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	<title>Shop &#8211; Look Behind You</title>
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	<description>publishing extravaganza</description>
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		<title>The Settlers II Gold Edition (Amiga)</title>
		<link>https://lookbehindyou.de/en/product/thesettlers2amiga/</link>
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		<dc:creator><![CDATA[Nico Barbat]]></dc:creator>
		<pubDate>Tue, 12 Aug 2025 20:46:22 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/?post_type=product&#038;p=25597</guid>

					<description><![CDATA[The iconic strategy game is finally coming to the Amiga! In 1993, The Settlers made a major impact on Amiga gaming and created a whole new genre: the city-building strategy game. When the even more ambitious sequel, The Settlers II, was released in 1996, it was a huge success and remains a fan favorite to]]></description>
										<content:encoded><![CDATA[<p><em>The Settlers II</em> is regarded as the pinnacle of the series and a milestone in the building strategy genre. The game perfected everything that made the first part awesome: the bustling inhabitants, the complex economic chains, and the unique charm. Now finally it&#8217;s where it belongs &#8211; on the Amiga.</p>
<h2>The story</h2>
<p>A storm casts Roman captain Octavius onto a mysterious island. From a simple emergency shelter, you build a powerful empire. Starting with a single tent, you develop a complex civilization with over 30 building types and just as many professions.</p>
<h2>Extensive game content</h2>
<ul>
<li>thousands of lovingly animated settlers</li>
<li>over 30 different professions, including 6 types of soldiers</li>
<li>4 different races with different character types: Romans, Asians, Nubians, and Vikings</li>
<li>various landscapes such as lava, ice fields, swamps, forests, and much more, including the stunning winter scenery from The Settlers II Mission CD</li>
<li>10 Roman campaigns and 9 world campaigns</li>
<li>130 free bonus maps</li>
<li>integrated in-game help and optimized game interface</li>
<li>4 languages: fully in English and German, with French and Polish available in-game</li>
</ul>
<h2>Three editions for everyone who loves the Amiga</h2>
<ul>
<li><strong>Box Edition (available October 2025):</strong> This physical edition will feature a classic box format with a slip lid for € 49.90 and will include a DVD plus download option, the colored world atlas, manuals in German and English, as well as four exclusive and collectible retro-design postcards.</li>
<li><strong>Collector’s Edition (available January 2026):</strong> The game’s deluxe version will be available for € 99.90 as a wooden box in the original Settlers II design; it will be limited to 250 copies and will also include an exclusive metal magnet (8×5 cm) with the iconic castle motif from the first Settlers game—a real gem for every Amiga enthusiast and box collector.</li>
<li><strong>Digital Edition (available October 2025):</strong> For immediate gaming fun, a download-only version will also be available for € 29.90.</li>
</ul>
<h2>System requirements for The Settlers II Gold Edition (Amiga version)</h2>
<p><strong>68k version</strong></p>
<p><strong>Minimum system requirements 68k version:</strong></p>
<ul>
<li>Amiga with AGA chipset</li>
<li>68040 with 40 MHz</li>
<li>32 MB Fast RAM</li>
<li>AmigaOS 3.1</li>
<li>AHI 4.18</li>
<li>600 MB free hard disk space</li>
</ul>
<p><strong>Recommended system requirements 68k (LoRes):</strong></p>
<ul>
<li>Amiga with AGA chipset or graphics card</li>
<li>68060 with 50 MHz or higher</li>
<li>64 MB Fast RAM</li>
<li>AmigaOS 3.2</li>
<li>AHI 4.18</li>
<li>600 MB free hard disk space</li>
</ul>
<p><strong>Recommended system requirements 68k (HiRes):</strong></p>
<ul>
<li>Amiga with graphics card</li>
<li>68060 with 100 MHz or higher (for resolutions higher than 640&#215;480, a PiStorm is recommended)</li>
<li>64 MB Fast RAM</li>
<li>AmigaOS 3.2</li>
<li>AHI 4.18</li>
<li>600 MB free hard disk space</li>
</ul>
<p><strong>PowerPC version</strong></p>
<p><strong>Minimum system requirements PPC version:</strong></p>
<ul>
<li>PPC Amiga with AmigaOS 4.1 or AmigaOS 3.1 with WarpUP</li>
<li>603e/175 MHz</li>
<li>32 MB RAM</li>
<li>AmigaOS 3.1 with WarpUP or AmigaOS 4.1</li>
<li>AHI</li>
<li>500 MB free hard disk space</li>
</ul>
<p><strong>Recommended system requirements PPC version:</strong></p>
<ul>
<li>PPC Amiga with AmigaOS 4.1 or AmigaOS 3.2 with WarpUP</li>
<li>G3 800 MHz or higher</li>
<li>for resolutions higher than 640&#215;480, a graphics card (PCI, AGP, or PCIe) is recommended</li>
<li>64 MB RAM</li>
<li>AmigaOS 3.2 with WarpUP or AmigaOS 4.1</li>
<li>AHI</li>
<li>500 MB free hard disk space</li>
</ul>
<p><em>© 1996-2005 Ubisoft Entertainment. All Rights Reserved. Developed by Blue Byte Software. The Settlers, Blue Byte and the Blue Byte logo are registered or unregistered trademarks of Ubisoft GmbH in the U.S. and/or other countries. Ubisoft and the Ubisoft logo are registered or unregistered trademarks of Ubisoft Entertainment in the U.S. and/or other countries.</em></p>
<p><em>Amiga port 2025 by Look Behind You</em></p>
<blockquote><p><em>Get the classic that was missing on the Amiga in 1996 – now it&#8217;s finally where it belongs!</em></p></blockquote>
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		<post-id xmlns="com-wordpress:feed-additions:1">25597</post-id>	</item>
		<item>
		<title>Drei Leben für Games &#8211; Mein Weg vom Commodore 64 in die Virtual Reality</title>
		<link>https://lookbehindyou.de/en/product/drei-leben-fuer-games/</link>
					<comments>https://lookbehindyou.de/en/product/drei-leben-fuer-games/#respond</comments>
		
		<dc:creator><![CDATA[Nico Barbat]]></dc:creator>
		<pubDate>Tue, 12 Aug 2025 12:44:00 +0000</pubDate>
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					<description><![CDATA[German edition Publication date: October 18, 2025 Hans Ippisch tells his extraordinary journey through four decades of gaming history - from the first steps on the Commodore 64 to innovative VR worlds. As a developer, editor-in-chief, CEO and visionary, he not only witnessed but actively shaped the German gaming landscape. This book is a comprehensive]]></description>
										<content:encoded><![CDATA[<h2>The three lives of a gaming pioneer</h2>
<p><strong>First life: The game developer.</strong> It all began in 1984 with a 14-year-old from the Bavarian Forest and a Commodore 64. A hobby became a vocation: at the age of just 16, Ippisch was already developing games professionally and creating classics such as &#8220;Danger Freak&#8221; and &#8220;Rock&#8217;n&#8217;Roll&#8221;.</p>
<p><strong>Second life: The media producer.</strong> As editor-in-chief and later CEO at Computec Media, he led legendary magazines such as PC Games, Amiga Games, N-ZONE and 4Players. He builds a digital media empire and shapes an entire generation of gamers.</p>
<p><strong>Third life: The technology visionary.</strong> From European President at Intellivision Entertainment to Principal at the Audi spin-off holoride &#8211; Ippisch is shaping the future of gaming with virtual reality and in-car entertainment.</p>
<h2>Exclusive guest contributions from gaming legends</h2>
<p>Numerous guest contributions from renowned companions add important perspectives to the personal memories: Industry pioneers such as David Perry and Jürgen Goeldner, gaming experts like Stephan Berendsen and Marco Accordi Rickards, music composers like Chris Hülsbeck and Tommy Tallarico, as well as veterans like Marcus Kühne, Phil Adam and other personalities such as devcom founder Stephan Reichart, GDR gaming expert René Meyer and radio icon Fritz Egner.</p>
<h2>Current relevance for a growing industry</h2>
<p>At the end of the book, Ippisch distills his decades of experience into practical insights &#8211; valuable lessons for entrepreneurs, developers and anyone interested in the creation of modern media landscapes.</p>
<h2>A must for:</h2>
<ul>
<li>gaming enthusiasts</li>
<li>retro gamer</li>
<li>media enthusiasts and journalism nerds</li>
<li>game developers</li>
<li>and all those who want to take a look behind the scenes and history of the German gaming industry</li>
</ul>
<h2>About the author</h2>
<p>Hans Ippisch (*1970) started his career in 1986 as a 16-year-old game developer and became one of the defining figures of the German gaming industry. Today, he works as an entrepreneur, lecturer and consultant and teaches game development and digital media at universities in Germany and Italy.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">25564</post-id>	</item>
		<item>
		<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>
					<comments>https://lookbehindyou.de/en/product/the-last-of-us-auf-der-suche-nach-menschlichkeit/#respond</comments>
		
		<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>Tale of Two Halves: The History Of Football Video Games (Bitmap Books)</title>
		<link>https://lookbehindyou.de/en/product/runngun-bitmap-books-kopie/</link>
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		<dc:creator><![CDATA[Simon Neumann]]></dc:creator>
		<pubDate>Fri, 07 Mar 2025 12:38:10 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/?post_type=product&#038;p=25072</guid>

					<description><![CDATA[A Tale of Two Halves takes you on a fascinating journey from the very first examples of the form all the way through to the genre’s 2000s’ heyday. It hits the back of the net with expert analysis of over 400 football games, including Sensible Soccer, Kick Off, Match Day, FIFA, Pro Evolution Soccer, This]]></description>
										<content:encoded><![CDATA[<p>Painstakingly researched and written by football-obsessed writer and experienced game journalist, historian, and documentarian Richard Moss – author of Bitmap’s own The Secret History of Mac Gaming – A Tale of Two Halves: The History Of Football Video Games stays keenly on the ball as it shares the rich and influential history of video game football – or ‘soccer’, for our American readers – striving to understand the very best the genre has to offer; and those releases that go a little wide of their target.</p>
<p>A Tale of Two Halves primarily focuses on footy gaming’s formative years – meaning from around 1980 to 2010 – and carefully divides the genre into two distinct halves, taking a considered look at each. As such, the first half is dominated by the fast and simple 2D action of icons like Kick Off, International Soccer, and Nintendo’s Soccer. Then, following the half-time whistle, it turns its attention to the increasingly realistic 3D outings defined by icons like FIFA, Pro Evo, and Virtua Striker.</p>
<p>Across its 628 pages, A Tale of Two Halves also features a foreword by legendary commentator Clive Tyldesley, hundreds of meticulously realised screenshots, and 13 interviews with pioneering football game developers. Inside you’ll also find a series of illustrations from James Reynolds’ ‘Unlicensed FC’ project – which celebrates Pro Evo’s unusual takes on players’ real names – as well as perfectly pitched pixel art from the team at 8-Bit Football. Numerous gaming platforms are covered, from the Atari 2600 and C64 to the Collecovison, via the Amiga line, PlayStation 1, Xbox 360, Arcades, and many more.</p>
<p>Still not enough for your footballing appetite? Fear not. There’s also a captivating spread of themed deep-dive features, nostalgic Easter eggs to uncover, and numerous quick-read mini-essays. And it’s all contained within an eye-catching gold foil blocked cover, and features boot laces that function as bookmark ribbons.</p>
<p>It’s a feast for soccer fans to devour, and a chance for any retro devotee to better understand the tremendous legacy football games have left. The most devoted can even pick up the tightly limited ‘Captain&#8217;s Edition’ collector’s version, which comes in a heavy duty foil blocked slipcase. Around the slipcase is a fabric armband, holding your books securely while celebrating the effort of football’s captaining greats.</p>
<p>Whichever edition you pick, you’ll be sure to find Bitmap’s renowned standards when it comes to vibrant design, high-calibre printing, and excellence in production.</p>
<p>&nbsp;</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">25072</post-id>	</item>
		<item>
		<title>Commodore 64: a visual compendium (Bitmap Books)</title>
		<link>https://lookbehindyou.de/en/product/n64-a-visual-compendium-bitmap-books-kopie/</link>
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		<dc:creator><![CDATA[Simon Neumann]]></dc:creator>
		<pubDate>Fri, 07 Feb 2025 13:26:54 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/?post_type=product&#038;p=24914</guid>

					<description><![CDATA[Commodore 64: a visual compendium features well over a hundred titles, represented by beautiful in-game shots or loading screens, plus a gallery of artwork by legendary Zzap!64 artist Oliver Frey. Also included is a series of features, including profiles of key Britsoft developers, interviews with famous C64 artists, a look back at the demo scene,]]></description>
										<content:encoded><![CDATA[<p>Commodore 64: a visual compendium celebrates one the most popular home computers of all time, taking you on a journey through the C64’s varied and colourful gaming library, starting in 1982, with early releases like Jupiter Lander and Beach Head, and travelling forward through the decades.</p>
<p>The 1980s saw an array of amazing C64 titles: think Dropzone, Impossible Mission, Elite, Mercenary, Uridium, The Last Ninja… These and others represented an incredible variety of genres, from shoot ’em ups to puzzlers, racing games to arcade adventures, plus games that still defy categorisation – The Sentinel, anyone? By the time the 1990s rolled around, talented coders were making the machine do things the original hardware designers didn’t think were possible; games like Turrican, Creatures and Lemmings showed that there was life left in the old CPU yet. Even when Commodore went bust, and the computer was no longer being manufactured, the games still kept coming.</p>
<p>So, this book pays homage not only to the seminal games of the C64’s official lifespan, but also to the developers that kept the system alive, featuring games that were completed and released a decade after the last boxed C64 left the high street.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">24914</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>
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					<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>N64: A Visual Compendium (Bitmap Books)</title>
		<link>https://lookbehindyou.de/en/product/n64-a-visual-compendium-bitmap-books/</link>
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		<dc:creator><![CDATA[Nico Barbat]]></dc:creator>
		<pubDate>Sun, 08 Sep 2024 16:41:14 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/produkt/n64-a-visual-compendium-bitmap-books/</guid>

					<description><![CDATA[Continuing Bitmap Books’ visual compendium series, this unofficial chronicle of Nintendo’s remarkable console doesn’t only share a riveting, in-depth account of the gaming giant’s move to keep pace with the rise of 3D. It is also packed with meticulously realised screenshots and game art, which accompany profiles of over 150 titles that defined the N64,]]></description>
										<content:encoded><![CDATA[<p>N64: a visual compendium tells the fascinating story of a console that changed the gaming world. Inside its pages you’ll find a rich written history of a machine that marked the moment Nintendo moved to fully embrace 3D, resulting in some of the best games ever made – and a turbulent period for one of the globe’s most celebrated entertainment companies. </p>
<p>As well as a foreword penned by GoldenEye 64 and Perfect Dark’s David Doak, N64: a visual compendium is filled with exclusive interviews with game industry luminaries such as Jim Wornell (Nintendo), Michael Mendheim (BattleTanx), Kevin Bayliss (Diddy Kong Racing), Remington Scott (Turok) and Julian Eggebrecht (Star Wars).</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">24512</post-id>	</item>
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		<title>Run&#8217;n&#8217;Gun (Bitmap Books)</title>
		<link>https://lookbehindyou.de/en/product/runngun-bitmap-books/</link>
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		<dc:creator><![CDATA[Simon Neumann]]></dc:creator>
		<pubDate>Sun, 08 Sep 2024 16:39:29 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/?post_type=product&#038;p=25047</guid>

					<description><![CDATA[Enter a world of nostalgic bullet hell with Run ’n’ Gun: A History of On-Foot Shooters, written by award-winning video game journalist and comic book author Dave Cook. Hot on the heels of Cook’s previous Bitmap Books release, Go Straight: The Ultimate Guide to Side-Scrolling Beat Em Ups, this new project charts 40 years of]]></description>
										<content:encoded><![CDATA[<p>Opening with guest forewords by Mega Man’s legendary producer, Keiji Inafune and <em>Cuphead</em> creators Chad and Jared Moldenhauer, our explosive journey begins with 1975’s <em>Gun Fight </em>and the birth of the run ’n’ gun genre, before marching onward throughout the decades. With over 300 games featured, you’ll uncover incredible behind-the-scenes stories, interesting quotes, mind-blowing trivia, expert gameplay tips and beautiful high-quality screenshots.</p>
<p>All the classics are here, including <em>Contra</em>, <em>Gunstar Heroes</em>, <em>Metal Slug</em>, <em>Mega Man</em>, <em>Sunset Riders</em>, <em>Midnight Resistance</em> and <em>Turrican</em>, as well as some hidden gems you might not have tried before, such as <em>Demon Front</em>, <em>Nitro Ball </em>and <em>Rapid Reload</em>. As the years march on, you’ll become better acquainted with modern shooters, such as <em>Cuphead</em>, <em>Blazing Chrome</em>, <em>Huntdown</em> and <em>Gunvolt</em>.</p>
<p>Featuring guest contributions from Chris Scullion, Kurt Kalata, Sega Lord X and Graeme Mason, <em>Run ’n’ Gun: A History of On-Foot Shooters</em> is an action-packed celebration of the genre. Whether you’re new to shooters or loading up your Spread Gun for the first time, this is the perfect reference guide.</p>
<p><em>Run ’n’ Gun: A History of On-Foot Shooters</em> is printed lithographically to the highest standards. This ensures that the colours in the book are really vibrant and that the pages have a high-quality, luxurious feel to them. As standard, each book is offered in hardback with a spot-varnished fascia featuring artwork by artist Jorge M. Velez.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">25047</post-id>	</item>
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		<title>From Ants to Zombies (Bitmap Books)</title>
		<link>https://lookbehindyou.de/en/product/from-ants-to-zombies-bitmap-books/</link>
					<comments>https://lookbehindyou.de/en/product/from-ants-to-zombies-bitmap-books/#respond</comments>
		
		<dc:creator><![CDATA[Simon Neumann]]></dc:creator>
		<pubDate>Sun, 08 Sep 2024 16:36:36 +0000</pubDate>
				<guid isPermaLink="false">https://lookbehindyou.de/?post_type=product&#038;p=25011</guid>

					<description><![CDATA[From Ants to Zombies comes as a hardback, with a unique glow-in-the-dark logo and text. As with all our publications, we print lithographically on high-quality paper to showcase the gorgeous visuals as the games deserve. We also use thread sewn binding for extra durability and the ability to lay the book open flat. The cover]]></description>
										<content:encoded><![CDATA[<p>Scary games may have entered the mainstream with the likes of Resident Evil and Silent Hill in the PlayStation era but interactive entertainment has always been drawn to its darker side. From Ants to Zombies is a showcase for the remarkable range horror gaming has achieved, across six decades, from the 1970s to the 2020s, and over 70 hardware platforms, from the ZX Spectrum to the Xbox Series X.</p>
<p>More than 130 horror titles are analysed and contextualised across thirteen thematically-divided chapters, covering a variety of genres (from rail shooters to open-world RPGs), settings (from haunted mansions to infested space stations) and shades of fear (from creeping existential dread to stomach-churning outbursts of violence). The discussion is enlivened by exclusive commentary from pioneering horror developers such as Keiichiro Toyama (Silent Hill), Jane Jensen (Gabriel Knight), Ken Levine (System Shock 2), Sandy White (Ant Attack), David Riordan (It Came from the Desert), Paul Norman (Forbidden Forest), Graeme Devine (The 7th Guest), and many more.</p>
<p>Spanning 600+ beautifully-illustrated pages, From Ants to Zombies offers an opportunity to revisit venerated classics and discover unfairly overlooked gems, tapping into the inexhaustible riches of six decades of video game horror.</p>
<p><b>Includes contributions from:</b></p>
<p class="p1">Adam Birch, Airdorf, Anna Anne Anthropy, Ben Cocuzza, Bob Johnson, Bryan Eggers, Charlie Cleveland, Clem Chambers, Danielle Dorsey, Dave Lebling, Dave Lloyd, David Riordan, DontFightDucks, F.J. Lennon, Graeme Devine, Graham Reznick, Ivan Zanotti, Jane Jensen, Jasper Byrne, Jeff Tunnell, Julien Névo, Keiichiro Toyama, Ken Levine, Kitty Horrorshow, Larry Fessenden, Laura Hunt, Lode Coen, Lynda Cowles, László Szenttornyai, Malcolm Evans, Michael Lutz, Mike Richardson, Octavi Navarro, Paul Norman, Robb Sherwin, Sandy White, Scott Adams, Ted Hentschke, Thomas Möhring, Tim Cowles, Tim Keenan, Trevor Storey, William McDonald and Wright Bagwell.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">25011</post-id>	</item>
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