Get Free Ebook , by Jordan Mechner
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, by Jordan Mechner

Get Free Ebook , by Jordan Mechner
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Product details
File Size: 1082 KB
Print Length: 238 pages
Publication Date: November 27, 2012
Sold by: Amazon Digital Services LLC
Language: English
ASIN: B00AEH0EDM
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Amazon Best Sellers Rank:
#262,522 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
Why would someone read this? It's the epitomy of geekiness to read a 200 page journal about the making of one of thousands of simple games made for the Apple II between 1982-1986.Well, for me anyway, The Apple II was one of the most powerful elements of my childhood - I directly credit it with my interest in computers, and ultimately a successful career in computers. Games were a huge part of that. And, as I now understand, the zen-like minimalism and focus on artwork, music and story were a big part of why I loved this game as a kid. It is a great example of restraint and balance in art, even though it's on an underpowered Apple II computer. There were plenty of games at this time (hundreds, if not thousands) and very few showed the attention to detail, and sought a balance between art, gameplay, drama and mood the way Karateka did. The cinematic treatment of the story really does have a huge impact, and sets it apart from all the other games made at the time: the long pauses in some of the music, the slow motion running of the guards as they come to fight you, and actually, the lack of music for most of the game except during transitions are just some of the elements that help accomplish this.The story of its creation is interesting because Mechner was only 19 at the time he wrote it, he was a "lazy" but intelligent young man bent on success and impressing the world. (I would argue that his self criticism regarding motivation is now better understood as the way a creative mind works - it must be balanced with inspiration and sufficient spaces between 'make' time) He was also a bit of an ego-maniac, balanced with a kind of endearing insecurity, both of which I can relate to. Ultimately, I relate to a lot of Mechner's tendencies, which is why I read til the end. I'm also terribly interested in the creative process he used, and was very curious about how much of what we know and love as Karateka was intentional vs. what ended up being a compromise between his vision, the feedback of others, and technical (and temporal) feasibility. Almost all artistic (and business) creations have this element of compromise, and these stories are always fascinating to me.The story itself is interesting in how it's interwoven with his work on some other paid programming work, as well as the pop culture narrative of the mid-80's: Risky Business, Krull, Revenge of the Jedi, Dragon's Lair, Asteroids and Pac-man, Gremlins, Raiders, Splash, E.T., Top Secret, Neverending Story, The Last Starfighter (with Dune preview!), Karate Kid, Temple of Doom, and of course Chuck E. Cheese. Amazing how much of what I think of as quintessential 80's culture - culture which probably had more impact on me than anything else - happened precisely within this window while he was working on Karateka.In the end, what's most interesting to me is the reality behind a success - the often uncertain, insecure, yet driven and focused effort to make a name for yourself and show the world what you can do. To me, this story is ultimately about reassurance - that even the most successful endeavors are rarely the product of 100% focused and confident actions, but instead the result of good creative judgment, intuition, and intense focus, in spite of a great degree of uncertainty about whether you're doing something worthwhile.My only complaint is that there are lots of references to drawings and some to film, which are not shown, and which I think would have added immeasurably to the story here. There are a few drawings which act as chapter title pages, but otherwise, this is seemingly a straight transcription from his journals, and nothing more. A bit of context/commentary from Mechner or others could have made this much more interesting as well. All that said, however, I enjoyed it, and take it as inspiration and reassurance that you can accomplish great things if you have a strong vision, and move towards it with limited compromise.
This was an amazing read for me. Not because of the writing, but because of the subject. I was a middle school kid at the time Karateka came out on my Commodore 64, and was instantly mesmerized by the game and its effect it had on people. The story was good, but it was the first game that actually had a cinematic feel for the play. You felt like you were part of a movie. Now this was a kid version of me, but I was in awe.I started writing games as a result of playing this one. I never achieved his level of success, but did have quite a few published while I was in high school. I even went on to work at a game company later after my military service.This is a collection of his personal journal during the time he built Karateka. It is raw and unedited. I went through all those same ups and downs as a kid (sort of still do as an adult!). It was refreshing to me to see something that I took to be an utter perfection was actually a labor of love for someone who struggled with it's creation.Refreshing read to see that others in the same field had a similar start and rough road. It is too easy to look back at your finished products and think it was obvious that is what was going to happen from the start. Every project I have ever worked on goes through a similar path of finding the right deliverable. You never start with a clean idea from the beginning and proceed to the end. This was a fun geeky read. Would have enjoyed hearing some of his coding travails as well, but this was very satisfying for a geek like me.
If your are a Karateka fan or a POP fan..... Or just a fan of Mechner in general. You will enjoy these journals. An excellent personal account and insight on what it takes to make a game. From programming to getting it published and the trials that go along with that, including some personal trials of game industry versus movie industry. It's all there. Once you are done with this, I recommend picking up his other "Making of Prince of Persia" journal. As it continues where this leaves off. My only complaint is that they end rather abruptly so I hope he continues to put out his journals for when he was making "The Last Express". But either way, a very fun and educational read.
Interesting story but man did it drive me crazy! It basically reminded me of how scatterbrained people, myself included, can be in their 20s. He's definitely gifted and can focus when he wants to. Its a great game - Karateka. I just wish the story could have been more well written. It is based off of his diary so that's understandable after the fact. I don't regret buying the book at all. Its just not my style of reading.
Found this book nostalgic. I worked in the retail tech field and distributed many of the game products named in this book. Jordon did good by keeping a journal as it gives insight to the "man behind the curtain" in video game development , which seemed at the time a hidden art. Luckily I got to meet many of the developers because of my involvement in the distribution of these games. This books bring insight into the creative mind which through shear talent created game experiences that defined a new era and art form. Really enjoyed reading this book!
This is Jordan Mechner's journal that he kept during the development of Karateka, and gives the most in-depth detail of the thought and design that went into Karateka. An absolutely mesmerizing and engrossing read.
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