Book picks similar to
EarthBound (Legends of Localization #2) by Clyde Mandelin
non-fiction
nonfiction
video-games
japanese
Gridlock: Crossword Puzzles and the Mad Geniuses Who Create Them
Matt Gaffney - 2006
Tens of millions of Americans solve crossword puzzles regularly, but few know a thing about their genesis. Who writes crosswords, how--and for God's sake, why? Matt Gaffney is one of two dozen people who earns a living as a cruciverbalist. In Gridlock he provides an insider's look at the people who put that puzzle in your paper every day. With verve and gusto, Gaffney traces his own starving-artist struggle to find paying puzzle gigs, including marketing hip crosswords to the Gen-X market. He then moves on to topics like the effect of computers on crossword writing, including a man versus machine battle he stages to see who writes better crosswords; the ever-evolving crossword puzzle book market, where a top-selling series now has books shaped like a toilet seat; and a trip to the American Crossword Puzzle Tournament, where the "Cru" (collective slang noun meaning "the crossword puzzle writing community") hangs out in person once a year. Gridlock also features an interview with crossword rock star Will Shortz.
Playing With Power: Nintendo NES Classics
Garitt Rocha - 2016
3, Donkey Kong, and The Legend of Zelda!Interviews and commentary from Nintendo visionaries who pioneered this era of gaming.A showcase of vintage advertising and priceless excerpts from Nintendo Power magazine back issues!Plus hand-drawn maps, character and game environment art, and much more!
Ask Iwata: Words of Wisdom from Satoru Iwata, Nintendo's Legendary CEO
Satoru Iwata - 2021
In my mind, I am a game developer. But in my heart, I am a gamer." —Satoru IwataSatoru Iwata was the former Global President and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world’s best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the "Iwata Asks" series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development and design philosophies of one of the most beloved figures in gaming history.
The Only Academic Phrasebook You'll Ever Need: 600 Examples of Academic Language
Luiz Otávio Barros - 2016
It was written for both graduate and undergraduate students who already know the basics of academic writing but may still struggle to express their ideas using the right words. The Only Academic Phrasebook You’ll Ever Need contains 600 sentence templates organized around the typical sections of an academic paper. Here are some examples: 1. Establishing a research territory: The last few years have seen an increased interest in ____. 2. Describing research gaps: To date, no study has looked specifically at ____. 3. Stating your aims: The aim of this study is to discuss the extent to which ____. 4. Describing the scope and organization of your paper: In chapter ____ , the concept of ____ is further explored. 5. General literature review: A number of scholars have attempted to identify ____. 6. Referencing: In his 1799 study, Smith argued that ____. 7. Sampling and data collection: Participants were randomly selected based on ____. 8. Data analysis and discussion: The data provide preliminary evidence that ____. The Only Academic Phrasebook You’ll Ever Need also contains 80 grammar and vocabulary tips for both native and non-native speakers. For example: 1. What's the difference between "effect" and "affect"? “Imply” and “infer”? "They're", "their" and "there"? 2. Is "irregardless" correct? 3. Do you say "the criteria was" or "the criteria were"? The Only Academic Phrasebook You’ll Ever Need is NOT a comprehensive academic writing textbook. It will NOT teach you key academic skills such as choosing the right research question, writing clear paragraphs, dealing with counter arguments and so on. But it will help you find the best way to say what you want to say so you can ace that paper!
Our Marvelous Native Tongue
Robert Claiborne - 1983
Robert Claiborne then continues with the Anglo-Saxon invaders of England whose language developed into Old English, which in turn slowly developed into Middle English after the Norman Invasion. He also gives an overview of the various dialects of English and slang.
The Written World: The Power of Stories to Shape People, History, Civilization
Martin Puchner - 2014
Puchner introduces us to numerous visionaries as he explores sixteen foundational texts selected from more than four thousand years of world literature and reveals how writing has inspired the rise and fall of empires and nations, the spark of philosophical and political ideas, and the birth of religious beliefs. Indeed, literature has touched the lives of generations and changed the course of history.At the heart of this book are works, some long-lost and rediscovered, that have shaped civilization: the first written masterpiece, the Epic of Gilgamesh; Ezra’s Hebrew Bible, created as scripture; the teachings of Buddha, Confucius, Socrates, and Jesus; and the first great novel in world literature, The Tale of Genji, written by a Japanese woman known as Murasaki. Visiting Baghdad, Puchner tells of Scheherazade and the stories of One Thousand and One Nights, and in the Americas we watch the astonishing survival of the Maya epic Popol Vuh. Cervantes, who invented the modern novel, battles pirates both real (when he is taken prisoner) and literary (when a fake sequel to Don Quixote is published). We learn of Benjamin Franklin’s pioneering work as a media entrepreneur, watch Goethe discover world literature in Sicily, and follow the rise in influence of The Communist Manifesto. We visit Troy, Pergamum, and China, and we speak with Nobel laureates Derek Walcott in the Caribbean and Orhan Pamuk in Istanbul, as well as the wordsmiths of the oral epic Sunjata in West Africa.Throughout The Written World, Puchner’s delightful narrative also chronicles the inventions—writing technologies, the printing press, the book itself—that have shaped religion, politics, commerce, people, and history. In a book that Elaine Scarry has praised as “unique and spellbinding,” Puchner shows how literature turned our planet into a written world.
How to Do Things with Videogames
Ian Bogost - 2011
Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
An Incomplete Education: 3,684 Things You Should Have Learned But Probably Didn't
Judy Jones - 1987
Now this instant classic has been completely updated, outfitted with a whole new arsenal of indispensable knowledge on global affairs, popular culture, economic trends, scientific principles, and modern arts. Here's your chance to brush up on all those subjects you slept through in school, reacquaint yourself with all the facts you once knew (then promptly forgot), catch up on major developments in the world today, and become the Renaissance man or woman you always knew you could be! How do you tell the Balkans from the Caucasus? What's the difference between fission and fusion? Whigs and Tories? Shiites and Sunnis? Deduction and induction? Why aren't all Shakespearean comedies necessarily thigh-slappers? What are transcendental numbers and what are they good for? What really happened in Plato's cave? Is postmodernism dead or just having a bad hair day? And for extra credit, when should you use the adjective continual and when should you use continuous? An Incomplete Education answers these and thousands of other questions with incomparable wit, style, and clarity. American Studies, Art History, Economics, Film, Literature, Music, Philosophy, Political Science, Psychology, Religion, Science, and World History: Here's the bottom line on each of these major disciplines, distilled to its essence and served up with consummate flair.
Extra Lives: Why Video Games Matter
Tom Bissell - 2010
He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.
The Interpretation of Dreams
Sigmund Freud - 1899
Dreams, according to his theory, represent the hidden fulfillment of our unconscious wishes.
The Lion in the Living Room: How House Cats Tamed Us and Took Over the World
Abigail Tucker - 2016
And unlike dogs, cats offer humans no practical benefit. The truth is they are sadly incompetent mouse-catchers and now pose a threat to many ecosystems. Yet, we love them still.Content:Catacombs Cat's cradle What's the catch? The cats that ate the canaries The cat lobby CAT scan Pandora's litter box Lions and toygers and lykoi Nine likes.
Kaiser: The Greatest Footballer Never To Play Football
Rob Smyth - 2018
He’s the most loveable of rogues with the most common of dreams: to become a professional footballer. And he isn’t about to let trivial details like talent and achievement stand in his way. . . not when he has so many other ways to get what he wants.In one of the most remarkable football stories ever told, Kaiser graduates from abandoned slumdog to star striker, dressing-room fixer, superstar party host and inexhaustible lover. And all without kicking a ball. He’s not just the king… he’s the Kaiser.
The Language Instinct: How the Mind Creates Language
Steven Pinker - 1994
With deft use of examples of humor and wordplay, Steven Pinker weaves our vast knowledge of language into a compelling story: language is a human instinct, wired into our brains by evolution. The Language Instinct received the William James Book Prize from the American Psychological Association and the Public Interest Award from the Linguistics Society of America. This edition includes an update on advances in the science of language since The Language Instinct was first published.
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.
Level Up!: The Guide to Great Video Game Design
Scott Rogers - 2010
Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!