Usborne Guide to Computer and Video Games

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Last edited by ImportBot
June 7, 2023 | History

Usborne Guide to Computer and Video Games

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This is a illustrated educational guide, which explains how electronic toys, computers, and video game operate. There are explanations of computer chips, central processing unit, RAM, Random Access Memory, ROM, Read Only Memory, Displays, Controls, cartridges, floppy disks, cassete tapes. It has imaginative descriptions of comparing a computer to a office building with robots filing, accessing, and transferring data to other locations in the building. There is a explanation of how a video game is created, from design, to the computer software, the microchip, design. It then describes how computers calculate, with games like chess, and even a brief description of the fake chess machine called "The Turk", and history of computer and video games. There are explanations on sound effects, and voice samples in toys, and games. There are tips at winning 11 arcade video games in sections called "How to Win at". This book originally sold for £1.65 in the UK.

Publish Date
Language
English
Pages
48

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Edition Availability
Cover of: Usborne Guide to Computer and Video Games
Usborne Guide to Computer and Video Games
March 1983, Edc Pub
Hardcover
Cover of: Usborne Guide to Computer and Video Games and How to Win
Usborne Guide to Computer and Video Games and How to Win
December 1982, Edc Pub
Paperback in English
Cover of: Usborne Guide to Computer and Video Games
Usborne Guide to Computer and Video Games: How They Work and How to Win
October 1982, Edc Pub (Lib)
Library Binding in English
Cover of: Usborne Guide to Computer and Video Games
Usborne Guide to Computer and Video Games
1982, Usborne Publishing Limited, Edc Pub
Paperback in English

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Book Details


Table of Contents

Electronic games. 4
How arcade games work. 6
How to Win at Asteroids. 7
How a computer plays games. 8
How to Win at Missile Command. 9
How a computer works. 10
How the computer knows what to do. 12
How to Win at Pac-Man. 13
How to Win at Qix. 13
Lighting up the display. 14
How to Win at Battlezone. 15
TV games. 16
Putting the game on the screen. 18
How to Win at Frogger. 19
How to Win at Scramble. 19
Making sound effects. 20
How to Win at Galaxian. 21
How to Win at Lunar Rescue. 21
Talking games. 22
How to Win at Swarm. 23
How to Win at Phoenix. 23
Playing games with a microcomputer. 24
Micro games. 26
Chess computers. 28
How computers play chess. 30
Computers on the move. 32
How a game is made. 34
Story of computer games. 36
Useful games. 38
Future games. 40
Game variations. 42
How to Win at Space Invaders. 43
How to Win at Stratos. 43
How to Win at Field Goal. 43
Spot the video creatures. 44
Why computers are good at games Books about computers. 46
Computer words. 47
Index. 48

Edition Notes

Published in
London, England
Copyright Date
1982

Classifications

Dewey Decimal Class
794.8
Library of Congress
GV1469.2

Contributors

Editor
Lisa Watts

The Physical Object

Format
Paperback
Number of pages
48
Dimensions
24 x 17 x 0.4 centimeters

ID Numbers

Open Library
OL22473821M
ISBN 10
0860206815
OCLC/WorldCat
8977861
Library Thing
2211197
Goodreads
1873836

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History

Download catalog record: RDF / JSON / OPDS | Wikipedia citation
June 7, 2023 Edited by ImportBot import existing book
June 10, 2018 Edited by "Teary Eyes" Anderson cont fix
June 10, 2018 Edited by "Teary Eyes" Anderson desc, cont, size
June 10, 2018 Edited by "Teary Eyes" Anderson Added new cover
November 14, 2008 Created by ImportBot Imported from Talis MARC record.