Book picks similar to
The History of Nintendo (1889-1980) - From Playing Cards to Game & Watch by Florent Gorges
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Dice Games Properly Explained
Reiner Knizia - 2000
The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.
Twisty Little Passages: An Approach to Interactive Fiction
Nick Montfort - 2003
Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.
Guinness World Records Gamer's Edition 2008
Guinness World Records - 2008
Guinness World Records Gamer's Edition features record-breaking computer- and video-game accomplishments from around the world, including high scores, biggest tournaments, largest cash prizes, and the most successful games.
Capoeira: History, Philosophy, Practice
Bira Almeida - 1986
In this book Bira Almeida--or Mestre Acordeon as he is respectfully called in capoeira circles--documents his own tradition with both the panoramic eye of the historian and the passionate heart of the capoeirista. He transports the reader from the damn of New World history in Brazil to the streets of twentieth-century Bahia (the spiritual home of capoeira) to the giant urban centers of North America (wher capoeira is now spreading in new lineages from the old masters). This book is valuable for anyone interested in ethnocultural traditions, martial arts, and music, as well as for those who want to listen to the words of an actual mestre dedicated to preserving his Afro-Brazilian legacy.
Elder Scrolls IV: Oblivion: Official Game Guide
Bethesda Softworks - 2006
* Specific chapters on how to create your character and maximize your abilities and skills. * Over 300 full-color pages packed with information on everything you need to know about the massive gameworld of Oblivion. * Walkthroughs for every quest in the game, including the main quest, all faction quests, as well as miscellaneous and freeform quests. * Sections on various gameplay systems including stealth, combat, magic, enchanting, alchemy, and more. * Detailed bestiary chapter to help you best deal with the denizens of Tamriel and Oblivion.
The Future Was Here: The Commodore Amiga
Jimmy Maher - 2012
The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world’s first true multimedia personal computer.Maher argues that the Amiga’s capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga’s technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It
David M. Ewalt - 2013
Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.
Marx at the Arcade: Consoles, Controllers, and Class Struggle
Jamie Woodcock - 2019
In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies.
Pokémon FireRed & LeafGreen (Prima Official Game Guide)
Eric Mylonas - 2004
Catch 'Em All Over Again -Extensive strategy for new and veteran Pokemaniacs -Massive walkthrough with stats on every enemy -Exclusive maps to help you navigate each area -Detailed battle tactics for dominating your "Pokemon(R) Ruby & Sapphire"--playing friends -Essential PokeDex, featuring stats and how to catch them
A Third Testament: A Modern Pilgrim Explores the Spiritual Wanderings of Augustine, Blake, Pascal, Tolstoy, Bonhoeffer, Kierkegaard, and Dostoevsky
Malcolm Muggeridge - 1976
House, 2002.
Final Fantasy XIII: Complete Official Guide - Collector's Edition
Piggyback - 2009
It is limited to just one print run and each copy will be sequentially numbered. · Exclusive additional 16-page section featuring an overview and analysis of the Final Fantasy XIII story· The 100% complete guide to FINAL FANTASY XIII· Every secret, every side-quest, every mini-game, every bonus, every Achievement and every Trophy revealed and explained in a dedicated Extras chapter · Dedicated walkthrough charts the most rewarding path through this epic adventure · Strategy & Analysis chapter exposes hidden mechanics, advanced battle tactics and techniques for obtaining optimal rewards · All-encompassing Inventory and Bestiary chapters feature exhaustive lists and tables covering all enemies, weapons and shops · Bears all the hallmarks of a Piggyback guide, including annotated maps, hi-res screenshots and a wealth of exclusive, official artwork · Carefully designed to avoid unnecessary story spoilers
Challenges for Game Designers
Brenda Brathwaite - 2008
Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.
Playing with Super Power: Nintendo Super NES Classics
Prima Games - 2017
The Console A nostalgic celebration and exploration of the Super Nintendo Entertainment System in all its 16-bit glory.The Games Discover everything you've always wanted to know about some of the most beloved SNES games, including the previously unreleased Star Fox 2!The History Learn about the SNES development and the visionaries behind this groundbreaking console.The Legacy An in-depth look at how the SNES has left its mark on the gaming industry, and how its legacy continues.The Memories Featuring a plethora of fan art, music, and more, this book is a love letter to playing with Super Power!Speedrunning Tips Some of the best speedrunners around share their tips and strategies for getting the best times in these beloved classic games.Exclusive Foreword Written by Reggie Fils-Aime, President and COO of Nintendo of America.Paperback version.
Game Project Completed: How Successful Indie Game Developers Finish Their Projects
Thomas Schwarzl - 2014
They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.
Game Mechanics: Advanced Game Design
Ernest Adams - 2012
You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment.In Game Mechanics: Advanced Game Design, you'll learn how to:* Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics--from a library in this book--to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play."I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG"Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!" -- Raph Koster, author of A Theory of Fun for Game Design.