du CongrèsÉvaluationMoyenne:
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I thought this would be more interesting, but wasn't finding the narratives (that of game designer Alexey Pajitnov and the Nintendo rep who expanded the game's reach) very compelling. It was OK, but not something I cared to continue reading. ( )