Vintage Games
Aeonite writes "Featuring a subtitle that is almost longer than the preface, Vintage Games: An Inside Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time offers a retrospective look at those games which authors Bill Loguidice and Matt Barton feel were, in their words, 'paradigm shifters; the games that made a difference.' As the preface points out, these are not necessarily best-selling games, innovative games, or novel games, but rather titles that, 'in their own special way changed videogames forever.'" Keep reading for the rest of Michael's review.
Vintage Games
author
Bill Loguidice and Matt Barton
pages
408
publisher
Focal Press
rating
8
reviewer
Michael Fiegel
ISBN
978-0-240-81146-8
summary
A look at the most influential games of the past four decades
The book itself features 25 chapters, each devoted to the study of a particular title that best stands out as "vintage" in its particular genre. Those games chosen as particularly "vintage" are (in order): Alone in the Dark, Castle Wolfenstein, Dance Dance Revolution, Diablo, Doom, Dune II, Final Fantasy VII, Flight Simulator, Grand Theft Auto III, John Madden Football, King's Quest, Myst, Pac-Man, Pole Position, SimCity, Space Invaders, Street Fighter II, Super Mario 64 (covered in tandem with Tomb Raider), Super Mario Bros.,Tetris, The Legend of Zelda, The Sims, Ultima, Ultima Online, and Zork. In addition, nine additional "Bonus Chapters" are available online at the book's website, covering Defender, Elite, Pinball Construction Set, Pong, Robotron: 2084, Rogue, Spacewar!, Star Raiders, and Tony Hawk's Pro Skater.
Though listing the titles here seems a bit tedious, it does serve two purposes. First, it demonstrates the broad range of game genres and titles covered in the book, with selections made from across four decades of gaming history. Worth noting in this regard is that each chapter is not solely dedicated only to the titular game; related games that both preceded and followed the selected title are also discussed, and although I didn't keep count many hundreds of titles are at least mentioned, if not covered in some depth. Indeed, this broad range leads to one of the minor issues I have with the book, which is a slight feeling of imbalance and inconsistency between chapters.
By way of example, the first chapter on 1992's Alone in the Dark begins with a two page look at the title itself, followed by a brief peek back at other "horror" games such as 1981's Haunted House, 1982's Dracula and 1988's Splatterhouse. The chapter then dives back into a detailed overview of the introductory scene of Alone in the Dark (along with illustrative screenshots), followed by four pages covering the game's sequels and some brief mentions of Resident Evil and Silent Hill. Chapter 2, covering Castle Wolfenstein, follows more or less the same formula of focusing on the titular game, as do Chapter 7, covering Final Fantasy VII, Chapter 9, covering GTA III, and Chapter 15, on SimCity.
However, this "formula" is not followed in many of the other chapters, which makes reading the book from cover-to-cover a somewhat uneven experience. Chapter 3, covering Dance Dance Revolution only really devotes about four of the chapter's 11 pages to DDR itself, instead choosing to spend more collective time (and screenshots) on related subjects like Dragon's Lair, Video Jogger, the Nintendo Power Pad, Sega's Activator, and Karaoke Revolution (among others). Chapter 10, covering John Madden Football goes for over a dozen pages before it truly covers the title in question on five entertaining and screenshot-packed pages. Chapter 14, covering Pole Position and Chapter 17, on Street Fighter II are other notable examples where the focus is not as tightly aimed at the vintage title in question.
This is not to say that the writing is flawed; on the contrary, it is always entertaining and interesting, and frequently illuminating. Loguidice and Barton cover a lot of terrain, and they are not afraid to point out the warts as well as the beauty marks in their selections. For those who grew up with video games in their house starting with the Atari 2600 (or before), the book is like a trip through time, giving the reader a chance to reminisce about days gone by while also learning about the many titles he or she didn't even known existed. All of this material is written in an informative yet casual style that never feels stilted or pretentious, nor too fanboyish. Indeed, the only awkwardness is the inconsistency in coverage from chapter to chapter, which sort of feels like the authors — rather than co-write each chapter — sort of divided the book in half. I have no idea if this is the case, and there are certainly no glaring stylistic differences from chapter to chapter; all are equally entertaining.
The above chapter list also demonstrates that the titles are arranged in alphabetical order, as opposed to release date or genre. While this certainly makes a sort of structural sense, it does feel a bit awkward while reading the book cover-to-cover, as the reader is constantly dancing back and forth through time, from 1992 to 1981, followed by five titles released in the '90s, a title from 1980, and then 2001's GTA III. In addition, the decision to alphabetize The Legend of Zelda and The Sims in the T's, rather than the L's and S's respectively, does feel a bit odd (especially since the titles are listed under L and S in the index). Whereas Ultima and Ultima Online, and Super Mario 64 and Super Mario Bros. are in adjacent chapters, The Sims and SimCity are separated by six chapters. This is an admittedly minor quibble, however.
If there is a more-than-minor flaw with the book, it is the same flaw that seems to beset all books covering the video game industry: the screenshots, and their inconsistent placement throughout the text. Occasionally, a screenshot will actually fall on the same page where the game it depicts is being mentioned, but in many cases screenshots appear a page or two away (a mention of Second Life comes to mind in this regard. In several cases, screenshots actually overwhelm the text (most notably on pages 312-313), and fewer would have served better. There are also a number of "back of box" shots, which hardly seem as interesting to the reader as an in-game screenshot would be; in one case, almost an entire page is given over to a blown-up back-of-box shot of Maxwell Manor, which otherwise barely gets a mention in the main text.
Also worth mentioning is that screenshots do not always guarantee title mentions, and vice versa. In some cases, the vintage title being covered in a chapter is given many screenshots, whereas in other cases there are only one or two devoted to that game title. Some other mentioned titles are given a lot of text but no screenshot, such as Resident Evil, Metal Gear, and Half-Life. Other screenshots depict titles that are not even mentioned in the text (though they are still relevant to the subject at hand, as the captions generally make clear); examples include Silent Service, Blades of Steel and Mario Kart: Super Circuit. In places it often feels as if the authors are "making do" with the art resources available to them, rather than placing the images that would best suit the topic.
Whatever the reason for these sorts of issues, they present only the occasional bump in what is otherwise a very smooth and entertaining ride. The somewhat inconsistent coverage of titles means that readers looking to read about their particular favorite game may be in for a treat, or may be disappointed, depending on which particular game they're looking to read about. However, this is not that book. What Vintage Games is, is a four-decade retrospective on 25 games that have truly made a difference, and readers who expect just that (as you now do) will come away wholly entertained.
You can purchase Vintage Games from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
Though listing the titles here seems a bit tedious, it does serve two purposes. First, it demonstrates the broad range of game genres and titles covered in the book, with selections made from across four decades of gaming history. Worth noting in this regard is that each chapter is not solely dedicated only to the titular game; related games that both preceded and followed the selected title are also discussed, and although I didn't keep count many hundreds of titles are at least mentioned, if not covered in some depth. Indeed, this broad range leads to one of the minor issues I have with the book, which is a slight feeling of imbalance and inconsistency between chapters.
By way of example, the first chapter on 1992's Alone in the Dark begins with a two page look at the title itself, followed by a brief peek back at other "horror" games such as 1981's Haunted House, 1982's Dracula and 1988's Splatterhouse. The chapter then dives back into a detailed overview of the introductory scene of Alone in the Dark (along with illustrative screenshots), followed by four pages covering the game's sequels and some brief mentions of Resident Evil and Silent Hill. Chapter 2, covering Castle Wolfenstein, follows more or less the same formula of focusing on the titular game, as do Chapter 7, covering Final Fantasy VII, Chapter 9, covering GTA III, and Chapter 15, on SimCity.
However, this "formula" is not followed in many of the other chapters, which makes reading the book from cover-to-cover a somewhat uneven experience. Chapter 3, covering Dance Dance Revolution only really devotes about four of the chapter's 11 pages to DDR itself, instead choosing to spend more collective time (and screenshots) on related subjects like Dragon's Lair, Video Jogger, the Nintendo Power Pad, Sega's Activator, and Karaoke Revolution (among others). Chapter 10, covering John Madden Football goes for over a dozen pages before it truly covers the title in question on five entertaining and screenshot-packed pages. Chapter 14, covering Pole Position and Chapter 17, on Street Fighter II are other notable examples where the focus is not as tightly aimed at the vintage title in question.
This is not to say that the writing is flawed; on the contrary, it is always entertaining and interesting, and frequently illuminating. Loguidice and Barton cover a lot of terrain, and they are not afraid to point out the warts as well as the beauty marks in their selections. For those who grew up with video games in their house starting with the Atari 2600 (or before), the book is like a trip through time, giving the reader a chance to reminisce about days gone by while also learning about the many titles he or she didn't even known existed. All of this material is written in an informative yet casual style that never feels stilted or pretentious, nor too fanboyish. Indeed, the only awkwardness is the inconsistency in coverage from chapter to chapter, which sort of feels like the authors — rather than co-write each chapter — sort of divided the book in half. I have no idea if this is the case, and there are certainly no glaring stylistic differences from chapter to chapter; all are equally entertaining.
The above chapter list also demonstrates that the titles are arranged in alphabetical order, as opposed to release date or genre. While this certainly makes a sort of structural sense, it does feel a bit awkward while reading the book cover-to-cover, as the reader is constantly dancing back and forth through time, from 1992 to 1981, followed by five titles released in the '90s, a title from 1980, and then 2001's GTA III. In addition, the decision to alphabetize The Legend of Zelda and The Sims in the T's, rather than the L's and S's respectively, does feel a bit odd (especially since the titles are listed under L and S in the index). Whereas Ultima and Ultima Online, and Super Mario 64 and Super Mario Bros. are in adjacent chapters, The Sims and SimCity are separated by six chapters. This is an admittedly minor quibble, however.
If there is a more-than-minor flaw with the book, it is the same flaw that seems to beset all books covering the video game industry: the screenshots, and their inconsistent placement throughout the text. Occasionally, a screenshot will actually fall on the same page where the game it depicts is being mentioned, but in many cases screenshots appear a page or two away (a mention of Second Life comes to mind in this regard. In several cases, screenshots actually overwhelm the text (most notably on pages 312-313), and fewer would have served better. There are also a number of "back of box" shots, which hardly seem as interesting to the reader as an in-game screenshot would be; in one case, almost an entire page is given over to a blown-up back-of-box shot of Maxwell Manor, which otherwise barely gets a mention in the main text.
Also worth mentioning is that screenshots do not always guarantee title mentions, and vice versa. In some cases, the vintage title being covered in a chapter is given many screenshots, whereas in other cases there are only one or two devoted to that game title. Some other mentioned titles are given a lot of text but no screenshot, such as Resident Evil, Metal Gear, and Half-Life. Other screenshots depict titles that are not even mentioned in the text (though they are still relevant to the subject at hand, as the captions generally make clear); examples include Silent Service, Blades of Steel and Mario Kart: Super Circuit. In places it often feels as if the authors are "making do" with the art resources available to them, rather than placing the images that would best suit the topic.
Whatever the reason for these sorts of issues, they present only the occasional bump in what is otherwise a very smooth and entertaining ride. The somewhat inconsistent coverage of titles means that readers looking to read about their particular favorite game may be in for a treat, or may be disappointed, depending on which particular game they're looking to read about. However, this is not that book. What Vintage Games is, is a four-decade retrospective on 25 games that have truly made a difference, and readers who expect just that (as you now do) will come away wholly entertained.
You can purchase Vintage Games from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
Where's Larry? The title that revolutionized sex gaming. Come on!
That title arguably kept Electronic Arts going during a rough patch. Also missing is M.U.L.E. No list is perfect, but those are major omissions.
Haven't read the book yet (just requested from library - too cheap for Amazon), but it's interesting that some of the iconic arcade classics missed out. Sure, we have Space Invaders, but what about Tron, Asteroids, Centipede, Dig-Dug, Paperboy? I donated a heckuva lotta quarters to my local Chuck E. Cheese as a kid just for the privilege. As far as the Atari games go, I might toss in Break-through and Warlock too just for helping open the door to more innovative controller ideas (like Centipede did for the stand-up arcade boxes). Somebody should be tossed to a lurking Grue.
He's getting rather old, but he's a good mouse.
Grand Theft Auto III is only six years old. How's that Vintage? Especially with the rest of the list hovering around 15-20 years old, and each of them being more fun than GTA3 to boot?
Notice that all the games listed are best known for their home console or computer versions. All the games you mention are arcade games; they did get ported to other platforms, but lost something in the process.
Still, you have a point. A book that claims to be about the most influential electronic games but completely ignores the arcade is kind of missing the boat.
I picked this up at the book store, noticed nothing about Nethack, and decided it was one of those books in which the author just wanted to talk about old games he liked, history be damned. That's not a bad thing, but that's also not what the title would lead one to think.
Vincent J. Murphy
Spandex Justice
Oh don't hate on Madden..
Let's see if I can explain the phenoninom using an analogy you'll relate to. Let's say you're a really big fan of Bangbros pornography. All day all night, you watch those lovable fellows have sex with women who apparently have no qualms about getting in a stranger's van with a bunch of sweaty men.
Now you really like the videos you have, but at some point you think to yourself "wow, it'd sure be great to watch different women get into this stranger's van filled with sweaty men!". So you go to the Bangbros website and pay for this year's videos and have a whole new lineup to work with as you traverse into your darkened basement and furiously "choose your lineup" with "tight ends" and "wide receivers".
I hope this makes sense for you now.
Love,
Football Fans
I find it interesting that Dune II was chosen over C&C. Dune II is definitely the origin of a lot of concepts in RTS, but I always found C&C (also by Westwood Studios) to be the more significant title of the genre (and I did own/play both on DOS). Recently I got the original C&C (now freeware) running in wine, and it still feels close to a modern RTS (I had just beaten C&C3). A couple years ago I tried playing Dune II again, and didn't get that feeling.
Overall that seems like a good list of vintage games. I would have like to have seen a representative from a couple dead genres like Mechwarrior (mech games) and something like Night Trap for FMV's games. Also, I do hope they mention Sonic in the Mario section.
Sadly, PS/2 was yet another victim of USB, which doesn't care what you plug into it, the electrical slut.
I saw no mention of M.U.L.E. in there anywhere. It is a vintage game and in my opinion introduced some interesting game mechanics, one of them being the simulated economy.
"A sample size of one is really just statistical masturbation."
It would appear that the title would be better read "Vintage Console Games"
VGA Planets and L.O.R.D (Legend of the Red Dragon) where some of the earliest Time Share MMO type games only now being ressurected in the form of Mob Wars\Mafia Wars on places like Facebook.
Oddly one of the first "3D" space flight games "Star Voyager" for the NES is missing and would have even settled for Descent or Wing Commander for the first space combat games to really change the nature of flight games. Especially with the mention of Ultima but laps the Wing Commander series...
The Gold Box series of D&D games is also absent.
But most of all, oddly enough, where are the edutainment games from Math Munchers, Carmen Sandiego, and Oregon Trail? The edutainment section is absent...
Just some thoughts for the second release.
Also Battle Chess made Chess accessable to millions of players over the years and took Chess from stuffy to damn near cool as the Fonz for its time...
Lets not forget the niche area of historical sims that kept KOEI staff employed with Romance of the Three Kingdoms and Nobunga's Ambition.
Another lacking one is Populous now I think of it...
Dungeon Keeper, Tecmo's Deception...
Shin Mega whateverthehell it is called (Devil Summoner series) broke some new ground...
And let us not forget several games (regardless of theme) that contributed:
Password based continues
Battery Backup saves
light zappers and other specialized periphrials
First game with multi-layered backgrounds
Paper Mario being one of the first games to switch the whole perspective concept
What no gauntlet on of the first 4 player games I can think of?
Killer Instinct for first major use of pre-rendered 3D environments?
Mortal Kombat for the first grusome death option (fatalities) and as far as I can tell one of the first to have an option (hidden or not) to FINISH an opponent?
Rush series of arcade games I think were the first to use a force feedback steering wheel.. In fact I think the arm wrestling game was the first to use any form of force feedback....
If we are looking to measure games that 'change the nature of gaming' they have missed quite a few story telling options and some very odd exclusions.
Case in point, Bowling. One of the first games to use the over-grown track ball that golden tee owes it's sorry ass too...
Ikari warriors to use a rotating joystick?
I don't even know which game was the first to use analog controls for a joystick rather then digital...
How about the first arcade game that allowed players to save their game data on a card?
Such a minor sample of game changers...
Even from a content standpoint:
First to swear?
First to have someone die?
FIrst to have someone have children in the game?
Breaking the old literary norms of games change a lot and opened up a historical chance that game developers took to expand their story telling.
Lots of missed opportunities... I wait till a second revision...
-=[ Who Is John Galt? ]=-
In defense of the author the games you listed with the exception of Paper Boy were not "game changing", popular yes, but game changing? Not so much.
Space Invaders didn't have any game changing aspect to it. Plently of ASCII console games existed prior to SI that had stuff like that. Compare missle command, Arkanoid, Space Invaders, Robotron, and at the most base level, still have a fundamental and common 2D structure. The top down shooting concept was not much different then any other 2D game. Centipede was innovative for the track ball, but you didn't see a deluge of track ball games as a result. Dig Dig was another popular, but not profound game. Paperboy on the other hand I must say was not only innovative, but also one if the earliest isometric view games (2.5D so to speak...)
Paddle controls\knobs and trackballs were innovative but the ancient Bowling game used a track ball before Centipede.
For a Top Down Shooter for innovation Spy Hunter or Zaxxon would be better choices for influential. Space Invaders influenced the video game industry, not gameplay I'd wager in the author's eyes. But that is my best guess as to their omission of those...
To be fair they also forgot MARBLE MADNESS and the still to this day unique 720 game.
-=[ Who Is John Galt? ]=-
Talk about a game that made a difference! I actually went out and BOUGHT a brand new joystick to handle all of the different input requirements just so I could run and gun while turning the torso. That's what made me unstoppable! Man, I still miss that game.
"The story so far: In the beginning the Universe was created. This has made a lot of people very angry and has been wide
Space invaders changed the arcade forever.
It was a huge game changer. Ask any pinball historian.
It also brought a more person feel to the game. With pinball there was always a slight randomness to it. In Space Invaders, if you missed, it was all you.
Yeah, Space invaders was a game changer. You just ahve to remember what the game was like then.
We are talking about 1978. Space invaders laid the path for Pac-Man.
Prior to Space Invaders, video games were strictly a novelty. in the corner of the arcade. Space Invaders turned it into an industry.
I remember the Arcade changing during that period. It was a pretty quick change. Either arcade owners saw what Space Invaders was leading to and began grabbing new video game, or there were sticking with pinball. By 1980 if you went with pin-ball, you where probably out of business.
The Kruger Dunning explains most post on
Hey, guys, thanks for the comments and the support. One thing I should point out is that the vast majority of games you're saying that are not in there, are in fact in there, and then some (in fact, games and even systems never mentioned in any other book are in there). Utopia, Civilization, Pong, Pinball Construction Set, Tecmo Bowl, Nethack, etc. The content covers countless hundreds of games. Consider the 34 main games the launch pad to talk about all the other games that both came before and after in that same general category. If you're having trouble reading the master game list in the review, by all means go to the book's official site on Armchair Arcade, which gives an alternate TOC and has well over 100 bonus images not found in the book or in the online only bonus chapters. Besides the free online only bonus chapters - which are exactly like the content you'd find in the book - you can also read excerpts from the book itself on both Amazon and Google. The image quality if through the roof and the book is full color glossy throughout. As for the title, well, sometimes you have to go with the title the publisher wants (and I'll leave it at that). It really is a book on the most influential and important games from all eras, regardless of platform, and the subject matter goes from the 1940's right up to 2009.