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	<title>book &#8211; Look Behind You</title>
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	<link>https://lookbehindyou.de/en/</link>
	<description>publishing extravaganza</description>
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		<title>The Last of Us – Auf der Suche nach Menschlichkeit</title>
		<link>https://lookbehindyou.de/en/product/the-last-of-us-auf-der-suche-nach-menschlichkeit/</link>
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		<dc:creator><![CDATA[Nico Barbat]]></dc:creator>
		<pubDate>Mon, 19 May 2025 18:47:35 +0000</pubDate>
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					<description><![CDATA[German edition "How far would you go for love?" This deeply human question is at the heart of The Last of Us, one of the most impressive works in video game history. It also forms the starting point for the new book "The Last of Us - In Search of Humanity". Author Nicolas Deneschau embarks]]></description>
										<content:encoded><![CDATA[<p>Both games, <em>The Last of Us</em> (2013) and <em>The Last of Us Part II</em> (2020) – as well as the acclaimed TV series – are much more than mere entertainment. They are intense emotional experiences that disturb, touch and have a long-lasting effect. The book not only tells the story of the main characters Joel, Ellie and Abby. The author covers a wide range of topics &#8211; from the early history of the Naughty Dog studio to the creation of the Uncharted series and the influence of Cormac McCarthy, Amy Hennig and Neil Druckmann. He takes readers behind the scenes of the development, analyzes narrative structures, gameplay mechanics and cultural references &#8211; and shows how The Last of Us revolutionized the medium of video games.</p>
<h2>Table of contents</h2>
<ul>
<li>Foreword</li>
<li>Act 1: The Last of Us
<ul>
<li>Chapter 1: The goldsmiths</li>
<li>Chapter 2: The roots of all evil</li>
<li>Chapter 3: The Last of Us &#8211; Prologue</li>
<li>Chapter 4: Summer</li>
<li>Chapter 5: Contrasts as far as the eye can see</li>
<li>Chapter 6: Autumn</li>
<li>Chapter 7: The art of survival</li>
<li>Chapter 8: Winter</li>
<li>Chapter 9: Spring</li>
<li>Chapter 10: American Dreams</li>
<li>Chapter 11: Left Behind</li>
<li>Chapter 12: One Night Live</li>
</ul>
</li>
<li>Interlude</li>
<li>Photo gallery: Impressions of a broken world</li>
<li>Act 2: The Last of Us Part II
<ul>
<li>Chapter 13: Spiral of violence</li>
<li>Chapter 14: Open World</li>
<li>Chapter 15: Women power</li>
<li>Chapter 16: Controversies</li>
<li>Chapter 17: Jackson</li>
<li>Chapter 18: Seattle, Day 1</li>
<li>Chapter 19: Seattle, Day 2</li>
<li>Chapter 20: Perfect down to the smallest detail</li>
<li>Chapter 21: Seattle, Day 3</li>
<li>Chapter 22: A monster called Ellie</li>
<li>Chapter 23: Seattle, Day 1</li>
<li>Chapter 24: Seattle, Day 2</li>
<li>Chapter 25: Resonance and duality</li>
<li>Chapter 26: Seattle, Day 3</li>
<li>Chapter 27: Wyoming</li>
<li>Chapter 28: California</li>
<li>Chapter 29: Guilt and atonement</li>
</ul>
</li>
<li>Conclusion</li>
</ul>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">25252</post-id>	</item>
		<item>
		<title>Die Geheimnisse von Monkey Island</title>
		<link>https://lookbehindyou.de/en/product/monkey-island/</link>
					<comments>https://lookbehindyou.de/en/product/monkey-island/#respond</comments>
		
		<dc:creator><![CDATA[Nico Barbat]]></dc:creator>
		<pubDate>Thu, 03 Apr 2025 23:59:52 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/produkt/book-die-geheimnisse-von-monkey-island/</guid>

					<description><![CDATA[Second, updated and extended edition! "Do what you want, but create cool stuff!" - George Lucas on May 1, 1982. For George Lucas, that was the only goal he set for his twenty young, ambitious, funny, and badly coiffed game designers as a framework for creating their own computer games. Lucasfilm Games ™ and later]]></description>
										<content:encoded><![CDATA[<p>&#8220;Die Geheimnisse von Monkey Island &#8211; Auf Kapertour mit Pixel-Piraten!&#8221; (&#8220;The secrets of Monkey Island &#8211; Privateering with pixel-pirates!&#8221;) is a tribute to the adventures of Guybrush Threepwood ™, mighty pirate. However, it also wants to tell you in great detail how Monkey Island became a milestone in video game history thanks to its unique storytelling. It also gives you the opportunity to look back at the troubled history of LucasArts and Telltale Games, discover recipes for voodoo grog, learn interactive pirate reggae songs, shine at a swanky party among 40-year-old geeks, and explore sayings as sharp as cutlasses (useful for duels or birthday parties).</p>
<h2>Table of contents</h2>
<ul>
<li>Preface by Larry Ahern ™: Meandering on Monkey Island</li>
<li>Prologue: The adventure according to LucasArts ™</li>
<li>Introduction</li>
<li>Chapter 1: Lucasfilm Games ™</li>
<li>Chapter 2: From interactive narrative to Point&amp;Click ™</li>
<li>Chapter 3: Game engine SCUMM ™</li>
<li>Chapter 4: Reinvention of the adventure game ™</li>
<li>Chapter 5: The Secret of Monkey Island ™</li>
<li>Chapter 6: Moving from Lucasfilm Games ™ to LucasArts ™</li>
<li>Chapter 7: Monkey Island 2: LeChuck’s Revenge ™</li>
<li>Chapter 8: iMUSE™! Interactive reggae music, man!</li>
<li>Chapter 9: The end of an era ™</li>
<li>Chapter 10: The Curse of Monkey Island ™</li>
<li>Chapter 11: Curse of Monkey Island: The Movie ™</li>
<li>Chapter 12: Escape from Monkey Island ™</li>
<li>Chapter 13: The adventure game is dead! ™</li>
<li>Chapter 14: Telltale Games ™</li>
<li>Chapter 15: Tales of Monkey Island ™</li>
<li>Chapter 16: Monkey Island Special Edition ™</li>
<li>Chapter 17: Life and death of LucasArts ™</li>
<li>Chapter 18: The secrets of Monkey Island ™</li>
<li>Chapter 19: The heritage of Monkey Island ™</li>
<li>Chapter 20: Ron Gilbert vs. Disney ™</li>
<li>Chapter 21: Return to Monkey Island ™</li>
<li>Chapter 22: Zutritt nur für Mitarbeiter! ™</li>
<li>Appendix 1: Insult Sword Fighting</li>
<li>Appendix 2: Mojo-Credits</li>
<li>Appendix 3: LucasArts-classics</li>
<li>Appendix 4: Plank of Love</li>
</ul>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">21420</post-id>	</item>
		<item>
		<title>Amiga ROM Kernel Reference Manual: AmigaDOS</title>
		<link>https://lookbehindyou.de/en/product/rkrm-amigados/</link>
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		<dc:creator><![CDATA[Nico Barbat]]></dc:creator>
		<pubDate>Sat, 26 Oct 2024 14:16:47 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/produkt/rkrm-amigados/</guid>

					<description><![CDATA[Amiga ROM Kernel Reference Manual: AmigaDOS provides a long missing addendum to the Amiga ROM Kernel Reference Manual Series and adds a comprehensive description of the AmigaDOS system component. The AmigaDOS Reference Manual presents a detailed description of the central I/O and process subsystem of AmigaOS. This volume covers the latest version of Amiga’s operating]]></description>
										<content:encoded><![CDATA[<p><strong>Amiga ROM Kernel Reference Manual: AmigaDOS</strong> includes the following topics:</p>
<ul>
<li>An introduction into elementary components of AmigaDOS such as files and locks</li>
<li>AmigaDOS handlers and file systems,and how to interface them</li>
<li>Pattern matching and recursive directory scanning</li>
<li>A discussion of the AmigaDOS Process management</li>
<li>A complete breakdown of the Fast File System disk structure</li>
<li>Direct packet communication and a comprehensive documentation of DosPackets</li>
<li>A detailed description of the AmigaDOS executable and link file structure</li>
<li>The documentation of the AmigaDOS ROM Shell, including a tutorial and source code for implementing custom shells</li>
<li>The AmigaDOS startup mechanism</li>
</ul>
<p>For the serious programmer who wants to take full advantage of the Amiga’s impressive features, the Amiga ROM Kernel Reference Manual: AmigaDOS is an indispensable source of information on how to use the AmigaDOS file system, how to interact and implement handlers and file systems and how to make productive use of the AmigaDOS Shell.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">24313</post-id>	</item>
		<item>
		<title>FOR BASIC TO ONE-LINERS: Creative one-liner programming with 8-bit-BASIC</title>
		<link>https://lookbehindyou.de/en/product/for-basic-to-one-liners/</link>
					<comments>https://lookbehindyou.de/en/product/for-basic-to-one-liners/#comments</comments>
		
		<dc:creator><![CDATA[Nico Barbat]]></dc:creator>
		<pubDate>Fri, 24 May 2024 17:13:03 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/?post_type=product&#038;p=23534</guid>

					<description><![CDATA[Shorter, faster, smarter: In FOR BASIC TO ONE-LINERS, minimalism meets programming. This book offers a comprehensive introduction to the world of BASIC one-liner programming on 8-bit computers. One-liner programming is a technique in which complex tasks, graphic and sound effects and even entire games are realised in just a single line of code with up]]></description>
										<content:encoded><![CDATA[<p>Featuring more than 170 tips &amp; tricks for shorter code and faster programs, this compendium is an indispensable guide for programming enthusiasts and retro computing addicts. The book offers numerous hands-on examples with explanatory graphics and speed comparisons to make complex one-liners easy to understand.</p>
<p>Both beginners and professionals will find many tips and tricks in this amazing compilation to put the finishing touches to their programs.</p>
<p><strong>Highlights of FOR BASIC TO ONE-LINERS:</strong></p>
<ul>
<li>Over 170 tips &amp; tricks for shorter code and faster programs in BASIC</li>
<li>Basics of BASIC and exercises in BASIC to suit readers of all levels of experience</li>
<li>User-friendly benchmark comparisons, screenshots and graphics</li>
<li>More than 300 BASIC commands (POKEs, PEEKs, SYSs, WAITs and CHR$s) with explanations</li>
<li>Useful appendices with tables and overviews of BASIC abbreviations, screen codes and PETSCII codes of the C64</li>
</ul>
<p>The book is aimed specifically at programmers on the Commodore 64, but is also suitable for users of 8-bit computers of other brands such as Acorn, Atari, Amstrad, Apple, BBC, Dragon, MSX, NEC, Schneider, Sinclair, Robotron, Tandy or Texas Instruments.</p>
<p>The tutorials can be executed with various BASIC interpreters such as Color, Exos, Extended Color, GFA, GW, HC, IBM Cassette, Integer, Level I &amp; II, MS, N88, Oric, RC or Vision.</p>
<p><strong>Chapters</strong></p>
<ul>
<li>basics of BASIC</li>
<li>BASIC memory</li>
<li>BASIC abbreviations &amp; tokens</li>
<li>time measurement</li>
<li>tips for beginners</li>
<li>saving characters</li>
<li>tips and tricks</li>
<li>speed</li>
<li>best of one-liners</li>
<li>curiosities</li>
<li>overview of PEEKs, POKEs, SYSs, WAITs &amp; CHR$s</li>
<li>screen codes of the C64</li>
<li>PETSCII codes of the C64</li>
<li>command overview of BASIC dialects</li>
</ul>
<p><strong>About the authors</strong></p>
<p>Holger Weßling, born in 1965, is an accomplished author and former employee of the renowned Data Becker publishing house. After a creative break of several years, he has returned to the world of writing and has become well known for his specialised books about the THEC64 and THEA500 and for the official guide to Impossible Mission.</p>
<p>Martin Roscher is a teaching computer science professor and well-known BASIC programmer. In &#8220;FOR BASIC TO ONE-LINERS&#8221; he shares his in-depth knowledge to help programmers get the most out of 8-bit programming.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">23534</post-id>	</item>
		<item>
		<title>From Vultures to Vampires 3: The computer that refuses to die (2010-2023)</title>
		<link>https://lookbehindyou.de/en/product/from-vultures-to-vampires-3/</link>
					<comments>https://lookbehindyou.de/en/product/from-vultures-to-vampires-3/#respond</comments>
		
		<dc:creator><![CDATA[Nico Barbat]]></dc:creator>
		<pubDate>Wed, 22 Nov 2023 17:55:52 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/?post_type=product&#038;p=22599</guid>

					<description><![CDATA[English edition! From Vultures to Vampires is the fascinating true account of what happened to Commodore after the fateful New York auction sale of 1995. Volume 3 covers the period from 2010 to 2023 and follows the continuing evolution of next-generation PowerPC Amiga systems and the coming-of-age 68K emulation, coupled with the rise of cycle-accurate]]></description>
										<content:encoded><![CDATA[<h2>Table of contents</h2>
<ul>
<li>Chapter 1: Powering on</li>
<li>Chapter 2: Liquid silicon and retro clones</li>
<li>Chapter 3: The Apollo story</li>
<li>Chapter 4: Technology triumphs: The makers and shakers</li>
<li>Chapter 5: The never-ending story</li>
<li>Chapter 6: Détente</li>
<li>Chapter 7: We are Amiga</li>
</ul>
<h2>The Author</h2>
<p>With a career spanning more than 45 years in the computer industry, David John Pleasance&#8217;s success is legendary &#8211; it is estimated that he was directly responsible for the sale of some 2.25 million computers.</p>
<p>During his influential tenure at Commodore, which included offices in the UK, Switzerland (responsible for 35 countries) and the US, David formed long-term partnerships with the world&#8217;s leading publishers of games and productivity software, always at least one step ahead of the competition. He has set the standard in marketing and is specifically known for his pioneering idea of bringing combined computer and software packages to market.</p>
<p>No one else could be better qualified to tell this compelling, unbelievable (but true) story about the mismanagement of a global computer giant.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">22599</post-id>	</item>
		<item>
		<title>Commodore Amiga: A Visual Compendium (Bitmap Books)</title>
		<link>https://lookbehindyou.de/en/product/commodore-amiga-a-visual-compendium-bitmap-books/</link>
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		<dc:creator><![CDATA[Nico Barbat]]></dc:creator>
		<pubDate>Mon, 09 Oct 2023 18:17:33 +0000</pubDate>
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					<description><![CDATA[Over the course of some 420 pages, Commodore Amiga: a visual compendium showcases more than 140 of the biggest titles, bringing them vividly to life with a double-page screen grab or loading page. Each is accompanied by quotes and commentary from renowned Amiga artists, developers and publishers, including R.J. Mical, David Braben, Sid Meier, Ron]]></description>
										<content:encoded><![CDATA[<p>Launched in 1985, the Amiga ushered in a new age of home computing. Its powerful 16-bit Motorola CPU and custom graphics and audio chipsets made it an instant hit among both gamers looking to move on from their 8-bit systems, and artists and musicians moving into the digital realm.</p>
<p>Early titles like Defender of the Crown, Barbarian and Hybris demonstrated the Amiga’s graphics credentials, while arcade-perfect conversions of Marble Madness, Space Harrier and Rainbow Islands showed that it could match the power of dedicated coin-op cabinets. Over the next decade, it would play host to an extraordinary diversity of titles; games like Rocket Ranger, Populous, Cannon Fodder, Speedball and Worms ushered in new genres and helped to redefine the videogame landscape.</p>
<p>Beyond the games themselves, it also covers the origins of the hardware and the vibrant demo scene, and includes interviews with artists and profiles of the most prominent games publishers. Presented in hardback, using high-quality lithographic printing on superior paper stock, this book is a wonderful celebration of the machine’s graphics prowess and a reminder of the wealth of quality games the Amiga brought to bear.</p>
<p><strong>Includes contributions from:</strong><br />
George Allan, Jacob Anderson, Rob Anderson, Thomas Andersson, Billy Allison, Torben Bakager, Jim Bambra, Doug Barnett, Patrik Bergdahl, Chris Blackbourn, David Braben OBE, Andrew Braybrook, Allister Brimble, David Broadhurst, Andy Buchanan, Stoo Cambridge, Louis Castle, Charles Cecil, Mark Cerny, Éric Chahi , Andrew Clitheroe, Mark Coleman, Glenn Corpes, Antony Crowther, Mike Dailly, Mevlut Dinc, Dino Dini, Bob Dinnerman, Michael Diskett, Paul Docherty, Martin Edmondson, Julian Eggebrecht, Andreas Escher, Brian Fargo, Allan Finlay, Matt Furniss, Daniel Gallagher, Dave Gibbons, Ron Gilbert, Pierre Gilhodes, Jeff Godfrey, Eric Graham, Bill Harbison, Jon Hare, Thomas Hertzler, Andrew Hewson, Paul Holmes, Richard M. Holmes, Rico Holmes, Tony Horgan, Chris Huelsbeck, Francesco Iorio, Teoman Irmak, Steve Jarratt, Scott Johnston, Ned Langman, Neil Larsen, James Leach, Robin Levy, Dale Luck, Richard Löwenstein, Klaus Lyngeled, Archer MacLean, Dan Malone, Frank Matzke, Rob Mead-Green, Sid Meier, R.J. Mical, Mike Montgomery, Brian Moriarty, Andrew Morris, Dave Needle, Henk Nieborg, Phil Nixon, Markus Nyström, Mark Patterson, Gary Penn, Dave Perry, Simon Phipps, Giacinto Platania, Hugh Riley, Andy Roberts, Tobias Richter, Jim Sachs, Carl Sassenrath, Bruce Schlickbernd, Franck Sauer, Eric Schwartz, Matt Simmonds, Erik Simon, Alfredo Siragusa, Charlie Skilbeck, Tony Smith, Audun Sorlie, Chris Sorrell, Steve Stamatiadis, Howard W. Stolz, Andreas Tadic, Philip Thornton, Edvard Tóth, Michael Troughton, David Upchurch, Mario van Zeist, Edgar M. Vigdal (R.I.P.), Reichart Von Wolfsheild, Joe Walker, Mo Warden, Richard Weeks, Phillip Williams, Aric Wilmunder, Jamie Woodhouse, Simon Woodroffe and Tim Wright a.k.a. CoLD SToRAGE.</p>
<p>English edition. 420 pages. 170mm × 230mm. Edge-to-edge high quality lithographic print. Hardback with double thickness cover. Sewn binding for enduring quality and the ability to lay flat for ideal double-page image viewing. Spot-varnished cover and dust jacket that highlight key elements against a matte background. Two coloured bookmark ribbons. Shrink-wrapped. Gewicht: 2,5 kg</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">23137</post-id>	</item>
		<item>
		<title>From Vultures to Vampires 2: The Battle for Commodore’s Intellectual Property (2005-2010)</title>
		<link>https://lookbehindyou.de/en/product/from-vultures-to-vampires-2/</link>
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		<dc:creator><![CDATA[Nico Barbat]]></dc:creator>
		<pubDate>Wed, 28 Jun 2023 10:52:39 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/?post_type=product&#038;p=22344</guid>

					<description><![CDATA[English edition! From Vultures to Vampires is the fascinating true account of what happened to Commodore after the fateful New York auction sale of 1995. Volume 2 chronicles the machinations and intricate shell games surrounding the Amiga's ownership from 2005 to 2010. The heated battle for the post-Commodore Amiga crown led to the ongoing development]]></description>
										<content:encoded><![CDATA[<h2>Table of contents</h2>
<ul>
<li>Chapter 1: The circle of life: Happy 20th Birthday, Amiga!</li>
<li>Chapter 2: Getting better? It can’t get no worse?</li>
<li>Chapter 3: Powered up</li>
<li>Chapter 4: Swimming against the tide</li>
<li>Chapter 5: Breakthrough</li>
<li>Chapter 6: A new beginning</li>
<li>Chapter 7: Commodore revisited</li>
</ul>
<h2>The Author</h2>
<p>With a career spanning more than 45 years in the computer industry, David John Pleasance&#8217;s success is legendary &#8211; it is estimated that he was directly responsible for the sale of some 2.25 million computers.</p>
<p>During his influential tenure at Commodore, which included offices in the UK, Switzerland (responsible for 35 countries) and the US, David formed long-term partnerships with the world&#8217;s leading publishers of games and productivity software, always at least one step ahead of the competition. He has set the standard in marketing and is specifically known for his pioneering idea of bringing combined computer and software packages to market.</p>
<p>No one else could be better qualified to tell this compelling, unbelievable (but true) story about the mismanagement of a global computer giant.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">22344</post-id>	</item>
		<item>
		<title>Commodore: The Inside Story (German edition)</title>
		<link>https://lookbehindyou.de/en/product/commodore-the-inside-story/</link>
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		<dc:creator><![CDATA[Nico Barbat]]></dc:creator>
		<pubDate>Tue, 27 Jun 2023 17:02:33 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/?post_type=product&#038;p=22332</guid>

					<description><![CDATA[30 untold stories about a computer giant Now available in German! "Commodore: The Inside Story" takes you on a journey through the exciting world of Commodore, the legendary technology company that played a major role in shaping the computer revolution - from its humble beginnings to its rise as the undisputed icon of the home]]></description>
										<content:encoded><![CDATA[<p>This riveting book not only provides a comprehensive account of the creation of Commodore, with its revolutionary C64, PET, and Amiga computers and its many failed developments, but also reveals the fascinating stories of the visionaries, engineers, and developers who made the company what it was.</p>
<p>17 of the gripping chapters are written by David John Pleasance, the former managing director of Commodore UK. His precise descriptions and many personal photos reveal exclusive details and an intimate perspective on events.</p>
<p>Furthermore 13 former Commodore legends like RJ Mical, Dave Haynie, Gail Wellington or Peter Kittel tell about their eventful time at the American home computer giant of the 80s. These extraordinary stories provide a deep insight into the culture, innovation and passion that shaped Commodore.</p>
<p>&#8220;Commodore: The Inside Story&#8221; is the ultimate tribute to an era that changed the computer world forever. With his in-depth insights, compelling anecdotes, and personal contributions from industry legends, David John Pleasance delights readers and transports them back to the golden age of home computing.</p>
<h2>Table of contents</h2>
<p><strong>Part 1: The Inside Story</strong></p>
<ol>
<li>In the beginning</li>
<li>Commodore UK − The first five months</li>
<li>Commodore Corby</li>
<li>Interlude 1: Spirit of the Stones</li>
<li>Maidenhead, Pt. 1: We don’t sell computers, we sell dreams</li>
<li>Maidenhead, Pt. 2: The Distributor Incentive Program</li>
<li>Commodore Electronics Limited: Basle, Switzerland</li>
<li>Interlude 2: Commodore Netherlands</li>
<li>Commodore Inc.: West Chester, Pennsylvania, USA</li>
<li>A comedy of errors: Our illustrious leader, Mehdi Ali</li>
<li>Interlude 4: Irving Gould</li>
<li>The launch of the CD32</li>
<li>The SCI Amiga 1200 manufacturing saga</li>
<li>Interlude 4: The PC Week lawsuit</li>
<li>Management buyout</li>
<li>Interlude 5: Chelsea FC shirt sponsorship</li>
<li>After Commodore</li>
</ol>
<p><strong>Part 2: Commodore Memories</strong></p>
<ol>
<li>RJ Mical: One more untold Amiga story</li>
<li>Dave Haynie: RUN</li>
<li>Tim Chaney: Commodore UK − The early days</li>
<li>Gail Wellington: Memories from the soft side</li>
<li>Peter Kittel: My time at Commodore Germany</li>
<li>Beth Richard: Design many, ship few</li>
<li>Miguel De Gracia: Memories of a young recruit</li>
<li>Joe Benzing: Commodore memories</li>
<li>François Lionet: How the Amiga changed my life</li>
<li>Wim Meulders: Death by management, customers and users</li>
<li>Kieron Sumner: It’s all in the value</li>
<li>Stephen Jones: A love letter to AROS</li>
<li>Carlo Pastore: The story of the Commodore 65</li>
</ol>
<h2>The Author</h2>
<p>With a career spanning more than 45 years in the computer industry, David John Pleasance&#8217;s success is legendary &#8211; it is estimated that he was directly responsible for the sale of some 2.25 million computers.</p>
<p>During his influential tenure at Commodore, which included offices in the UK, Switzerland (responsible for 35 countries) and the US, David formed long-term partnerships with the world&#8217;s leading publishers of games and productivity software, always at least one step ahead of the competition. He has set the standard in marketing and is specifically known for his pioneering idea of bringing combined computer and software packages to market.</p>
<p>No one else could be better qualified to tell this compelling, unbelievable (but true) story about the mismanagement of a global computer giant.</p>
<p>&nbsp;</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">22332</post-id>	</item>
		<item>
		<title>Game consoles and home computers 1972 to 2022</title>
		<link>https://lookbehindyou.de/en/product/book-die-geheimnisse-von-monkey-island-kopie/</link>
					<comments>https://lookbehindyou.de/en/product/book-die-geheimnisse-von-monkey-island-kopie/#respond</comments>
		
		<dc:creator><![CDATA[Simon Neumann]]></dc:creator>
		<pubDate>Fri, 06 Jan 2023 10:45:24 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/?post_type=product&#038;p=22057</guid>

					<description><![CDATA[New from our friends at Gameplan Verlag: 50 years of screen fun and digital action, chronologically and in-depth in plain language, technical tables and over 800 photos. The greatly expanded and updated new edition of the popular reference book on video game hardware shows all consoles, handhelds and computers from America, Japan and Europe, presents]]></description>
										<content:encoded><![CDATA[<p>A journey through the eras of gaming, from the electromechanical prehistoric age to the ultra HD present and from there to the VR future!</p>
<ul class="quotes">
<li><q>great reference book &#8230; lovingly &#8230; carefully &#8230; with compact, pointed texts &#8230; and splendid photos &#8230; supplemented &#8230; expanded and clarified &#8230; A printed gem to read yourself and give as a gift</q><br />
&#8211; Peter Schmitz, c&#8217;t</li>
<li><q>Gameplan takes you on a journey through the world of computer &amp; video games (&#8230;) very understandable (&#8230;) very entertaining</q><br />
&#8211; Gamestar</li>
<li><q>offers a deep insight into the entertainment devices of the last 25 years (&#8230;) easy to read, nicely illustrated and rich in facts (&#8230;) a smart reference book for game fans</q><br />
&#8211; Man!ac</li>
<li><q>everything you need to know (&#8230;) detailed device information (&#8230;) technology fans can revel in the details (&#8230;) a recommendable read</q><br />
&#8211; c&#8217;t</li>
<li><q>An ace!</q><br />
&#8211; ComputerPICTURE games</li>
<li><q>Required reading</q><br />
&#8211; PlayZone</li>
</ul>
<p><strong>The Author</strong></p>
<p>Winnie Forster, publicist and digital media expert, has been at the keyboard since 1982 and in the computer and video games industry since 1990. He was managing editor of the legendary PowerPlay magazine, co-founder of Video Games and &#8211; as editorial director of the specialist publisher Cybermedia &#8211; of the multi-format magazine Man!ac, which he launched online in 1995. In the 21st century, Forster works and plays at Ammersee in Bavaria.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">22057</post-id>	</item>
		<item>
		<title>Joysticks</title>
		<link>https://lookbehindyou.de/en/product/joysticks/</link>
					<comments>https://lookbehindyou.de/en/product/joysticks/#respond</comments>
		
		<dc:creator><![CDATA[Simon Neumann]]></dc:creator>
		<pubDate>Wed, 26 Oct 2022 11:32:47 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/produkt/joysticks/</guid>

					<description><![CDATA[The joystick is the interface between man and screen action, between reality and fantasy. Millions of players have been turning and pressing it for 30 years. Joysticks, the second work from Gameplan, is the book on the most beautiful accessory in the world, an encyclopedia and illustrated history of input devices.]]></description>
										<content:encoded><![CDATA[<p>From the classic Atari stick to the handy pads from Sega and Nintendo to the optical precision devices of the first-person shooter present, joysticks play with the best, but also the most notorious controllers.</p>
<p>Joysticks provoke emotions: Controllers are thrown out of the window after the eleventh game over and have to hold out the button as a final excuse: &#8220;I can&#8217;t help it &#8211; my pad is stuck&#8221; are the last words of the multiplayer loser. Scapegoat, accomplice and lifesaver: pad and stick are the only accessories that every player takes in their hands &#8211; that connects them.</p>
<p>In collaboration with Take 2, Winnie Forster and Stephan Freundorfer present the reference work for all game fans: Joysticks shows the best and the coolest, the most bizarre and daring controllers from 30 years of computer and video game history.</p>
<ul class="quotes">
<li><q>A treasure trove: rich in color pictures and technical drawings</q><br />
&#8211; c&#8217;t.</li>
<li><q>Very well-founded text, very informative technical section</q><br />
&#8211; Golem.de</li>
<li><q>A must-read: Get the new book from Gameplan immediately</q><br />
&#8211; Man!ac</li>
<li><q>The joystick authors show how changeable the piece of plastic is &#8230; how it still shapes the worlds through which it moves the player.</q><br />
&#8211; Star.</li>
</ul>
<p>Joysticks for collectors, connoisseurs and modern gamers:</p>
<ul>
<li>around 400 photos and drawings</li>
<li>History, technology and functions &#8211; all information on 200 devices</li>
<li>classic museum pieces &#8211; for the first time in their full splendor</li>
<li>the most important and iconic controllers of the home computer era</li>
<li>the best precision devices for PC and console</li>
<li>Special chapter on the evolution of game controllers</li>
<li>Large technology index</li>
</ul>
]]></content:encoded>
					
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