Game Console Hacking

Xbox, PlayStation, Nintendo, Game Boy, Atari and Sega

Author: Joe Grand,Albert Yarusso

Publisher: Elsevier

ISBN: 9780080532318

Category: Computers

Page: 512

View: 699

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The worldwide video game console market surpassed $10 billion in 2003. Current sales of new consoles is consolidated around 3 major companies and their proprietary platforms: Nintendo, Sony and Microsoft. In addition, there is an enormous installed "retro gaming" base of Ataria and Sega console enthusiasts. This book, written by a team led by Joe Grand, author of "Hardware Hacking: Have Fun While Voiding Your Warranty", provides hard-core gamers with they keys to the kingdom: specific instructions on how to crack into their console and make it do things it was never designed to do. By definition, video console game players like to have fun. Most of them are addicted to the adrenaline rush associated with "winning", and even more so when the "winning" involves beating the system by discovering the multitude of "cheats" built into most video games. Now, they can have the ultimate adrenaline rush---actually messing around with the soul of the machine and configuring it to behave exactly as the command. This book builds on the motto of "Have Fun While Voiding Your Warranty" and will appeal to the community of hardware geeks who associate unscrewing the back of their video console with para-jumping into the perfect storm. Providing a reliable, field-tested guide to hacking all of the most popular video gaming consoles Written by some of the most knowledgeable and recognizable names in the hardware hacking community Game Console Hacking is the first book on the market to show game enthusiasts (self described hardware geeks) how to disassemble, reconfigure, customize and re-purpose their Atari, Sega, Nintendo, Playstation and Xbox systems

Hardware Hacking

Have Fun while Voiding your Warranty

Author: Joe Grand,Kevin D. Mitnick,Ryan Russell

Publisher: Elsevier

ISBN: 9780080478258

Category: Computers

Page: 448

View: 8591

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"If I had this book 10 years ago, the FBI would never have found me!" -- Kevin Mitnick This book has something for everyone---from the beginner hobbyist with no electronics or coding experience to the self-proclaimed "gadget geek." Take an ordinary piece of equipment and turn it into a personal work of art. Build upon an existing idea to create something better. Have fun while voiding your warranty! Some of the hardware hacks in this book include: * Don't toss your iPod away when the battery dies! Don't pay Apple the $99 to replace it! Install a new iPod battery yourself without Apple's "help" * An Apple a day! Modify a standard Apple USB Mouse into a glowing UFO Mouse or build a FireWire terabyte hard drive and custom case * Have you played Atari today? Create an arcade-style Atari 5200 paddle controller for your favorite retro videogames or transform the Atari 2600 joystick into one that can be used by left-handed players * Modern game systems, too! Hack your PlayStation 2 to boot code from the memory card or modify your PlayStation 2 for homebrew game development * Videophiles unite! Design, build, and configure your own Windows- or Linux-based Home Theater PC * Ride the airwaves! Modify a wireless PCMCIA NIC to include an external antenna connector or load Linux onto your Access Point * Stick it to The Man! Remove the proprietary barcode encoding from your CueCat and turn it into a regular barcode reader * Hack your Palm! Upgrade the available RAM on your Palm m505 from 8MB to 16MB · Includes hacks of today's most popular gaming systems like Xbox and PS/2. · Teaches readers to unlock the full entertainment potential of their desktop PC. · Frees iMac owners to enhance the features they love and get rid of the ones they hate.

Retro Gaming Hacks

Tips & Tools for Playing the Classics

Author: Chris Kohler

Publisher: "O'Reilly Media, Inc."

ISBN: 1449303900

Category: Games & Activities

Page: 504

View: 8852

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Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before. A video game journalist and author of Power Up: How Japanese Video Games Gave the World an Extra Life, Kohler has taught the history of video games at Tufts University. In Retro Gaming Hacks, he locates the convergence of classic games and contemporary software, revealing not only how to retrofit classic games for today's systems, but how to find the golden oldies hidden in contemporary programs as well. Whether you're looking to recreate the magic of a Robotron marathon or simply crave a little handheld Donkey Kong, Retro Gaming Hacks shows you how to set the way-back dial.

Hacking Video Game Consoles

Turn Your Old Video Game Systems Into Awesome New Portables

Author: Ben Heckendorn

Publisher: John Wiley and Sons

ISBN: 0764578065

Category: Computers

Page: 553

View: 6865

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With minimal experience and basic tools, convert four popular videogame consoles--the Nintendo Entertainment System, the Super Nintendo Entertainment System, the Sony Playstation 1, and the Atari 2600--into portable systems, complete with a custom case. Original. (All users)

Gaming Hacks

Author: Simon Carless

Publisher: "O'Reilly Media, Inc."

ISBN: 9780596007140

Category: Computers

Page: 436

View: 9705

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Aimed at avid and/or highly skilled video gamers, 'Gaming Hacks' offers a guide to pushing the limits of video game software and hardware using the creative exploits of the gaming gurus.

The Game Console

A History in Photographs

Author: Evan Amos

Publisher: No Starch Press

ISBN: 9781593277437

Category: Games & Activities

Page: 264

View: 7712

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"A photographic history of video game consoles and the hardware inside them"--

Hacking a Terror Network: The Silent Threat of Covert Channels

Author: Russ Rogers,Matthew G Devost

Publisher: Elsevier

ISBN: 9780080488882

Category: Computers

Page: 448

View: 9893

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Written by a certified Arabic linguist from the Defense Language Institute with extensive background in decoding encrypted communications, this cyber-thriller uses a fictional narrative to provide a fascinating and realistic "insider's look" into technically sophisticated covert terrorist communications over the Internet. The accompanying CD-ROM allows readers to "hack along" with the story line, by viewing the same Web sites described in the book containing encrypted, covert communications. Hacking a Terror NETWORK addresses the technical possibilities of Covert Channels in combination with a very real concern: Terrorism. The fictional story follows the planning of a terrorist plot against the United States where the terrorists use various means of Covert Channels to communicate and hide their trail. Loyal US agents must locate and decode these terrorist plots before innocent American citizens are harmed. The technology covered in the book is both real and thought provoking. Readers can realize the threat posed by these technologies by using the information included in the CD-ROM. The fictional websites, transfer logs, and other technical information are given exactly as they would be found in the real world, leaving the reader to test their own ability to decode the terrorist plot. Cyber-Thriller focusing on increasing threat of terrorism throughout the world. Provides a fascinating look at covert forms of communications used by terrorists over the Internet. Accompanying CD-ROM allows users to "hack along" with the fictional narrative within the book to decrypyt.

1001 Video Games You Must Play Before You Die

Author: Tony Mott

Publisher: Pier 9

ISBN: 9781743369104

Category: Computer games

Page: 960

View: 1464

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In fewer than fifty years video games have become one of the most popular forms of entertainment. But which are the best games, the ones you must play? Tony Mott, editor of popular gaming magazine Edge, presents 1001 of the best video games from around the world, from Donkey Kong to Doom, and from Frogger to Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed.

Taekwondo

Author: Kevin Hornsey

Publisher: Tuttle Publishing

ISBN: 9780804834261

Category: Sports & Recreation

Page: 144

View: 9510

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"..Packed with advice and instruction to help you hone your techniques through home practice."-p. [4] of cover.

Hacking the Xbox

An Introduction to Reverse Engineering

Author: Andrew Huang

Publisher: N.A

ISBN: 9781593270292

Category: Computers

Page: 272

View: 7951

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Provides step-by-step instructions on basic hacking techniques and reverse engineering skills along with information on Xbox security, hardware, and software.

Tempest

Geometries of Play

Author: Judd E Ruggill,Ken S McAllister

Publisher: University of Michigan Press

ISBN: 0472052691

Category: Computers

Page: 154

View: 6827

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Enumerates and analyzes Tempest's landmark qualities--from aesthetics and development to its impact on video game history and culture

The Video Game Industry

Formation, Present State, and Future

Author: Peter Zackariasson,Timothy Wilson

Publisher: Routledge

ISBN: 1136258248

Category: Games

Page: 282

View: 4561

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The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Super Mario

How Nintendo Conquered America

Author: Jeff Ryan

Publisher: Penguin

ISBN: 9781101517635

Category: Business & Economics

Page: 320

View: 2098

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The story of Nintendo's rise and the beloved icon who made it possible. Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: *Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. *Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. *The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.

Game Sound

An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design

Author: Karen Collins,Canada Research Chair in Interactive Audio Karen Collins

Publisher: MIT Press

ISBN: 026203378X

Category: Computers

Page: 200

View: 9394

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A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.

Console Wars

Sega Vs Nintendo - and the Battle that Defined a Generation

Author: Blake Harris

Publisher: Atlantic Books Ltd

ISBN: 1782395288

Category: Computers

Page: 300

View: 9932

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In 1990 Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about video games and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo. The battle was vicious, relentless and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan. Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.

Level Up!

The Guide to Great Video Game Design

Author: Scott Rogers

Publisher: John Wiley & Sons

ISBN: 0470970928

Category: Computers

Page: 520

View: 9696

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The Video Game Business

Author: Randy Nichols

Publisher: British Film Institute

ISBN: 9781844573189

Category: Performing Arts

Page: 240

View: 7226

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A dominant international cultural force, the video game industry is diverse and increasingly influential. In this illuminating study, Randy Nichols examines the origins, history, and current characteristics of the industry - including case studies of it's major players and analysis of it's culture, production processes and ties to other industries.

Racing the Beam

The Atari Video Computer System

Author: Nick Montfort,Ian Bogost

Publisher: MIT Press

ISBN: 0262261529

Category: Games

Page: 192

View: 7144

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The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.