Author: Ken Horowitz
Publisher: McFarland
ISBN: 1476684200
Category : Games & Activities
Languages : en
Pages : 274
Book Description
Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades.
Beyond Donkey Kong
Author: Ken Horowitz
Publisher: McFarland
ISBN: 1476684200
Category : Games & Activities
Languages : en
Pages : 274
Book Description
Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades.
Publisher: McFarland
ISBN: 1476684200
Category : Games & Activities
Languages : en
Pages : 274
Book Description
Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades.
Donkey Kong Country Returns
Author: Michael Knight
Publisher:
ISBN: 9780307471024
Category : Computer adventure games
Languages : en
Pages : 0
Book Description
A player's guide to "Donkey Kong Country Returns" for the Nintendo Wii, featuring a detailed walkthrough with maps, hints, and tips to unlock and complete all eight worlds within the game, and covering basic and advanced moves, collectibles, enemies, and more.
Publisher:
ISBN: 9780307471024
Category : Computer adventure games
Languages : en
Pages : 0
Book Description
A player's guide to "Donkey Kong Country Returns" for the Nintendo Wii, featuring a detailed walkthrough with maps, hints, and tips to unlock and complete all eight worlds within the game, and covering basic and advanced moves, collectibles, enemies, and more.
I Am Error
Author: Nathan Altice
Publisher: MIT Press
ISBN: 0262534541
Category : Computers
Languages : en
Pages : 439
Book Description
The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
Publisher: MIT Press
ISBN: 0262534541
Category : Computers
Languages : en
Pages : 439
Book Description
The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
The Sega Arcade Revolution
Author: Ken Horowitz
Publisher: McFarland
ISBN: 1476672253
Category : Games & Activities
Languages : en
Pages : 311
Book Description
Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega's most popular and groundbreaking games are explored.
Publisher: McFarland
ISBN: 1476672253
Category : Games & Activities
Languages : en
Pages : 311
Book Description
Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega's most popular and groundbreaking games are explored.
Far Beyond Video Games
Author: Luiz Miguel Gianeli
Publisher: Luiz Miguel Gianeli (Muito Além dos Videogames)
ISBN:
Category : Art
Languages : en
Pages : 140
Book Description
Take a trip back in time in 30 nostalgic chronicles that involve video games, video stores, friends, family, messes, confusions, discoveries, adventures, challenges, learning and all the nostalgia that surround the lives of those who grew in the 80s, 90s and 2000s, added to a personal message of life, courage and hope for video game players, as well as an article in which the — often delicate — relationship between games, art and the Christian faith is analyzed . Smile, have fun, identify yourself, go back to your own childhood and adolescence!
Publisher: Luiz Miguel Gianeli (Muito Além dos Videogames)
ISBN:
Category : Art
Languages : en
Pages : 140
Book Description
Take a trip back in time in 30 nostalgic chronicles that involve video games, video stores, friends, family, messes, confusions, discoveries, adventures, challenges, learning and all the nostalgia that surround the lives of those who grew in the 80s, 90s and 2000s, added to a personal message of life, courage and hope for video game players, as well as an article in which the — often delicate — relationship between games, art and the Christian faith is analyzed . Smile, have fun, identify yourself, go back to your own childhood and adolescence!
Fifty Key Video Games
Author: Bernard Perron
Publisher: Taylor & Francis
ISBN: 1000596168
Category : Games & Activities
Languages : en
Pages : 351
Book Description
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Publisher: Taylor & Francis
ISBN: 1000596168
Category : Games & Activities
Languages : en
Pages : 351
Book Description
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Beyond the Red Carpet
Author: Francine Brokaw
Publisher: Gibbs Smith
ISBN: 1937458512
Category : Biography & Autobiography
Languages : en
Pages : 192
Book Description
Ever wonder what really goes on behind the scenes of the Oscars? Want to know which actors are funny and which ones are just plain boring? What is it like to interview Madonna, Robin Williams, and Pierce Brosnan? All of these questions (and many more) are answered by veteran entertainment journalist Francine Brokaw. With a delightful mixture of wit and honesty, Francine gives readers an uncensored view of life as an entertainment journalist. In addition to her own perspective, Francine’s colleagues across the country weigh in on questions like . . . • What is the best swag you’ve ever received? • What is the most memorable interview you’ve ever conducted? • Have you ever had to interview someone rude? Perfect for a weekend read or as a companion text to an introductory course in mass media, Beyond the Red Carpet is an informative and entertaining book that covers every aspect of the business of entertainment journalism. Francine Brokaw has been a professional writer for over twenty years, focusing on entertainment and political journalism. Her work has appeared in numerous national and international magazines. She frequently interviews A-list celebrities such as Tom Hanks, Blake Lively, Julie Andrews, and Johnny Depp, but her favorite time period to write about is the studio days of Old Hollywood.
Publisher: Gibbs Smith
ISBN: 1937458512
Category : Biography & Autobiography
Languages : en
Pages : 192
Book Description
Ever wonder what really goes on behind the scenes of the Oscars? Want to know which actors are funny and which ones are just plain boring? What is it like to interview Madonna, Robin Williams, and Pierce Brosnan? All of these questions (and many more) are answered by veteran entertainment journalist Francine Brokaw. With a delightful mixture of wit and honesty, Francine gives readers an uncensored view of life as an entertainment journalist. In addition to her own perspective, Francine’s colleagues across the country weigh in on questions like . . . • What is the best swag you’ve ever received? • What is the most memorable interview you’ve ever conducted? • Have you ever had to interview someone rude? Perfect for a weekend read or as a companion text to an introductory course in mass media, Beyond the Red Carpet is an informative and entertaining book that covers every aspect of the business of entertainment journalism. Francine Brokaw has been a professional writer for over twenty years, focusing on entertainment and political journalism. Her work has appeared in numerous national and international magazines. She frequently interviews A-list celebrities such as Tom Hanks, Blake Lively, Julie Andrews, and Johnny Depp, but her favorite time period to write about is the studio days of Old Hollywood.
Impact
Author: Greg Brennecka
Publisher: HarperCollins
ISBN: 0063078945
Category : Science
Languages : en
Pages : 304
Book Description
A Short History of Nearly Everything meets Astrophysics for People in a Hurry in this humorous, accessible exploration of how meteorites have helped not only build our planet but steered the evolution of life and human culture. The Solar System. Dinosaurs. Donkey Kong. What is the missing link? Surprisingly enough, it's meteorites. They explain our past, constructed our present, and could define our future. Impact argues that Earth would be a lifeless, inhospitable piece of rock without being fortuitously assaulted with meteorites throughout the history of the planet. These bombardments transformed Earth’s early atmosphere and delivered the complex organic molecules that allowed life to develop on our planet. While meteorites have provided the raw materials for life to thrive, they have radically devastated life as well, most famously killing off the dinosaurs and paving the way for humans to evolve to where we are today. As noted meteoriticist Greg Brennecka explains, meteorites did not just set us on the path to becoming human, they helped direct the development of human culture. Meteorites have influenced humanity since the start of civilization. Over the centuries, meteorite falls and other cosmic cinema have started (and stopped) wars, terrified millions, and inspired religions throughout the world. With humor and an infectious enthusiasm, Brennecka reveals previously untold but important stories sure to delight and inform readers about the most important rocks on Earth.
Publisher: HarperCollins
ISBN: 0063078945
Category : Science
Languages : en
Pages : 304
Book Description
A Short History of Nearly Everything meets Astrophysics for People in a Hurry in this humorous, accessible exploration of how meteorites have helped not only build our planet but steered the evolution of life and human culture. The Solar System. Dinosaurs. Donkey Kong. What is the missing link? Surprisingly enough, it's meteorites. They explain our past, constructed our present, and could define our future. Impact argues that Earth would be a lifeless, inhospitable piece of rock without being fortuitously assaulted with meteorites throughout the history of the planet. These bombardments transformed Earth’s early atmosphere and delivered the complex organic molecules that allowed life to develop on our planet. While meteorites have provided the raw materials for life to thrive, they have radically devastated life as well, most famously killing off the dinosaurs and paving the way for humans to evolve to where we are today. As noted meteoriticist Greg Brennecka explains, meteorites did not just set us on the path to becoming human, they helped direct the development of human culture. Meteorites have influenced humanity since the start of civilization. Over the centuries, meteorite falls and other cosmic cinema have started (and stopped) wars, terrified millions, and inspired religions throughout the world. With humor and an infectious enthusiasm, Brennecka reveals previously untold but important stories sure to delight and inform readers about the most important rocks on Earth.
Beyond Barbie and Mortal Kombat
Author: Yasmin B. Kafai
Publisher: MIT Press
ISBN: 0262516063
Category : Computers
Languages : en
Pages : 398
Book Description
Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, “second lives,” “modding,” serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad “booth babes” whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow “modding” (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine
Publisher: MIT Press
ISBN: 0262516063
Category : Computers
Languages : en
Pages : 398
Book Description
Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, “second lives,” “modding,” serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad “booth babes” whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow “modding” (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine
The Ultimate History of Video Games
Author: Steven L. Kent
Publisher: Turtleback Books
ISBN: 9780613918848
Category :
Languages : en
Pages : 0
Book Description
Publisher: Turtleback Books
ISBN: 9780613918848
Category :
Languages : en
Pages : 0
Book Description