Invasion of the Space Invaders

An Addict's Guide to Battle Tactics, Big Scores and the Best Machines

Invasion of the Space Invaders


Paranoia, the Bomb, and 1950s Science Fiction Films

Paranoia, the Bomb, and 1950s Science Fiction Films

The various monsters that people 1950s sf - giant insects, prehistoric creatures, mutants, uncanny doubles, to name a few - serve as metaphorical embodiments of a varied and complex cultural paranoia."--BOOK JACKET. "Hendershot provides both theoretical discussion of paranoia and close readings of sf films in order to construct her argument, elucidating the various metaphors used by these films to convey a paranoiac view of a society forever altered by the atomic bomb."--BOOK JACKET.

Game After

A Cultural Study of Video Game Afterlife

Game After

A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.

Gamers

Writers, Artists and Programmers on the Pleasures of Pixels

Gamers

Providing a witty, wide-screen look at how video games are becoming part of the cultural landscape, noted writers, artists, scholars, poets, and programmers talk about what gaming means to them and discuss its growing impact on fashion, fiction, film, and music.

Space Invader World Invasion

Space Invader World Invasion

'World Invasion' is a form of street art inspired by the 1970's video game with the same title. This book documents a selection of the best invasions so far by each country, including specific details of each invasion and close-ups of some of the best invaders, accompanied by maps, essays and bonus materials including details of arrests, close escapes and other invasion-related paraphernalia. The most heavily invaded countries are accompanied by a written introduction by the original Invader himself.

The Werewolf Book

The Encyclopedia of Shape-Shifting Beings

The Werewolf Book

When Darkness Reigns and the Full Moon Glows, Terror Emerges to Stalk the Unsuspecting… From lycanthropic creatures found on television and film such as Teen Wolf, Twilight, and True Blood to the earliest folklore of shape-shifting creatures, The Werewolf Book: The Encyclopedia of Shapeshifting Beings is an eye-opening, blood-pounding tour through the ages of monsters with the most amazing camouflage capabilities—they hide among us! Along the way, you’ll land at the doorstep of creatures like hirsute mass-murderer Albert Fish, and Fritz Haarman, who slaughtered and ate his victims—selling the leftovers as steaks and roasts in his butcher shop—as well as visits to mythical shamans, sirens, and skin walkers. Covering 140,000 years of legend, mythology, and fact, The Werewolf Book provides hair-raising evidence of strange and obsessional behavior through the centuries. Learn the basics of becoming a werewolf and the intricacies of slaying the beast. A true homage to werewolves and other full moon beasts, it includes topics such as … • Bear, tiger, coyote, and other shape-shifting people • Classic and modern werewolf movies • Gargoyles, totem poles, and Internet depictions • Serial killers and sadistic rulers • Sorcery, spells, and talismans • Television shows, songs, and computer games

The Rachel Papers

The Rachel Papers

Charles Highway is every mother’s worst nightmare. Precociously intelligent, mercilessly manipulative and highly sexed, Charles devotes the last of his teenage years to bedding girls and evading the half-arsed overtures of his distant parents. That is, until, he meets the aloof, wildly unattainable, Rachel. As Charles’s twentieth birthday – and the Oxford entrance exams – loom, his plans for seducing Rachel will draw him into a private collection of obsessional notes and observations: the eponymous ‘Rachel Papers’. WINNER OF THE SOMERSET MAUGHAM AWARD 'Scurrilous, shameless and very funny' The Times Literary Supplement ‘Amis has brought off the feat of satirizing his contemporaries while making them both funny and, in a bizarre way, moving’ Peter Ackroyd

Tomorrow and Tomorrow

Tomorrow and Tomorrow

Ten years after the attack that reduced Pittsburgh to ashes, all that remains is the Archive: an interactive digital record of the city and its people. John Dominic Blaxton is a 'lucky one'. He survived the blast, but, crippled by the loss of his wife and unborn daughter, his days are spent immersed in the Archive with the ghosts of yesterday. It is there that he finds the record of a forgotten body. Who was this woman? And why is someone hacking the system to delete her seemingly unremarkable life? The hunt for the truth will drag Dominic from the darkest corners of the past into a deadly and very present nightmare.

Invasion Los Angeles

Mission Hollywood

Invasion Los Angeles

Although the game of space invaders has barely evolved, the mythology and concept has spread and mutated, one such mutation being the street-art of Invader, an anonymous artist who has, since 1998, 'invaded' 27 cities worldwide, including Tokyo, Berlin, New York and London.