Computer games
Found in 2471 Collections and/or Records:
The Dirty Book
The Dirty Book, Volume 2, Number 2, last quarter 1982
The scanned copy of this issue is missing its software ordering form, which appears to have been included with the dirty book (based on other known issues)
Content Note: The Dirty Book includes sexual imagery; graphic, crude descriptions of sexual content; and extensive coverage of adult software.
The Edutainment Catalog, Spring 1997
The library's scan of this catalog includes a shipping envelope and an advertisement insert for the software Music Ace. It is unclear where the Music Ace insert was originally placed in the catalog, so both extras were placed at the end of the scan.
The First Decade of Computer Games supplement, November/December 1992
This supplement to Game Players PC Entertainment contains a 32-page history of the early computer game industry, based in part on interviews with early key game designers and executives that have not been republished. The supplement was distributed with Game Players PC Entertainment, Volume 5, Number 6 (November/December 1992).
The Game Player's Guide to MS-DOS Computer Games, Volume 1, Number 2, December 1988/January 1989
The Golden Days of Computer Games [audiocassette], May 7, 1989, 10:15am
"Return with us to the thrilling days of yesteryear (about ten years ago). The days when user manuals meant photocopies of typewritten pages, packaging meant ziplock bags, and advertising meant classifieds in Creative Computing. The days when you could write your game in three months of spare time for computers with a whopping 128 bytes of RAM." —Description from Computer Game Developers' Conference 1989 program
The Golden Days of Computer Games, side A [audiocassette], May 7, 1989, 10:15am
"Return with us to the thrilling days of yesteryear (about ten years ago). The days when user manuals meant photocopies of typewritten pages, packaging meant ziplock bags, and advertising meant classifieds in Creative Computing. The days when you could write your game in three months of spare time for computers with a whopping 128 bytes of RAM." —Description from Computer Game Developers' Conference 1989 program
The Golden Days of Computer Games, side B [audiocassette], May 7, 1989, 10:15am
"Return with us to the thrilling days of yesteryear (about ten years ago). The days when user manuals meant photocopies of typewritten pages, packaging meant ziplock bags, and advertising meant classifieds in Creative Computing. The days when you could write your game in three months of spare time for computers with a whopping 128 bytes of RAM." —Description from Computer Game Developers' Conference 1989 program
The Journal of Computer Game Design
The Journal of Computer Game Design, Volume 1, Number 1, June/July 1987
This is a complete run of The Journal of Computer Game Design.
