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Book Retro Game Super Translation Selection

    Book Details:
  • Author : Hanenashi Error
  • Publisher : Createspace Independent Publishing Platform
  • Release : 2017-06-03
  • ISBN : 9781544202815
  • Pages : 114 pages

Download or read book Retro Game Super Translation Selection written by Hanenashi Error and published by Createspace Independent Publishing Platform. This book was released on 2017-06-03 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presented by retro video game website Hardcore Gaming 101. Localization is a tricky business, especially due to the myriad of differences between both the English and Japanese languages and cultures. Retro Game Super Translation Selection examines 101 lines of dialogue from classic video games, compares how they were localized, and includes some explanation for the business or cultural reasons surrounding such changes. Originally authored by a professional video game translator, this is a localized version of a doujinshi released at the Game Legend retro game event in late 2016, and features a unique perspective rarely seen in the English speaking world! Also includes four columns by guest writers that compare English and Japanese onomatopoeia, examines different game titles between territories, explains the math behind retro games, and illustrates the many changes made to the Pok�mon Game Boy titles.Covered games include: Final Fantasy, Dragon Warrior / Dragon Quest, Super Mario World, Landstalker, Lunar: The Silver Star, Zero Wing, River City Ransom, Cybernator, Pok�mon, Lufia II, Shadowgate, Shadowrun, Maniac Mansion, Princess Tomato in the Salad Kingdom, and many more!NOTE: The paperback edition of this book is in black and white, but the Kindle version uses color images.

Book Vintage Games

    Book Details:
  • Author : Bill Loguidice
  • Publisher : Taylor & Francis
  • Release : 2012-08-21
  • ISBN : 1136137572
  • Pages : 603 pages

Download or read book Vintage Games written by Bill Loguidice and published by Taylor & Francis. This book was released on 2012-08-21 with total page 603 pages. Available in PDF, EPUB and Kindle. Book excerpt: Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Book The Translation of Realia and Irrealia in Game Localization

Download or read book The Translation of Realia and Irrealia in Game Localization written by Silvia Pettini and published by Routledge. This book was released on 2021-09-19 with total page 170 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the impact of a video game’s degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game’s respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.

Book Legends of Localization Book 1

Download or read book Legends of Localization Book 1 written by Clyde Mandelin and published by . This book was released on 2015-11-27 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: An in-depth exploration of the localization of Nintendo's blockbuster franchise from Japanese to English.

Book I Am Error

    Book Details:
  • Author : Nathan Altice
  • Publisher : MIT Press
  • Release : 2017-09-08
  • ISBN : 0262534541
  • Pages : 439 pages

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.

Book Nintendo Magic  Winning the Videogame Wars

Download or read book Nintendo Magic Winning the Videogame Wars written by Osamu Inoue and published by Vertical Inc. This book was released on 2022-01-18 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: Back in the 80s, Nintendo ruled the home-entertainment market with the NES (Nintendo Entertainment System). But then rival Sony introduced PlayStation, which featured advancements and cutting-edge technology that put Nintendo's Super-NES to shame. Nintendo quickly lost its dominant market share to Sony and found itself floundering. In 2006, Nintendo released Wii at the same time Sony introduced its highly-anticipated and much-vaunted PlayStation III and Microsoft's XBox 360. Wii's David defeated PlayStation's Goliath, inversely echoing the SNES/PlayStation outcome of a decade previous. Nintendo Magic: Winning the Videogame Wars is the story of what went right, discussing the business strategies and marketing savvy that took on the mighty Sony and won. Topics include: How where you put your company is just as important as how you run it: being in Kyoto From work force to policies, why Nintendo's "just enough" attitude succeeds Why the ability to read a balance sheet is overrated Respect seniority but approve huge R&D budgets for talented junior employees Allowing maximum communication between disparate divisions (hardware and software) Enlarging the pie: going after casual gamers (The art of mainstreaming) How the Wii will be the next major household appliance and the DSi will be the cell phone of the future. Nintendo Magic: Winning the Videogame Wars should serve as a warning to similar powerhouse industries never to understimate the modest competitor. It should occupy the bookshelf of any business person smart enough to know they don't need to be a giant to win.

Book Hardcore Gaming 101 Presents  Japanese Video Game Obscurities

Download or read book Hardcore Gaming 101 Presents Japanese Video Game Obscurities written by Kurt Kalata and published by Unbound Publishing. This book was released on 2019-11-14 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Japan has produced thousands of intriguing video games. But not all of them were released outside of the country, especially not in the 1980s and 90s. While a few of these titles have since been documented by the English-speaking video game community, a huge proportion of this output is unknown beyond Japan (and even, in some cases, within it). Hardcore Gaming 101 Presents: Japanese Video Game Obscurities seeks to catalogue many of these titles – games that are weird, compelling, cool or historically important. The selections represent a large number of genres – platformers, shoot-em-ups, role-playing games, adventure games – across nearly four decades of gaming on arcade, computer and console platforms. Featuring the work of giants like Nintendo, Sega, Namco and Konami alongside that of long-forgotten developers and publishers, even those well versed in Japanese gaming culture are bound to learn something new.

Book The Dubbing Translation of Humorous Audiovisual Texts

Download or read book The Dubbing Translation of Humorous Audiovisual Texts written by Pietro Luigi Iaia and published by Cambridge Scholars Publishing. This book was released on 2015-09-04 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a theoretical and practical framework for researchers and practitioners who focus on the construction, interpretation and retextualisation of audiovisual texts. It defines translation as a communicative and interpretative process, with translators seen as cross-cultural mediators who make the denotative-semantic and connotative-pragmatic dimensions of source scripts accessible to target receivers, prompting equivalent perlocutionary effects, while still respecting the original illocutionary force. While existing research on audiovisual translation generally adopts a product-based perspective, examining the lexico-semantic and syntactic features of source and target versions, this book proposes an “Interactive Model”, in order to explore what happens in the translators’ minds, as well as the influence of the interaction between the linguistic and extralinguistic dimensions in the construction and interpretation of audiovisual texts. The application of this Model to the analysis of a corpus of humorous films, TV series and video games foregrounds the integration between the analysis of the source-text features and the knowledge of the target linguacultural backgrounds in the creation of pragmalingustic equivalent scripts. At the same time, this book also provides valuable insights into the audience’s reception of these translations, by submitting close-ended and open-ended questionnaires to subjects representing empirical receivers, thus helping to evaluate the degree of linguistic and functional equivalence of target versions.

Book Erebos

    Book Details:
  • Author : Ursula Poznanski
  • Publisher : Annick Press
  • Release : 2012-02-01
  • ISBN : 1554514606
  • Pages : 417 pages

Download or read book Erebos written by Ursula Poznanski and published by Annick Press. This book was released on 2012-02-01 with total page 417 pages. Available in PDF, EPUB and Kindle. Book excerpt: When 16-year-old Nick receives a package containing the mysterious computer game Erebos, he wonders if it will explain the behavior of his classmates, who have been secretive lately. Players of the game must obey strict rules: always play alone, never talk about the game, and never tell anyone your nickname. Curious, Nick joins the game and quickly becomes addicted. But Erebos knows a lot about the players and begins to manipulate their lives. When it sends Nick on a deadly assignment, he refuses and is banished from the game. Now unable to play, Nick turns to a friend for help in finding out who controls the game. The two set off on a dangerous mission in which the border between reality and the virtual world begins to blur. This utterly convincing and suspenseful thriller originated in Germany, where it has become a runaway bestseller.

Book Legends of Localization Book 2

Download or read book Legends of Localization Book 2 written by Clyde Mandelin and published by . This book was released on 2016-11-24 with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Classic Home Video Games  1972 1984

Download or read book Classic Home Video Games 1972 1984 written by Brett Weiss and published by McFarland. This book was released on 2011-12-20 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. An appendix lists "homebrew" titles that have been created by fans and amateur programmers and are available for download or purchase. Includes glossary, bibliography and index.

Book Super Nezh  Chess Assassin

    Book Details:
  • Author : Alex Pishkin
  • Publisher : Thinkers PressInc / Chessco
  • Release : 2001-05-01
  • ISBN : 9780938650911
  • Pages : 221 pages

Download or read book Super Nezh Chess Assassin written by Alex Pishkin and published by Thinkers PressInc / Chessco. This book was released on 2001-05-01 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book What Video Games Have to Teach Us About Learning and Literacy  Second Edition

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Book Translation and Localisation in Video Games

Download or read book Translation and Localisation in Video Games written by Miguel Á. Bernal-Merino and published by Routledge. This book was released on 2014-09-19 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.

Book Skin in the Game

    Book Details:
  • Author : Nassim Nicholas Taleb
  • Publisher : Random House
  • Release : 2018-02-27
  • ISBN : 0425284638
  • Pages : 305 pages

Download or read book Skin in the Game written by Nassim Nicholas Taleb and published by Random House. This book was released on 2018-02-27 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: #1 NEW YORK TIMES BESTSELLER • A bold work from the author of The Black Swan that challenges many of our long-held beliefs about risk and reward, politics and religion, finance and personal responsibility In his most provocative and practical book yet, one of the foremost thinkers of our time redefines what it means to understand the world, succeed in a profession, contribute to a fair and just society, detect nonsense, and influence others. Citing examples ranging from Hammurabi to Seneca, Antaeus the Giant to Donald Trump, Nassim Nicholas Taleb shows how the willingness to accept one’s own risks is an essential attribute of heroes, saints, and flourishing people in all walks of life. As always both accessible and iconoclastic, Taleb challenges long-held beliefs about the values of those who spearhead military interventions, make financial investments, and propagate religious faiths. Among his insights: • For social justice, focus on symmetry and risk sharing. You cannot make profits and transfer the risks to others, as bankers and large corporations do. You cannot get rich without owning your own risk and paying for your own losses. Forcing skin in the game corrects this asymmetry better than thousands of laws and regulations. • Ethical rules aren’t universal. You’re part of a group larger than you, but it’s still smaller than humanity in general. • Minorities, not majorities, run the world. The world is not run by consensus but by stubborn minorities imposing their tastes and ethics on others. • You can be an intellectual yet still be an idiot. “Educated philistines” have been wrong on everything from Stalinism to Iraq to low-carb diets. • Beware of complicated solutions (that someone was paid to find). A simple barbell can build muscle better than expensive new machines. • True religion is commitment, not just faith. How much you believe in something is manifested only by what you’re willing to risk for it. The phrase “skin in the game” is one we have often heard but rarely stopped to truly dissect. It is the backbone of risk management, but it’s also an astonishingly rich worldview that, as Taleb shows in this book, applies to all aspects of our lives. As Taleb says, “The symmetry of skin in the game is a simple rule that’s necessary for fairness and justice, and the ultimate BS-buster,” and “Never trust anyone who doesn’t have skin in the game. Without it, fools and crooks will benefit, and their mistakes will never come back to haunt them.”

Book Generative Adversarial Networks for Image to Image Translation

Download or read book Generative Adversarial Networks for Image to Image Translation written by Arun Solanki and published by Academic Press. This book was released on 2021-06-22 with total page 446 pages. Available in PDF, EPUB and Kindle. Book excerpt: Generative Adversarial Networks (GAN) have started a revolution in Deep Learning, and today GAN is one of the most researched topics in Artificial Intelligence. Generative Adversarial Networks for Image-to-Image Translation provides a comprehensive overview of the GAN (Generative Adversarial Network) concept starting from the original GAN network to various GAN-based systems such as Deep Convolutional GANs (DCGANs), Conditional GANs (cGANs), StackGAN, Wasserstein GANs (WGAN), cyclical GANs, and many more. The book also provides readers with detailed real-world applications and common projects built using the GAN system with respective Python code. A typical GAN system consists of two neural networks, i.e., generator and discriminator. Both of these networks contest with each other, similar to game theory. The generator is responsible for generating quality images that should resemble ground truth, and the discriminator is accountable for identifying whether the generated image is a real image or a fake image generated by the generator. Being one of the unsupervised learning-based architectures, GAN is a preferred method in cases where labeled data is not available. GAN can generate high-quality images, images of human faces developed from several sketches, convert images from one domain to another, enhance images, combine an image with the style of another image, change the appearance of a human face image to show the effects in the progression of aging, generate images from text, and many more applications. GAN is helpful in generating output very close to the output generated by humans in a fraction of second, and it can efficiently produce high-quality music, speech, and images. - Introduces the concept of Generative Adversarial Networks (GAN), including the basics of Generative Modelling, Deep Learning, Autoencoders, and advanced topics in GAN - Demonstrates GANs for a wide variety of applications, including image generation, Big Data and data analytics, cloud computing, digital transformation, E-Commerce, and Artistic Neural Networks - Includes a wide variety of biomedical and scientific applications, including unsupervised learning, natural language processing, pattern recognition, image and video processing, and disease diagnosis - Provides a robust set of methods that will help readers to appropriately and judiciously use the suitable GANs for their applications

Book The Language of Gaming

Download or read book The Language of Gaming written by Astrid Ensslin and published by Bloomsbury Publishing. This book was released on 2017-09-16 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.