Author: David Knight
Publisher: Prima Games
ISBN: 9780761539742
Category : Games & Activities
Languages : en
Pages : 252
Book Description
Get Ready for the Ride of Your Life! - Strategies for beating every scenario in the game - Tactics for maximizing your theme park's efficiency - Comprehensive statistics on every coaster to help you pick the right ride every time - Detailed information on the new scenario editor and its functions - Theme-based design suggestions, tips, and tricks
Sabotage!
Author: Shane Breaux
Publisher: Grosset & Dunlap
ISBN: 9780448428642
Category : Juvenile Nonfiction
Languages : en
Pages : 132
Book Description
The reader's choices will help friends Jason and Max find out why so many rides at the local theme park are malfunctioning, in a story with fourteen possible endings.
Publisher: Grosset & Dunlap
ISBN: 9780448428642
Category : Juvenile Nonfiction
Languages : en
Pages : 132
Book Description
The reader's choices will help friends Jason and Max find out why so many rides at the local theme park are malfunctioning, in a story with fourteen possible endings.
RollerCoaster Tycoon 2
Author: David Knight
Publisher: Prima Games
ISBN: 9780761539742
Category : Games & Activities
Languages : en
Pages : 252
Book Description
Get Ready for the Ride of Your Life! - Strategies for beating every scenario in the game - Tactics for maximizing your theme park's efficiency - Comprehensive statistics on every coaster to help you pick the right ride every time - Detailed information on the new scenario editor and its functions - Theme-based design suggestions, tips, and tricks
Publisher: Prima Games
ISBN: 9780761539742
Category : Games & Activities
Languages : en
Pages : 252
Book Description
Get Ready for the Ride of Your Life! - Strategies for beating every scenario in the game - Tactics for maximizing your theme park's efficiency - Comprehensive statistics on every coaster to help you pick the right ride every time - Detailed information on the new scenario editor and its functions - Theme-based design suggestions, tips, and tricks
Rollercoaster Tycoon 3
Author: Ken Allen
Publisher:
ISBN: 9780761545835
Category : Amusement parks
Languages : en
Pages : 0
Book Description
Ready to Lose Your Lunch? - Essential hints for creating awesome amusement parks - Tricks to keep your guests happy and spending money - Strategies for beating every scenario in the game - Details on every available coaster, ride, shop, character, and more - Insights into peep psychology - Resource management essentials - The inside scoop on the making of RCT3 from the developers - Tips for creating custom pyrotechnic shows with the Fireworks MixMasterTM - Pointers for using sandbox mode and creating your own huge parks
Publisher:
ISBN: 9780761545835
Category : Amusement parks
Languages : en
Pages : 0
Book Description
Ready to Lose Your Lunch? - Essential hints for creating awesome amusement parks - Tricks to keep your guests happy and spending money - Strategies for beating every scenario in the game - Details on every available coaster, ride, shop, character, and more - Insights into peep psychology - Resource management essentials - The inside scoop on the making of RCT3 from the developers - Tips for creating custom pyrotechnic shows with the Fireworks MixMasterTM - Pointers for using sandbox mode and creating your own huge parks
Spaced Out!
Author: Bobbi J. G. Weiss
Publisher:
ISBN: 9780448431949
Category : Juvenile Fiction
Languages : en
Pages : 132
Book Description
Kosmos Space Park has an incredible out-of-this-world theme, and four friends are about to find out if those alien costumes are a little too real.
Publisher:
ISBN: 9780448431949
Category : Juvenile Fiction
Languages : en
Pages : 132
Book Description
Kosmos Space Park has an incredible out-of-this-world theme, and four friends are about to find out if those alien costumes are a little too real.
Coasters 101
Author: Nick Weisenberger
Publisher: Nick Weisenberger
ISBN: 1468013556
Category : Travel
Languages : en
Pages : 134
Book Description
Have you always wanted to learn more about how roller coasters work? I’m not talking about the basic “roller coasters use gravity!” descriptions you’re used to. I’m talking about learning in-depth about the nitty gritty engineering details, like: How do roller coaster engineers know what size motor is needed to pull the train to the top of the lift hill and how much will it cost to operate it? What material are the wheels made out of and how does it affect the performance of the ride? What is the difference between LIM and LSM propulsion? How does the control system on a racing or dueling coaster time up the near collision moments perfectly every single time? All of these questions and more are answered in the latest edition of Coasters 101: An Engineer’s Guide to Roller Coaster Design. “I thought it was great. It was a good first look at roller coaster design. It also gave great information and details about roller coasters in general.” - Adrina from Goodreads “Thanks for writing a very good book. I could not put it down. Lot's of great information. I am a technology and engineering teacher and the information I found here is very helpful in trying to get students more excited about engineering.” -Amazon reviewer
Publisher: Nick Weisenberger
ISBN: 1468013556
Category : Travel
Languages : en
Pages : 134
Book Description
Have you always wanted to learn more about how roller coasters work? I’m not talking about the basic “roller coasters use gravity!” descriptions you’re used to. I’m talking about learning in-depth about the nitty gritty engineering details, like: How do roller coaster engineers know what size motor is needed to pull the train to the top of the lift hill and how much will it cost to operate it? What material are the wheels made out of and how does it affect the performance of the ride? What is the difference between LIM and LSM propulsion? How does the control system on a racing or dueling coaster time up the near collision moments perfectly every single time? All of these questions and more are answered in the latest edition of Coasters 101: An Engineer’s Guide to Roller Coaster Design. “I thought it was great. It was a good first look at roller coaster design. It also gave great information and details about roller coasters in general.” - Adrina from Goodreads “Thanks for writing a very good book. I could not put it down. Lot's of great information. I am a technology and engineering teacher and the information I found here is very helpful in trying to get students more excited about engineering.” -Amazon reviewer
Revolutionaries at Sony
Author: Reiji Asakura
Publisher: McGraw-Hill Companies
ISBN:
Category : Business & Economics
Languages : en
Pages : 264
Book Description
This is the story of Ken Kutaragi and how he gathered a team of colleagues and used corporate resources to bring his dream to fruition. It examines his passion for a change in technology, his work to sell the concept and how he kept the project alive.
Publisher: McGraw-Hill Companies
ISBN:
Category : Business & Economics
Languages : en
Pages : 264
Book Description
This is the story of Ken Kutaragi and how he gathered a team of colleagues and used corporate resources to bring his dream to fruition. It examines his passion for a change in technology, his work to sell the concept and how he kept the project alive.
Learning to Play
Author: Myint Swe Khine
Publisher: Peter Lang
ISBN: 9781433112355
Category : Computers
Languages : en
Pages : 234
Book Description
Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education.
Publisher: Peter Lang
ISBN: 9781433112355
Category : Computers
Languages : en
Pages : 234
Book Description
Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education.
The Video Games Guide
Author: Matt Fox
Publisher: McFarland
ISBN: 078647257X
Category : Games & Activities
Languages : en
Pages : 385
Book Description
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
Publisher: McFarland
ISBN: 078647257X
Category : Games & Activities
Languages : en
Pages : 385
Book Description
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
Fundamentals of Game Design
Author: Ernest Adams
Publisher: Pearson Education
ISBN: 0321929675
Category : Computers
Languages : en
Pages : 577
Book Description
Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.
Publisher: Pearson Education
ISBN: 0321929675
Category : Computers
Languages : en
Pages : 577
Book Description
Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.
Simulations and the Future of Learning
Author: Clark Aldrich
Publisher: John Wiley & Sons
ISBN: 0787971774
Category : Business & Economics
Languages : en
Pages : 301
Book Description
Simulations and the Future of Learning offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, has created an intriguing roadmap for the future of learning while taking us along on an entertaining rollercoaster ride of trial and error, success and failure. Simulations and the Future of Learning outlines the design principles and critical decisions around any simulation's components— the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability.
Publisher: John Wiley & Sons
ISBN: 0787971774
Category : Business & Economics
Languages : en
Pages : 301
Book Description
Simulations and the Future of Learning offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, has created an intriguing roadmap for the future of learning while taking us along on an entertaining rollercoaster ride of trial and error, success and failure. Simulations and the Future of Learning outlines the design principles and critical decisions around any simulation's components— the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability.