Description Creators of new worlds
If you are among the lucky ones who could experience the beginnings of computer games, you will enjoy these books.
Volume 1
Surely you know Happy Computer, one of the most well-known computer magazines of the 1980s. The 'Happy Computer' appeared from autumn 1983 and contained, in addition to game reviews and trade fair reports, a series of interviews with very well-known people at the time: owners of game companies, programmers, and game developers. All these insiders were asked about their assessment of computer and computer game development and their future projects. And last but not least, they provided information about their working methods, their problems, and told many anecdotes. The highly interesting interviews and reports are no longer available anywhere today, and who has all the issues of Happy Computer at home? For this reason, the reports and interviews have been compiled once again in this book. The book is rounded off with reports on the Atari ST and the Commodore Amiga.
180 pages.
Volume 2
The second volume completes and expands the picture of the then still small computer game industry, which could not have dreamed of the sales figures of today's computer games. Nevertheless, even then, there were visions and plans for new game concepts and innovative ideas.
Some companies have disappeared into oblivion today, and hardly anyone knows their names or the games they published. Others have become companies with millions in revenue today: Sierra, Microprose, and Cinemaware are now giants of the industry. Some companies have undergone major structural changes: Atari, formerly a manufacturer of arcade machines, home computers, and video consoles, has now focused on computer games and is very successful with it.
How Atari was founded and quickly became the 'shooting star' of the industry (and the stock market) is shown in two detailed articles. As far as the illustrations were available in color, they are also reproduced in color in this volume. This way, you can get an even better impression of the 'stone age' of computer games, during which, despite (from today's perspective) great technical limitations, great games were released that are still a lot of fun today.
184 pages.