Download or read book I Am Error written by Nathan Altice and published by MIT Press. This book was released on 2017-09-08 with total page 439 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Ancient Greece and Rome in Videogames written by Ross Clare and published by Bloomsbury Publishing. This book was released on 2021-06-03 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.
Download or read book Forgotten Realms Campaign Guide written by Bruce R. Cordell and published by . This book was released on 2008 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: 288 page hardcover by Bruce R. Cordell
Download or read book The Legend of Dragon Quest written by Daniel Andreyev and published by Third Editions. This book was released on 2019-05-21 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover all the secrets and mechanics of the famous Japanese video game Dragon Quest ! This book looks back at the entire Dragon Quest saga, tells the story of the series' birth, retraces its history and deciphers its mechanics. In this book, the author shares us all his expertise and his passion in Japanese gaming to decipher the creation and the story of this saga and his creator, Yuji Horii. EXTRAIT Even with only limited knowledge of Japanese and somewhat difficult technical conditions, the story was very well told. This was perhaps what surprised players most. Dragon Quest V is a large family cycle of emotions, as transparent as an epic tale by Alexandre Dumas, the author of famous works such as The Three Musketeers. In the end, I was lucky that my first taste of the series was this excellent episode, since VI was far more extravagant, with its tales of parallel universes and heroes traveling on flying beds. A slightly puzzling game, but not without levity nor offbeat humor. One of the most emotional moments of Dragon Quest V is when we end up going back in time to change the past, thus saving the future. The time travel theme has been so often used in science fiction, particularly during the 1980s, that it should have left me impassive. It was not even the first time I had experienced it in a video game. But this adventure, with its simple graphics and persistent melodies, glanced lightly upon feelings that leave no one unmoved. “What would I have done differently if I could have changed things” is a very common concept used in fiction, from A Distant Neighborhood by Jirô Taniguchi to the Quantum Leap series. Well-told, it is so simple and so effective that it affects each and every one of us. CE QU'EN PENSE LA CRITIQUE Un libre passionnant que j'ai dévoré au point de rogner sur mes heures de sommeil. Ici, l'auteur ne nous bassine pas avec des tartines de textes pour nous conter avec détails l'histoire de chaque épisode, les ventes incommensurables de la série ou encore un almanach des jeux estampillés DraQue. - Kaisermeister, Sens Critique Un livre plein d’anecdotes qui feront vibrer votre corde nostalgique et qui donne envie, une fois terminé, de replonger dans l'aventure. - neotsubasa, Sens Critique C'est une biographie très détaillée, riche en anecdotes et bien romancée, Yuji Horii est un personnage fascinant au CV bien rempli et la genèse de la saga est tout aussi passionnante à tel point que j'ai parfois eu du mal à décrocher. - Nixotane, Sens Critique À PROPOS DE L'AUTEUR Daniel Andreyev is an author and journalist of Russian origin. His career in video game journalism began twenty years ago, during the golden years of video gaming, with Player One, Consoles + and Animeland, with a particular interest in Japan. Having spent some time on translation, he is now part of the New Games Journalism movement, which places the player at the heart of the video game experience. He produces the After Hate and Super Ciné Battle podcasts. He also trades memories with his friends in Gaijin Dash, the Gamekult show on Japanese video games. He is a fan of far too many things to list them all here. But when he is not writing, not watching a movie, not reading comics and graphic novels, not climbing mountains or exploring ruined buildings, he might be cooking, exercising or dreaming of one day owning a dog.
Download or read book Homeland written by Cory Doctorow and published by Tor Teen. This book was released on 2013-02-05 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Cory Doctorow's wildly successful Little Brother, young Marcus Yallow was arbitrarily detained and brutalized by the government in the wake of a terrorist attack on San Francisco—an experience that led him to become a leader of the whole movement of technologically clued-in teenagers, fighting back against the tyrannical security state. A few years later, California's economy collapses, but Marcus's hacktivist past lands him a job as webmaster for a crusading politician who promises reform. Soon his former nemesis Masha emerges from the political underground to gift him with a thumbdrive containing a Wikileaks-style cable-dump of hard evidence of corporate and governmental perfidy. It's incendiary stuff—and if Masha goes missing, Marcus is supposed to release it to the world. Then Marcus sees Masha being kidnapped by the same government agents who detained and tortured Marcus years earlier. Marcus can leak the archive Masha gave him—but he can't admit to being the leaker, because that will cost his employer the election. He's surrounded by friends who remember what he did a few years ago and regard him as a hacker hero. He can't even attend a demonstration without being dragged onstage and handed a mike. He's not at all sure that just dumping the archive onto the Internet, before he's gone through its millions of words, is the right thing to do. Meanwhile, people are beginning to shadow him, people who look like they're used to inflicting pain until they get the answers they want. Fast-moving, passionate, and as current as next week, Homeland is every bit the equal of Little Brother—a paean to activism, to courage, to the drive to make the world a better place. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Download or read book My First Recession written by Geert Lovink and published by V2_ publishing. This book was released on 2003 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: My First Recession starts when the party is over. This study maps the transition of critical Internet culture from the mid-to-late 1990s Internet craze to the dotcom crash, the subsequent meltdown of global financial markets, and 9/11. In his discussion of the dotcom boom-and-bust cycle, Geert Lovink lays out the challenges faced by critical Internet culture today. In a series of case studies, Lovink meticulously describes the ambivalent attitude that artists and activists take as they veer back and forth between euphoria and skepticism. As a part of this process, Lovink examines the internal dynamics of virtual communities through an analysis of the use of moderation and "collaborative filtering" on mailing lists and weblogs. He also confronts the practical and theoretical problems that appear as artists join the growing number of new-media education programs. Delving into the unexplored gold mines of list archives and weblogs, Lovink reveals a world that is largely unknown to both the general public and the Internet visionaries.
Download or read book Playing the Past written by Zach Whalen and published by . This book was released on 2008 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: Playing the Past brings together a group of interdisciplinary scholars to examine the complementary notions of history and nostalgia as they are expressed through video games and in gaming culture. The scope of these related concepts moves from the personal to the cultural, and essays in this collection address video game nostalgia as both an individual and societal phenomenon, connecting the fond memories many of us have of classic gaming to contemporary representations of historical periods and events in video games. From Ms. Pac-Man and Space Invaders to Call of Duty and JFK: Reloaded, the games many of us have played since childhood inform how we see the world today, and the games we make and play today help us communicate ideas about real world history. By focusing on specific games, historical periods and media ecologies, these essays collectively take an in depth look at the related topics of nostalgia for classic gaming, gaming and histories of other media, and representations of real history in video games.
Download or read book The Essential Cult TV Reader written by David Lavery and published by University Press of Kentucky. This book was released on 2021-09-15 with total page 507 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Essential Cult TV Reader is a collection of insightful essays that examine television shows that amass engaged, active fan bases by employing an imaginative approach to programming. Once defined by limited viewership, cult TV has developed its own identity, with some shows gaining large, mainstream audiences. By exploring the defining characteristics of cult TV, The Essential Cult TV Reader traces the development of this once obscure form and explains how cult TV achieved its current status as legitimate television. The essays explore a wide range of cult programs, from early shows such as Star Trek, The Avengers, Dark Shadows, and The Twilight Zone to popular contemporary shows such as Lost, Dexter, and 24, addressing the cultural context that allowed the development of the phenomenon. The contributors investigate the obligations of cult series to their fans, the relationship of camp and cult, the effects of DVD releases and the Internet, and the globalization of cult TV. The Essential Cult TV Reader answers many of the questions surrounding the form while revealing emerging debates on its future.
Download or read book Dragon Quest V written by Michael Lummis and published by BradyGames. This book was released on 2009 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can One Family Change the Fate of the World? A storm threatens the earthly realm. Deep in the heart of Nadiria, a demon is building an empire. The Zenith Dragon is tasked to protect the realm, but it is nowhere to be found. Who remains to defend the good people of this world? A boy and his father are prepared to fight for their people and their safety. Every Side Quest Covered!: Get all the details on the Casino, Bruise the Ooze, T 'n' T Boards, mini medals, and other side quests! Comprehensive Bestiary: Learn about each monster's statistical makeup, item drops, and where to find them. Walkthrough & Area Maps: Game-tested strategies and tips to guide the player through every area in the game. Area maps pinpoint item locations with ease. Plus, defeat every boss with proven tactics. Bonus Dungeon Coverage!: Plunder Estark's Labyrinth of all its impressive treasure! Characters: Discover each character's abilities, stats, and usable equipment. Recruitable Monsters: Learn the ins-and-outs of what it takes to recruit specific monsters into your caravan. Complete each individual ability lists, this section has it all! Platform: Nintendo DSGenre: Role-Playing Game
Download or read book Dragon Magazine No 187 November 1992 written by Roger E. Moore and published by TSR. This book was released on 1992-10-01 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Dynamics of Critical Internet Culture 1994 2001 written by Geert Lovink and published by instituteofnetworkcultures. This book was released on 2009 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: This study examines the dynamics of critical Internet culture after the medium opened to a broader audience in the mid 1990s. It is Geert Lovink's PhD thesis, submitted late 2002, written in between his two books on the same topic: Dark Fiber (2002) and My First Recession (2003). The core of the research consists of four case studies of non-profit networks: the Amsterdam community provider, The Digital City (DDS); the early years of the nettime mailinglist community; a history of the European new media arts network Syndicate; and an analysis of the streaming media network Xchange. The research describes the search for sustainable community network models in a climate of hyper growth and increased tensions and conflict concerning moderation and ownership of online communities.
Download or read book Role Playing Game Studies written by Sebastian Deterding and published by Routledge. This book was released on 2018-04-17 with total page 905 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Download or read book The Archaeology of Caves in Ireland written by Marion Dowd and published by Oxbow Books. This book was released on 2015-01-31 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Archaeology of Caves in Ireland is a ground-breaking and unique study of the enigmatic, unseen and dark silent world of caves. People have engaged with caves for the duration of human occupation of the island, spanning 10,000 years. In prehistory, subterranean landscapes were associated with the dead and the spirit world, with evidence for burials, funerary rituals and votive deposition. The advent of Christianity saw the adaptation of caves as homes and places of storage, yet they also continued to feature in religious practice. Medieval mythology and modern folklore indicate that caves were considered places of the supernatural, being particularly associated with otherworldly women. Through a combination of archaeology, mythology and popular religion, this book takes the reader on a fascinating journey that sheds new light on a hitherto neglected area of research. It encourages us to consider what underground activities might reveal about the lives lived aboveground, and leaves us in no doubt as to the cultural significance of caves in the past.
Download or read book Kingdom Hearts HD 1 5 Remix written by Michael Searle and published by Prima Games. This book was released on 2013 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ribbon Bookmark - keep your place in over 400 pages of strategy content in this hardcover guide that is printed on high quality paper FREE eGuide access Every print guide comes with a code giving access to the eGuide Find Everything - Fully labeled maps show the locations for all items, collectibles and points of interest Know Your Enemy - Complete breakdowns for every enemy type that shows their weakness, statistics and item drops All Secrets Revealed - Locations for all hidden enemies, Dalmatian puppies and secret bosses are shown"
Download or read book Video Game Spaces written by Michael Nitsche and published by MIT Press. This book was released on 2008-12-05 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Download or read book How to Play Video Games written by Matthew Thomas Payne and published by NYU Press. This book was released on 2019-03-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Download or read book Night Horrors written by Joseph Carriker and published by White Wolf Publishing. This book was released on 2008-12-03 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A sourcebook for Vampire, the requiem"--Cover.