Showing posts with label Bitmap Books. Show all posts
Showing posts with label Bitmap Books. Show all posts

Sunday, 8 March 2026

Leaps + Bounds by Bitmap Books - Book Review

The latest release from Bitmap Books intends to provide a visual guide to the nine (so far) console generations that have (in most cases, but not all) graced the homes of gamers over the last fifty plus years. From an original concept from Hans Kleinenberg, text by Stew Shearer, illustrations from Adam Rufino, and design by Sam Dyer and Hans Kleinenberg, let's have a look at how they do.

The preface is provided by Bitmap Books, before a rather nice foreword by the CEO of Analgue, Christopher Taber. A curated selection of milestones mark the progression of the home console before we get ot the core of the book - the consoles themselves, categorised by the aforementioned generations. 

The format is simplicity itself. Each machine (excluding the unreleased consoles, which we'll get to presently), receives two pages. the first details the year of release, dates of availability, sales figures (where known), and number of games released. A potted history of the console gives some background, and the lovely artwork of Adam Rufino completes page one. The second page is dominated by a screenshot of a selected title from the console's library, and two or three facts to add flavour to the entry. Overall, this works well, and the contrast between the artwork and the screenshot is appreciated. Some might decry the lack of photography of the actual hardware, but I really do like what they've done here. 


Unreleased hardware retains the details and artwork, but no screenshots. 

There is some good stuff in here, and the only real criticism I can offer, aside from a re-wording of the New 3DS's 4GB mention, is that the Pippin was NOT built using the same kit as the Apple Classic II. Sorry, peeps, but simply not true. There's a Wikipedia page entry with the story of the Pippin's genesis, but the referenced links do not support the detail in that particular section. For the sake of this book review, however, categorically, the Pippin that was prototyped and delivered to consumers was not built using the same hardware as the Classic II. Not even the same processor architecture. An evolution of an earlier project, possibly, but that raises the question as to how accurate the Wiki entry is. There's nothing to corroborate a lot of the "Bandai and Apple" section, so I don't know, but if someone does have additional info, then I'd be happy to learn more. 

There was probably an earlier console concept at Bandai, but the Pippin does not use a 68030.

Does this spoil Leaps + Bounds for me? No, not at all. This are mere niggle in the overall scheme of things, but it is something that the potential buyer should beware of, as well as anyone who wants to use this tome as a source of reference. Always check your sources and, where possible, more than one. As an aside, the most recent issue of PC Pro has a retro piece on the Pippin and it pretty much regurgitates the Wiki story. If you hadn't guessed by now, I have many questions about the history and I may post again on the topic in the coming days.  

Overall, I really do like the latest publication from Bitmap Books, and it's one that will be enjoyed as much by reading through cover to cover, as it will be just dropping in for casual perusal. You can pick up a copy of Leap + Bounds directly from Bitmap Books, as well as the usual online and physical bookstores. 

Update 13.03.26

After some thought, I've decided the story behind the Pippin's genesis is worthy of another post, just not yet. I've prepped most of a post but without more research, it's just going to be supposition rather than actual verifiable and evidenced fact. I kind of have a time line of events, one that does include the Classic II discussion and the licensing decision, but not connected as either the Wiki or PC Pro piece have it. For another day then. What I can say is that next week will see my review of Robert Napier's Voices From a Future Passed. 

Sunday, 11 January 2026

Run 'N' Gun by Dave Cook - Book Review

One of the joys of a growing library of books about videogames is that the result of reading them is a broadening of my horizons. A prime example of this is Run 'N' Gun from Bitmap Books. As I perused the contents page of this near 500-page behemoth, it rapidly became apparent that outside of a couple of examples (The Ascent and My Friend Pedro), I'd played nothing contained within that had been released this century. Looking further back, only the inclusion of the first third of Die Hard Trilogy permitted me to say I'd played a run and gunner to completion this decade - and that was for a Fusion Retro article! Had I fallen so low in my esteem for video games? Or was I just having that all too common experience of being middle-aged and just not having enough time in the day to do this stuff?


After slurping a good amount of Ringtons tea and settling my nerves, I set about this volume with gusto, revelling in yet another classy, and classic, publication from the ever-reliable publishing house of Bitmap. 


From the introduction and preface by the author, Dave Cook, and a pair of forewords (Keiji Inafune - Capcom and the Mega Man series, and Chad and Jared Moldenhauer - Cuphead), it is clear that the run and gun category of videogames is both beloved, and one that has graced many a platform - some eighty listed here. Add to the mix the design by Sam Dyer, contributions from Kurt Kalata, Graeme Mason, SEGA Lord X, and Chris Scullion, as well as the visual contributions by Paul McNally, Julien Fouillat, and Jorge M. Velez, and what you have here is a tome that tells you almost everything you need to know about this ever-green corner of the videogames world. 


Chronological in order, each entry receives at least a half page. Some get a full page, but no matter which option is used, the reader is presented with details of the game's plot, the author's opinion, and at least one screenshot. Key releases are permitted several pages, adding deep dives, classic moments and the like. Everything is cleanly laid out and the visuals, as is typical of the publisher, pop out of the page. The explanations, bon-mots, and commentary inform and entertain, demonstrating a clear affection towards the type yet without varnishing any flaws or issues, and given the sheer array of entries, a lot of effort has been put into this tome. As for the period covered, we start off in 1980 with Wizard of Wor, and end with 2023's Prison City. Fittingly, the last pages are dedicated to the finishing sequences of a curated selection.


The funniest thing about reading this book was that as I progressed through the ages, I realised that I had played an awful lot more run and gunners than I realised, just a very long time ago. How could I have forgotten Escape from the Planet of the Robot Monsters? Truly a game I played the heck out of as I awaited replacement F29 Retaliator disks as the copy bundled with my Amiga A500 was one of the bugged ones. Or Rambo III on the Mega Drive and its joyous/annoying over-the-shoulder archery antics? Or Alien Breed? Alien 3? The Chaos Engine? 


Contemplating this enlightenment, I found the true worth of this book, its Bitmap brethren in general, and those of other publishers. It's not just learning about games, it's about wanting to play them. As such, a trip to Steam, GOG, and the "archives" (cough!) meant that I had a couple of weeks over the Christmas period experiencing a goodly selection mentioned within Run 'N' Gun's pages. I decided that my love of videogames was as strong as ever, just that this adulting malarkey had gotten in the way a bit. With that comforting thought, I brewed another mug of Ringtons and fired up Cuphead.


Run 'N' Gun is another high quality Bitmap Books wonder and one that really should be on your shelves. Certainly my first read through (because there will be many a future referral to this tome) re-opened my eyes to not only the classics I had played, but many that I had not, and it was worth carving out the spare time to give them a go. 

You can pick up or order a copy of Run 'N' Gun from the usual physical and online book stores as you prefer. For me, I always try to use the publisher's website here. However you do so, you really do owe it to yourself to giving this excellent book a read!

Sunday, 10 August 2025

Hurt Me Plenty by Stuart Maine - Book Review

After a stellar first volume (I'm Too Young To Die, reviewed all the way back in February 2023), Stuart Maine is back with a follow up tackling the years 2003 to 2010 inclusive, the period that truly cemented the first person shooter as a key genre in gaming. 

After a brief introduction, proceedings begin with a foreword from Harvey Smith (lead designer of Deus Ex), before the reader is given a quick reminder of what a first person shooter is (and is not), a timeline of notable titles, the anatomy of an FPS, and a glossary of important terms. Oh, and the first is several interviews with notable figures within the industry. These are always informative and highly interesting, so even if you're here only for the games, don't skip these, I beseech thee. 

It is at page 50 that we get to the first year covered by the volume, and if 2003 feels like a long time ago, well, yes, it was. Hell, so was 2010, but within that period, some three hundred shooters hit the market. Some were instant classics, others more of an acquired taste, and a few where you just had to wonder what the hell were they putting in the drinking water. Yet despite this tome's hefty dimensions, there is only room for just over 200 entries. This isn't as bad as you'd think, as whilst PS2 "classic" Secret Service gets a write up, America's 10 Most Wanted is excluded. The former is a by the numbers effort that really suffers in its PlayStation 2 guise (see issue 70 of Fusion Magazine for a Fusion Fail), but is possibly redeemed by its Xbox 360 release - if you really feel the need to play it. The latter, well, there was definitely something in the water when they developed that "game", and if you fancy a laugh, I believe the a future issue of Fusion magazine will see you right...

Needless to say, the usual suspects are present and correct, and even though the world and its cousin has lost count as to how many times someone has written about Call of Duty 4: Modern Warfare, the author's style, approach and enthusiasm shine through, making every entry a true joy to read. 

As you'd expect, there are plenty of screenshots, and although I was a tad waspish about the physical format of the first book, I apologise profusely now - it's the perfect way to present the history of shooters - allowing those widescreen visuals to truly shine - and once again proving that Bitmap Books really know their stuff when it comes to showing off the eye candy.

Hurt Me Plenty is a fantastic follow up from Mr Maine, and will be another go to reference on the subject for years to come, for games both good and bad. Especially the bad ones, as in a very weird way, they are often more "interesting" to play than stone cold classics - even/especially/because of Rogue Warrior. Once again, my "to play... eventually" list has ballooned to ludicrous levels, but hey, at least the list exists. One day... one day. I also said in the my review of the first book that I hoped there would be a follow up from 2003 onwards, and well, here we are. Would it be too much to hope for a 2011 and onwards volume? Pretty please???

You can pick up a copy of Hurt Me Plenty from the Bitmap Books website here, and order from the usual online and physical bookshops if that's your thing.

Saturday, 15 March 2025

The Games of a Lifetime by Julian "Jaz" Rignall - Book Review

To say that I have been looking forward to this book since it was announced would be an understatement. I have read, and reviewed, many histories focused on video games, but this one held the promise of being truly special because of who the author is and his role in the UK games magazine industry of the 1980's and 90's. Was The Games of a Lifetime worthy of such anticipation?

As someone whose childhood years spanned the 1980's, reading about the author's early life resonated greatly with me. Growing up around Stanley and Consett after the latter's steel works were shuttered in 1980 defined the period known as "Thatcher's Britain" very differently from the more economically protected areas of the UK, and it's this socio-economic framing that makes the Jaz's journey from rural Wales to the US all the more interesting. 

But as we continue through the years in this highly polished 400-plus page tome, there is much more than just the "wasn't it grim?" trope that people who have never actually experienced the horrors of the that government (and I'm not just talking about those who could afford a Beeb either - joke, btw) trot out. No, we're here for the games, as well as to find out just how good this guy's taste in music and books actually is. Oh, and the curse of micro-management. Yeah, right with you there...

Told chronologically, each chapter zeroes in on a particular title to which is given a whole page for a frankly glorious screenshot. What follows is a mix of detail about the selected games, anecdotes on the gaming industry, the author's personal life and career, rumination's on games that didn't quite make the author's grade but are still worth mentioning, and any other topic of interest whose inclusion is more than justified. 

From the glory days of the arcades, via the then cutting edge 8- and 16-bit computers, to the mass market home console scene, the man's love for gaming is never in doubt, and the enthusiasm and passion I remember so well from reading Computer and Video Games, and Mean Machines/Mean Machines Sega is still obvious in the text here. His style is easy to follow and packed with humour too, and where he does voice his thoughts and opinions, it's done so confidently yet with care. Well, mostly, because when fuckwits are gonna fuckwit, you got to call them out (and maybe ask some why they became politicians in the first place...). 

There is much to learn about the early games media industry too, as well as some links that, whilst I was hazily aware of them, had never actually clicked before - Chris Anderson for one, whose attempt at a magazine business (Amstrad Action, how I loved thee back in the day) and it's "future" successes, you may have heard of. That and some website called IGN... I loved the behind the scenes details of ZZAP! 64 (NEC PC-8021's indeed), as well as the fast and furious days of the later EMAP titles. As an aside, ZZAP!  64 is still a going concern, now published as part of the range of magazines from Fusion Retro Books, and whose sister publication, Fusion Magazine,  your humble scribe contributes to. Look, if I can't get a plug in my own blog post, what's the point???!!! Also, Battletech!!! 

The Games of a Lifetime is the finest autobiography/games history book I have ever read. The tone is pitched perfectly between the personal and the career aspects of Jaz's life, and I cannot stress enough how refreshing it was to see a different voice to the growing repository of the videogames history texts. It would also be highly remiss of me if I didn't highlight the touching foreword by Richard Leadbetter, the sublime artwork from Wil Overton and Gary (from Army of Trolls), as well as the efforts of those who helped with the screenshots and other imagery within. 

The Games of a Lifetime is one of those tomes that should appeal to everyone with an interest in videogames - for those who lived through those times, it's a pure nostalgia trip as well as a reminder of how bad things really were if you happened to live anywhere not in the Home Counties. For those too young to have had the "joys" of secondhand smoke, three (later four, oooohhhhhh!) TV channels, and a fascination with the colour brown, it will entertain and inform as to how the games and associated media industries developed from a particular UK perspective during their early years and beyond. I loved it, and this will remain a fixture in my gaming-related library for years to come. Bravo to Mr Rignall, those who contributed in delivering the final result, and to Bitmap Books for publishing yet another corker. 

You can pick up a copy of The Games of a Lifetime from the usual physical and online bookstores, as well as the likes of Forbidden Planet in the UK, and direct from the publisher's website here, where you'll get to experience the frankly nuts quality of their packaging. 

You can also follow the author on X/Bluesky via the following handles: @JazRignall and @jazrignall.bsky.social, and the publisher via @bitmap_books and @bitmapbooks.com respectively. 

Sunday, 14 April 2024

From Ants to Zombies - Book Review

Horror has been a part of video games since the form's earliest days, and this 2023 publication from Bitmap Books casts an extremely detailed eye over the topic. At a just over 660 pages, this is a hefty tome, handy for dealing with an attack of the undead if you didn't have a chainsaw or two lying around, as well as being an informative read. 


Under the guiding hand of Alexander Chatziioannou, dozens of contributors lend their skill on what is quite the ride. As you can see from the image below, it's a hell of a gathering, as is the format list which imitates the title in that it covers everything from (A)rchimedes to the (Z) Machine. 


As is standard for Bitmap, the layout is clear and easy to read. White text on a black background helps, the latter also aiding the numerous screenshots in popping out from the page. Given the vast range of systems hosting the titles on show, it's all rather colourful, banishing preconceptions that horror has to be all dark and gloomy.


Each write up is easily readable and informative, and it is evident the there is much care and attention given to the subject. Given the huge variety within the over-arching horror genre (albeit organised as you can see above), it feels pretty safe to say that the average gamer (no matter what their age), will have played at least one of the 130 plus games mentioned. The same can be said for the spread of gaming types: first person, third person, shooters, light gun games, isometric puzzlers, point and click adventures - horror really covers the gamut of gaming. Additional commentary from notable individuals connected to some of the most iconic horror titles enhances the appeal of the book even more. 


Like the best of Bitmap's collection, once I had finished admiring the effort put into this book, I felt the urge to start investigating a number of releases here. That was a rabbit hole that I don't think I've entirely escaped, and my "to play" list is looking more like an impossible task these days. 


There isn't really much more to say about this, the ninth book in my slowly growing Bitmap collection. With precise attention to detail, great write ups and a lovely eye for imagery, this is another genre-specific release that has, for me, re-kindled an interest in the subject. It will most definitely remain a go to reference, and much like previous Bitmap Books offerings, provide a long list of titles that, with a little time (ha!) and effort, I'll get round to playing. Someday... Maybe... 

You can pick up a copy direct from the publisher's website here, as well as order it from the usual physical and online bookstores.




Saturday, 18 February 2023

I'm Too Young To Die by Stuart Maine - Book Review

Taking its title from the easiest difficulty option from DOOM, this chunky tome from Bitmap Books presents itself as the ultimate guide to first person shooters between the years 1992 and 2002. A lofty claim, given the nature of the subject, but one that, from initial impressions, could be highly accurate.

If you've purchased a Bitmap Books publication before, you'll know what to expect with regards to the quality. Extremely well packaged, the hardback is suitably sturdy and the paper stock used is perfect for imagery and text alike. There's a handy bookmark attached and if there is one criticism, it's the actual format. I get why but it doesn't half stick out on the bookshelf!

That quibble aside, what we get is a wander through the history of the first-person shooter. There is a brief introduction to the pre-1992 era before you get to the core of the book: a year by year run down of famous (and not so famous) shooters that graced pretty much every system you could buy in the shops. 

It is this coverage that makes I'm Too Young To Die such a brilliant book. Sure, you get Wolfenstein, DOOM and Half Life, all of the usual suspects, but it's the coverage of the lesser known titles, the ones that maybe weren't critical or commercial hits, that lift this book to the heights of must buy.

For example, Blake Stone is an absolute classic, but due to its release coming just as DOOM redefined the genre, it died a death in the market. Here, it gets a loving write up. Each entry varies in size: quarter, half or full pages get a half page,  and the format of the tome allows the screenshots to shine, whether they be 1/16th, a quarter or a full page in size. Having covered 3DO FPS's for RVG and Fusion magazine, it was great to see several included here, even if he does prefer the PC version of Escape From Monster Manor. And no mention of the sublime song that plays over the credits! Tsk! ;-) 

As I progressed through this book, I found I was making a list of titles that I had never played the first time round and that appealed now. Sure, some have issues, and inclusion into this collection is a sign of how noteworthy the game was, not that it was actually a good title to play - Trespasser being a prime example. It turned out to be quite a list, as there are hundreds of games featured, yet it is a credit to the author that his writing style is as fresh with the last entry as it is with the first. As for the jokes, well, there are some doozies included, page 314 featuring a gag that, well... yes...

It's not just about the games though, as there are interviews with key contributors to the genre, including Ken Levine, David Doak, John Romeo and Warren Spector amongst others. Each of these is packed with detail and have something of interest even though many have been interviewed many, many times before. In a cute nod, they have DOOM-style portraits included at the beginning and end of the book and, it has to be said, they seem to have suffered in the interim, aside from Mr Romero, naturally. 

As you can guess, this volume is very much worth your time if the FPS genre is a go to for you and this single volume on the topic can't be beaten. I not only have a reference for future years on my bookshelf, but also a long list of shooters that, one day, I'll eventually get to the bottom of. It would be really cool to see a follow up, charting how the genre moved on from 2003 onwards - from the commercial juggernauts of the Battlefield and Call of Duty series, the more interesting narrative shooters (Clive Barker's Jericho, Singularity, the Bad Company duo), to the complete and utter mess that was Rogue Warrior: all deserve their time in the sun.Well, apart from maybe Rogue Warrior, but anyhoo... For now though, pick up a copy of this fine book and revel in the rich and illustrious history of this evergreen genre. 

You can buy I'm Too Young To Die directly from Bitmap Books, and can follow the author on Twitter here

Friday, 26 November 2021

The Secret History of Mac Gaming by Richard Moss - Book Review

Apple Macs don't do gaming. Such has been the refrain for many a year and that has only really changed as iOS has cross-pollinated with the Mac platform as well as Apple's focus with Apple Arcade. But that initial statement isn't actually true. In fact, it never has been, and I can prove it by telling you about Richard Moss' bulging tome on the subject.

Initially published by the crowd-funding site Unbound, this new, expanded edition of The Secret History of Mac Gaming comes courtesy of Bitmap Books. I've reviewed a couple of their titles before and those didn't disappoint. Neither does this one.

This is a compact book with a stunning design - the contrast of colours, the loving recreated original Mac on the front and back, and the striking purple fore-edges, all give this book a style of its own. It's also quite dense, with only four blank pages out of the 482 present. There are plenty of screenshots but what you'll mostly get is text, split into twenty seven chapters. These are preceded by a timeline from 1984 to 2000 (the period the book covers) detailing key moments in Mac gaming history, a foreword by Graeme Devine (co-founder of Trilobyte, creators of 7th Guest amongst other titles) and an introduction by the author. At the back of the book, there is an afterword by Craig Fryer (an Apple Evangelist, who also provides two chapters), an acknowledgement from the author and a gameography, detailing all of the titles included in each chapter. In between each chapter are small pieces of art in the mono-Mac style which are a nice touch.

The chapters themselves initially cover the early history of the Mac before moving onto the different genres that made it to the format. The topics move on to include shareware, Fryer's role in being a Mac Evangelist, and individual chapters on key companies that made a mark on the Mac gaming scene. What is evident in each chapter is the level of research Moss has undertaken to tell this story. The sheer number of interviews to cover the subject is amazing, the effort to contact individuals and follow up on them, some after over thirty-five years since their involvement in their games, is stunning. All the while, the games remain front and centre, and around 350 titles are name checked. Some merely get a mention, others get a full deep dive as they relate directly to the telling of the Mac's gaming history. In any case, that Gameography at the back of the book is invaluable. 

The tale of Mac gaming is a rollercoaster ride, through the hard times and the good (thank you, Mr Slim), of Apple blowing hot and cold over gaming, and of Apple itself nearly imploding in the mid-1990's, which had a corresponding effect on the Mac gaming ecosystem. The passion of developers and company owners is plain to see, and there is more than a little luck involved for many. Some managed to make a living out of their hobby, others just got beer and pizza money - but hey, their games paid for beer and pizza! Above all, the book gives life to a period of computer gaming that will never be repeated. The industry has changed, as has technology - the cost of development, distribution methods, marketing, customer feedback - all have changed, some not for the better, and yes, this book harks back to a different time but at no point does it become maudlin. No, the author weaves the narrative easily to encompass the highs and lows of Mac gaming to the end of the 20th century and he does it in an engaging and very readable manner. 

I would say there are highlights but that would be disingenuous. The book itself is consistently great though, as a fan of obscure and seen-as-failed consoles. the chapter on the Bandai Pippin was particularly tremendous and as for the stories of the shareware community... well, as you'll see at the end of this review, it is to be expanded upon. It was also nice to see the focus wasn't entirely in the US, even if it was the primary Mac market.

Is it perfect? Not quite. There is one niggle (just one niggle only, Vasily - I watched Hunt for Red October recently) and that is page 251. In the print copy I have, it doesn't exist, instead being replaced by a repeat of page 281. I love flight sims but that is a bit too much F/A-18 Hornet 3.0 for my liking. Fortunately, when you buy a print copy of a book from Bitmap, they send you a download of a pdf copy too and that had the missing page so nothing was lost.

I missed this book when it was funding on Unbound and am pleased Bitmap books have given it a re-print. This is an essential and entertaining read for anyone interested in computer gaming in the 1980's and 90's, even if the Mac wasn't your computer of choice. I cannot recommend this book enough, it has to be in your gaming reference library.

And yet there is more.

Richard Moss has a second book which has reached its funding goal on Unbound.com. Shareware Heroes covers the rise of independent developers who used a unique business model to not only keep their game creation dreams alive but created indie games that commercial publishers wouldn't touch. It's at the final design stage and, based on how great I think The Secret History of Mac Gaming is, I have pledged my support for a copy when it hopefully gets published in August 2022 (global situation depending). 

You can buy The Secret History of Mac Gaming from Bitmap Books here although it is now out of stock until April 2022 (shows how popular it is) and check out Shareware Heroes here. You can also follow the author on Twitter.

Friday, 23 July 2021

The CRPG Book: A Guide to Computer Role-Playing Games - Book Review

Role-Playing Games have permeated popular culture since they hit the big time in the early 1970's. Computer Role-Playing Games have been around almost as long and in Bitmap Book's exemplary tome, The CRPG Book: A Guide to Computer Role-Playing Games, you will journey through the rich history of the genre from it's earliest days in the mid-1970's to the cut-off point of this book, 2015. Within the 528 pages of this hefty and well made volume, you will find out just how much there is to cover. That much is evident by the message from the editor at the very beginning. Felipe Pepe has corralled 119 volunteers over a four year period to bring this examination to life and that, more than anything else, is a testament to the effort taken in chronicling the topic.


The introduction details the editor's journey with RPG's and why he wanted to complete this volume, followed by a brief explanation of the project (non-profit where all author earnings are sent to Vocacao, a Brazilian non-governmental organisation helping children and teenagers from poor areas gain education and employment) and a dedication/special thanks piece.


The list of contributors follows next, a brief bio and the initials used to identify them within each game review. The articles and guides section gives us, well, articles and guides (It's early in the morning and the coffee hasn't kicked in yet). There are some notes on how to use the book (it can be read linearly but some might not wish to to that), an FAQ on formats, manuals and the like, "What is an Old-School RPG", in which the contributor ponders the question yet doesn't really answer it, though still making several points very well. There is then a guide to ports (not the nautical kind) where several games have their various versions compared. Given the breadth of systems available back in the 1980's and 90's (and changing PC standards), these differences can be quite extreme for what should ostensibly be the same game. "Unplayable" is a wonderful piece about how modern-day players can approach older games from the point of view of teaching. This highlights the truth behind "the past is foreign country, they do things differently there" in that the methods of treating players and even the very play style of older titles will put modern-day gamers off due to changes in approach and expectations. A good example for me would be playing Goldeneye 007 on original N64 hardware compared to the XBLA re-master - the N64 controller was a good match for the title back in the late 90's but cannot hold a stick (it's a better analogy than candle, trust me) to twin analogue stick controls of the 21st century (see, told you). The original control set up is clunky and just not that nice to play (even though it was back then because we knew little better) as the twin stick approach has become the standard and twenty plus years of muscle memory tells its own tale. 


Cartography is a lost skill but an essential one for a lot of older CRPG's. It is something well covered by Scorpia in her article. I mean, imagine asking a younger gamer today to have a pencil, sheets of graph paper and an eraser to hand when playing a game, rather than just pressing a button and displaying a map??? The penultimate article is entitled "From Prussia with love - the origin of RPG's" and I can see what the author did there, detailing the beginnings of wargaming with Kriegsspiel. It's a short history, one page on wargaming, a second on the creation of fantasy games in the 1970's with Chainmail and then Dungeons and Dragons, where the focus was on individual players rather than units. 

Finally, we have PLATO (Programmed Logic for Automatic Teaching Operations - yes, a typically 1960's title for a computer system), which was a mainframe system using terminals for user access that saw some of the earliest CRPG's ever created played by people around the world. This was an eye-opener for me as whilst I had seen reference to PLATO in previous books/articles, I'd never seen so much about the system in one place. This article does mention a book detailing PLATO and that's now on my Kindle.

The core of the book then, are the reviews sections, each neatly divided into five year blocks, 1975-79, 1980-84 and so on until the final block, 2010 to 2014, that actually continues into 2015. You rebellious scamps! Each period gets a brief introduction, notable trends are listed as well as a timeline of major tech/gaming events. The reviews that follow are either one or two pages in length where each title is discussed with regards to playing style, presentation and... foibles. Yep, some of the design choices in these games come across as just plain nasty to the player (I would say unfriendly but insta-death just for the sake of it is just nasty. But since that's how they roll (see what I did there..., forewarned is forearmed. Four armed would make that a Girallon - that one is for all you Forgotten Realms fans out there...). Some include developer quotes, little factoids and box outs detailing mods and patches that add or improve content to existing games. You also get screenshots and tips on playing the titles on modern day PC's. Each review is well written and it helps that there were so many contributors as the different writing styles and approaches make each entry feel fresh and unique. It also helps that each writer is passionate about the game they are covering, whether the game be good or bad. You may disagree with the points of view but it has to be said that each review more than makes its point and they really combine to make this book the reference on CRPG's par excellence. One thing to note: the book's title has Computer in it. This means that unless your favourite console RPG got a PC port, it ain't appearing in here. 


The back end of the book has two final sections. "Further Adventures" covers the rise of Japanese RPG's (don't worry, Bitmap have a book covering solely that topic out now, though they are waiting for re-stock at present), fan translations of titles that never officially made it to the west, and a look at titles that were never released. "Lists and Further Reading" gives you a series of "Best of" lists from various sources dating from 2014 to 2017, editors picks for 35 iconic games and 35 hidden gems, and then a further reading list for books and websites where you can learn more about CRPG's. I own a few of those books already but I know a couple more will be going on the Wishlist as well. 

The CRPG Book: A Guide to Computer Role-Playing Games is another brilliant Bitmap Books publication and one that any fan of role-playing games should have on their bookshelves. The physical quality of the book is more than matched by the content and maybe, just maybe, reading this will tempt you to go back and try some classic (and not so classic) CRPG's.

You can find out more about this title on Bitmap Books' website here

Saturday, 28 November 2020

A Trio of Videogaming Books.

Three books on videogaming today and, with a bit of a caveat on one, more worthy additions to my ever growing collection on the subject. At this rate, I should overtake the military history collection in about... oh, six years!

First up, The Art of Point and Click Adventures published by Bitmap Books.


After reading and thoroughly enjoying "The Games That Weren't", I had a gander at the publisher's website and when I saw this tome, I knew this had to be my next purchase. As you can see below, it arrived in  the usual very well packaged condition.


The book itself measures 26.6 x 4 x 21.7 cm, and is a tad over five hundred pages in length. You get a lovely forward by Gary Whitta (formerly of UK gaming magazine ACE, US gaming magazine PC Gamer and now US-based scriptwriter of no ill repute), backed up by a potted history of point and click adventure games, and a glossary of terms used throughout the interviews. This is where the meat of the book begins.


And what a book! Set in chronological order from 1984 to 2020, individual titles are given between two and eight full pages of screenshots and descriptive text. The superb print quality brings these to life, no matter if they're monochrome, 16-colour EGA or current gen graphics. If this book was just that then I'd be happy to pay the £30 asking price. As a catalogue of games, this is un-matched. But that's not all.

Inter spacing the games are the interviews, forty-four in total. Ranging between two and six pages in length, these not only give background on the developers of key titles in the genre, but also provide another source of screenshots and artwork. The interviews themselves are well worth reading, not only for how the individual started off in the genre but also how they fought technological constraints to realise their vision and how the games industry has developed as both a creative and a business medium. The really good thing here is that you not only hear from familiar names such as Tim Schafer, Ron Gilbert, Ken Williams, Hal Barwood, Al Lowe and Charles Cecil but also from lesser known (to me, anyway) but no less talented developers such as Eric Chahi, Pierre Gilhodes, Simon Woodroffe and many more. The really sad thing after saying that is although the individuals names were unfamiliar to me, their games were not, and this tome is a great way of putting names to games, so to speak.


What this book has also done is re-kindle my interest in the wider point and click adventure genre. Sure, there are easy pickings on iOS/Android/X-Box such as LucasArts classics Grim Fandango, Full Throttle and Day of the Tentacle, but there are so many more out there and just a quick look at GOG.com reveals games featured in this book such as Bladerunner, Myst, The Dig and whole ranges of titles from the Kings Quest, Quest for Glory, Indiana Jones, Leisure Suit Larry and Space Quest series plus dozens more (and the prices are very reasonable). I know I'll be picking up some of the titles on GOG based on their mention in this book.

It is tempting to look at this book as perhaps a nostalgia trip, back to the genre's heyday of the 1980's and 90's, but that would be to miss the point. A lot of these titles are available to play today and remain excellent games in their own right. The Art of Point and Click Adventures is really a celebration. A (hefty) love letter to a form of play that, whilst not as mainstream as it once was, still retains a following whilst attracting new fans to the fold. This is an absolute must for genre fans and anyone with a passing interest. I know I say this a lot but really, the key to learning about a hobby is to push your boundaries a bit and you'll do far, far worse than to pick up a copy of this excellent reference. You never know, you might find yourself buying a few games and spending some time visiting far off worlds, meeting strange characters or just tagging along for the ride (bit like a weekend in Newcastle - pre 2020, obviously).

You can visit Bitmap Books here and check out their range of other titles. I think my next one might be The CRPG Book...

Next up is less about videogames and more about the videogames business as told by Ken Williams in Not All Fairy Tales Have Happy Endings.


Ken Williams, along with his wife Roberta, were the founders of Sierra Online, a software developer and publisher that was responsible for some of the greatest point and click adventures ever released. I've mentioned some of these above but just to be clear, we're talking about Kings Quest, Quest for Glory, Space Quest, Police Quest, Gabriel Knight and a whole lot more. In fact, there was recently a Kickstarter for a series of three volumes (with two more promised in a future Kickstarter) detailing the entire history of Sierra. I pledged for the hardback edition and, since the funding was more than successful, will hopefully receive the first three volumes in May next year. 

But back to this book and as the author states from the get go, it isn't specifically about the games but a history of the company, that makes this an interesting if uncomfortable read. 

This is a warts and all book and the author is at pains to state that his memory on certain areas may not be exact. He also states that where his opinions are concerned, he knows that he may not be right, but that's honestly how he sees it. It's not a fun tale in a lot of respects, as once the early years pass, it becomes very much a corporate story and, if you're like me and have a healthy dose of cynicism when it comes to anything corporate (or the dreaded management speak) then this book demonstrates that whilst you may be valued when needed, when you're no longer required, the corporation just don't care. Sucks to be you. The worst part is that Williams follows the corporate voice a lot, after all, that was his job, but the human cost of his behaviour and demands (working all hours until something is finished because it's your project, being pro-active to the point of forgoing all else at home and breaking yourself for a dollar) isn't much of his concern. He might feel bad for having to have sacked most of the company at one point but that's only worth a sentence here. No contrition, no empathy. 

His attitude to labeling people by their outlook to work and attitude and how useful they are to him as a member of staff is also something I disagree with. It's very much "I only want really useful people who do so much I don't really have to manage them", or at least comes across as that. I kind of get the (predominantly) American ideal of the cult of the individual, but this seems to be another example of "I'm alright, Jack" and bugger anyone else who suffers. This is especially true when the later corporate illegalities lead to many staff losing what share value they had in the company at the time.

In the end, this is an informative book and one that should be read by anyone wanting to understand how software development worked as a business in the 1980's and 90's, and how it can still go wrong from a low level workers point of view today. That does not make it a fun read though.

You can buy the book on Kindle, where it is also part of the Unlimited plan or order it from the usual bookshops.

The last, but not least, tome is a much more pleasant read, coming as it does from RMC - The Cave. If you're not familiar with RMC - The Cave (formerly known as Retro Man Cave), this is a YouTube channel that has a primary focus on all things retro computing and gaming. It's a great channel and Neil who runs it has done a lot of work for charity off the back of it - including this rather wonderful retro calendar that will adorn my cave walls next year. I urge you to check out the channel if you haven't already.




Retro Tea Breaks Volume 1 is a collection of interviews transcribed from the YouTube channel with the addition of side notes and illustrations. As the title states, more volumes are planned (there are currently 34 tea-break videos on the channel), but in this one, you get fourteen chats with the likes of the Oliver Twins, Al Lowe, Rob Hubbard, Mark Ferrari and Richard Garriott.

The interviews are carried out well and that is down to the format - the tea break conversation. You get a real feel for the individual personalities here and whilst you can view each conversation online in its entirety, this book is about preserving select parts of them in a physical format. Speaking of which, the lovely pocket book presentation is wonderful, the binding is solid and the whole tome screams out quality. 


Despite featuring people who I have already noted are in The Art of Point and Click Adventure, there is little repetition here and I would say that for point and click fans, there is a nice crossover between the two (unrelated) books. Funded by Kickstarter, my pledge included these rather lovely art cards by Stoo Cambridge (also one of the interviewees) and the whole package was well worth the price. 


I do hope that further copies of this book will be available from the RMC store so that others can enjoy it. As for me, I'll happily support any funding efforts for future volumes!

So there you have three videogame themed books that deserve a place on your bookcase/Kindle. Now, time to get the order to Bitmap Books...