Book picks similar to
Arcade Mania: The Turbo-Charged World of Japan's Game Centers by Brian Ashcraft
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Koji Kondo's Super Mario Bros. Soundtrack
Andrew Schartmann - 2015
(1985) score redefined video game music. With under three minutes of music, Kondo put to rest an era of bleeps and bloops-the sterile products of a lab environment-replacing it with one in which game sounds constituted a legitimate form of artistic expression. Andrew Schartmann takes us through the various external factors (e.g., the video game crash of 1983, Nintendo's marketing tactics) that coalesced into a ripe environment in which Kondo's musical experiments could thrive. He then delves into the music itself, searching for reasons why our hearts still dance to the “primitive” 8-bit tunes of a bygone era.What musical features are responsible for Kondo's distinct “Mario sound”? How do the different themes underscore the vastness of Princess Peach's Mushroom Kingdom? And in what ways do the game's sound effects resonate with our physical experience of the world? These and other questions are explored within, through the lens of Kondo's compositional philosophy-one that would influence an entire generation of video game composers. As Kondo himself stated, “we [at Nintendo] were trying to do something that had never been done before.” In this book, Schartmann shows his readers how Kondo and his team not just succeeded, but heralded in a new era of video games.
Getting Started with Dwarf Fortress: Learn to Play the Most Complex Video Game Ever Made
Peter Tyson - 2012
The trick is getting started. In this guide, Fortress geek Peter Tyson takes you through the basics of this menacing realm, and helps you overcome the formidable learning curve.The book’s focus is the game’s simulation mode, in which you’re tasked with building a dwarf city. Once you learn how to establish and maintain your very first fortress, you can consult the more advanced chapters on resource management and training a dwarf military. You’ll soon have stories to share from your interactions with the Dwarf Fortress universe.Create your own world, then locate a site for an underground fortressEquip your party of dwarves and have them build workshops and roomsProduce a healthy food supply so your dwarves won’t starve (or go insane)Retain control over a fortress and dozens of dwarves, their children, and their petsExpand your fortress with fortifications, stairs, bridges, and subterranean hallsConstruct fantastic traps, machines, and weapons of mass destruction
The Chrysanthemum and the Sword: Patterns of Japanese Culture
Ruth Benedict - 1946
A recognized classic of cultural anthropology, this book explores the political, religious, and economic life of Japan from the seventh century through the mid-twentieth, as well as personal family life.
First Person: New Media as Story, Performance, and Game
Noah Wardrip-Fruin - 2004
Yet it is widely believed that the market for electronic literature--predicted by some to be the future of the written word--languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of Riding the Bullet and The Plant.Isn't it possible, though, that many hugely successful computer games--those that depend on or at least utilize storytelling conventions of narrative, character, and theme--can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like e-books? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between story and game, as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment.This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from Cyberdrama to Ludology (the study of games), to The Pixel/The Line to Beyond Chat. The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Person web site (created in conjunction with the online journal Electronic Book Review).
The Golden Turkey Awards
Harry Medved - 1980
Here is a celebration (illustrated in glorious black and white) of the best of the worst cinematic catastrophes -- the shimmering stars, the dreadful directors, and the dubious dialogue that made these movies so abysmal.Remember John Travolta as a melting monster in The Devil's Rain? Henry Fonda as a fearless bee battler in The Swarm? Mary Tyler Moore as a heartsick nun in love with Elvis Presley in Change of Habit? How about Scuttlebutt the Talking Duck in Everything's Ducky?See if you can guess the winners in each of the 30 award categories -- from The Most Obnoxious Child Performer of All Time to the Life Achievement Awards: Worst Actor, Actress, and Director. Applaud the winner in a national poll for The (very) Worst Film of All Time and The Worst Films Compendium, an annotated index of the best of the unbelievable baddies.MC'd by the Brothers Medved--Harry, author of The Fifty Worst Films of All Time, and Michael, author of What Really Happened to the Class of '65? -- The Golden Turkey Awards is a cornucopia of cinemediocrity.WARNING: Over 425 actual films are described in this book, but one is a complete hoax. Can you find it?
Games of Empire: Global Capitalism and Video Games
Nick Dyer-Witheford - 2009
No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures
Kurt KalataKevin J. Anderson - 2011
A huge step beyond the text-oriented games that preceded it, the genre took the world by storm, and proved immensely popular with computers over the next decade. A combination of storytelling and puzzle solving, they provided the ability to explore a world and experience a narrative without the need for twitchy reflexes demanded of arcade games. This nearly comprehensive book includes reviews for over 250 games from the golden age of the graphic adventure genre, running from 1984 to roughly 2000, focusing on promiminent publishers such as: -LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready, Callahan's Crosstime Saloon) -And several other popular and not-so-popular series and games (Zork, Myst, Broken Sword, The Longest Journey, Simon the Sorcerer, The Last Express, and dozens of others) -Also includes interviews with several adventure game developers, including Al Lowe (creator of Leisure Suit Larry), Corey Cole (creator of Quest for Glory), Bob Bates (founder of Legend Entertainment) and Josh Mandel (writer and designer for Sierra).
The Dream Architects: Adventures in the Video Game Industry
David Polfeldt - 2020
He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.
Conspiracy: Peter Thiel, Hulk Hogan, Gawker, and the Anatomy of Intrigue
Ryan Holiday - 2018
Thiel's sexuality had been known to close friends and family, but he didn't consider himself a public figure, and believed the information was private. This post would be the casus belli for a meticulously plotted conspiracy that would end nearly a decade later with a $140 million dollar judgment against Gawker, its bankruptcy and with Nick Denton, Gawker's CEO and founder, out of a job. Only later would the world learn that Gawker's demise was not incidental--it had been masterminded by Thiel.For years, Thiel had searched endlessly for a solution to what he'd come to call the "Gawker Problem." When an unmarked envelope delivered an illegally recorded sex tape of Hogan with his best friend's wife, Gawker had seen the chance for millions of pageviews and to say the things that others were afraid to say. Thiel saw their publication of the tape as the opportunity he was looking for. He would come to pit Hogan against Gawker in a multi-year proxy war through the Florida legal system, while Gawker remained confidently convinced they would prevail as they had over so many other lawsuit--until it was too late. The verdict would stun the world and so would Peter's ultimate unmasking as the man who had set it all in motion. Why had he done this? How had no one discovered it? What would this mean--for the First Amendment? For privacy? For culture?In Holiday's masterful telling of this nearly unbelievable conspiracy, informed by interviews with all the key players, this case transcends the narrative of how one billionaire took down a media empire or the current state of the free press. It's a study in power, strategy, and one of the most wildly ambitious--and successful--secret plots in recent memory.Some will cheer Gawker's destruction and others will lament it, but after reading these pages--and seeing the access the author was given--no one will deny that there is something ruthless and brilliant about Peter Thiel's shocking attempt to shake up the world.
Game Programming Gems
Mark DeLoura - 2000
But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspiring programmers, there is a detailed tutorial to work through before attempting the code, and suggestions for possible modifications and optimizations are included as well.
Little Boy: The Arts of Japan's Exploding Subculture
Takashi Murakami - 2005
Focusing on the youth-driven phenomenon of otaku (roughly translated as “geek culture” or “pop cult fanaticism”), Takashi Murakami and a notable group of contributors explore the complex historical influences that shape Japanese contemporary art and its distinct graphic languages. The book’s title, Little Boy, is a reference to the atomic bomb dropped on Hiroshima in 1945, thus clearly locating the birth of these new cultural forms in the trauma and generational aftershock of the atomic bomb.This generously illustrated book showcases the work of key otaku artists and designers, many of whom are cult celebrities in Japan, and discusses their feature film and video animations, video games and internet sites, music, toys, fashion, and more. In the process, the following questions are posed: What is otaku, and what does it tell us about contemporary social, economic, and cultural life in Japan and throughout the world? How is it related to the pervasive and curious fixation on “cuteness” evident in Japanese popular culture? What impact did the atomic devastation of World War II have on the development of Japanese art and culture?This brilliantly designed, bilingual (English and Japanese) publication examines these themes to explore how contemporary Japanese art has become inseparable from the subcultural realms of manga and animé (Japanese animation)—a world where meticulous technique, apocalyptic imagery, and high and low cultures meet.Little Boy concludes Murakami’s “Superflat” trilogy, a project conceived in 2000 to introduce a new wave of Japanese artists and to place their work in the historical context of traditional styles and concepts.
Pure Invention: How Japan Made the Modern World
Matt Alt - 2020
Then a catastrophic 1990 stock-market crash ushered in what the Japanese call their "lost decades." The end of the boom times should have plunged Japan into irrelevance. But in Pure Invention, Matt Alt argues that's precisely when things got interesting--when once again, Japan got to the future a little ahead of the rest of us.Japan made itself rich after the Second World War by selling the world what it needed, in the form of better cars, appliances, and microprocessors. But it conquered hearts through wildly creative pop culture that responded to modern life in new ways. As social compacts and safety nets evaporated, in rushed a revolution of geeky gadgets, gizmos, and flights of fancy. Hello Kitty, the Nintendo Entertainment System, and illustrated entertainment empires like Pokemon and Dragon Ball Z were more than marketing hits. They transformed Japan into the world's forge of fantasies, and they transformed us as we consumed them: karaoke making everyone a star, emoji rewriting the rules of human communication, virtual game-worlds offering escapes from reality and new perspectives on it.By turns a nostalgia trip and a secret history, Pure Invention is the story of an indelible group of Japanese craftsmen, artists, businesspeople, geniuses, and oddballs. It is also an unsung chapter of globalization, in which Japanese dreams formed a new blueprint for global pop culture--and may have created the modern world as we know it.
Flickering Pixels: How Technology Shapes Your Faith
Shane Hipps - 2009
They are nearly invisible, but they change us. In this provocative book, author Shane Hipps takes readers beneath the surface of things to see how the technologies we use end up using us. Not all is dire, however, as Hipps shows us that hidden things have far less power to shape us when they aren't hidden anymore. We are only puppets of our technology if we remain asleep. Flickering Pixels will wake us up--and nothing will look the same again.
The Legend of Zelda: Breath of the Wild: The Complete Official Guide
Piggyback - 2017
100% Complete Strategy to master The Legend of Zelda: Breath of the WildAT-A-GLANCE WALKTHROUGHS: Annotated maps and screenshots show you the way through every quest and all Shrines of Trials.TOTALLY COMPREHENSIVE: All side quests, all Shrines of Trials and all information about collectable items – each mapped out and ready for you to discover and complete! Also includes optional challenges, mini-games, unlockables, Easter eggs, and more.PUZZLE MASTER: Every single puzzle and riddle unraveled with clear, visual solutions.EXPERT COMBAT STRATEGY: Practical, reproducible tactics to crush your enemies, even the toughest bosses.COMPREHENSIVE REFERENCE: Exhaustive appraisals of all items and monsters – including key parameters that are hidden in the game.FREE MAP POSTER: covering the entire game world.QUALITY CONTROL: carefully designed to avoid unnecessary story spoilers.
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.