[PDF] Beyond Donkey Kong - eBooks Review

Beyond Donkey Kong


Beyond Donkey Kong
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Beyond Donkey Kong


Beyond Donkey Kong
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Author : Ken Horowitz
language : en
Publisher: McFarland
Release Date : 2020-07-30

Beyond Donkey Kong written by Ken Horowitz and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-07-30 with Games & Activities categories.


Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades.



I Am Error


I Am Error
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Author : Nathan Altice
language : en
Publisher: MIT Press
Release Date : 2017-09-08

I Am Error written by Nathan Altice and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-08 with Computers categories.


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.



Far Beyond Video Games


Far Beyond Video Games
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Author : Luiz Miguel Gianeli
language : en
Publisher: Luiz Miguel Gianeli (Muito Além dos Videogames)
Release Date : 2023-06-26

Far Beyond Video Games written by Luiz Miguel Gianeli and has been published by Luiz Miguel Gianeli (Muito Além dos Videogames) this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-06-26 with Art categories.


Take a trip back in time in 30 nostalgic chronicles that involve video games, video stores, friends, family, messes, confusions, discoveries, adventures, challenges, learning and all the nostalgia that surround the lives of those who grew in the 80s, 90s and 2000s, added to a personal message of life, courage and hope for video game players, as well as an article in which the — often delicate — relationship between games, art and the Christian faith is analyzed . Smile, have fun, identify yourself, go back to your own childhood and adolescence!



Fifty Key Video Games


Fifty Key Video Games
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Author : Bernard Perron
language : en
Publisher: Taylor & Francis
Release Date : 2022-07-26

Fifty Key Video Games written by Bernard Perron and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-07-26 with Games & Activities categories.


This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.



Beyond The Veil


Beyond The Veil
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Author : Nicole R. Taylor
language : en
Publisher: Nicole R. Taylor
Release Date : 2021-10-27

Beyond The Veil written by Nicole R. Taylor and has been published by Nicole R. Taylor this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-10-27 with Fiction categories.


Beyond the veil lies a world of magic, mystery, and adventure! From author Nicole R. Taylor comes four full length novels, each a first in a series. From a vampire searching for a purpose to his immortality, a witch with a lost legacy, demon hunters trying to save the world from ultimate darkness, and a druid with a mysterious fae heritage, this collection will be sure to enchant from the first page! Featuring FOUR full length novels: Crescent Calling Arcane Rising Dark Descent The Witch Hunter



Wicked Weird World Beyond Reality Timelines


Wicked Weird World Beyond Reality Timelines
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Author : Q.A. Juyub
language : en
Publisher: TWENTYSIX
Release Date : 2022-01-21

Wicked Weird World Beyond Reality Timelines written by Q.A. Juyub and has been published by TWENTYSIX this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-01-21 with Fiction categories.


Dear audience, welcome to a danse bizarre in four acts between fictional fantastic worlds. Fans of wacky horror stories will get their money's worth in the first, 'wicked' act. In addition, there are recipes from the realm of fantasy for all gourmets - we recommend 'unicorn stew' here. In the second act we delight our audience with bizarre crime stories and tales from our 'weird world'. The whole thing is garnished with really wacky advertisements for totally smart people or masochists. Cool articles are included for free. In the third act we look beyond reality and delight the inclined audience with all kinds of fantasy stories. In addition, there are all sorts of fantastic odds and ends, including the religious outpourings of our atheistic druid. In the last act, shadows from time and a surreal game with timelines await us.



Beyond Digital Capitalism New Ways Of Living


Beyond Digital Capitalism New Ways Of Living
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Author : Leo Panitch
language : en
Publisher: Monthly Review Press
Release Date : 2020-12-29

Beyond Digital Capitalism New Ways Of Living written by Leo Panitch and has been published by Monthly Review Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-29 with Political Science categories.


Essays that explore new ways of living with technological change Every year since 1964, the Socialist Register has offered a fascinating survey of movements and ideas from the independent new left. This year's edition asks readers to explore just how we need to live with new technologies. Essays in this 57th Socialist Register reveal the contradictions and dislocations of technological change in the twenty-first century. And they explore alternative ways of living: from artificial intelligence (AI) to the arts, from transportation to fashion, from environmental science to economic planning. Greg Albo - Post-capitalism: Alternatives or detours? Nicole Aschoff and Pankaj Mahta - AI-deology: Science, capitalism and the dream of a ‘people’s AI’ Hugo Radice - There is nothing artificial about AI: Labour, class, utopia, socialism Larry Lohman - Interpretation machines: Contradictions of digital mechanization in twenty-first century capitalism Robin Hahnel - Democratic socialist planning: Against, with and beyond the new technologies Tanner Mirrlees - Platform socialists in the age of digital capitalism Derek Hrynyshyn – Imagining information socialism Bryan Palmer - Capitalism and the clock: Time’s meaning in the struggle for socialism Sean Sweeney and John Treat - Shifting gears: Labour strategies for low-carbon public transit mobility Adam Greenfield - Smart cities, technological traps, democratic possibilities Christoph Hermann - The consequences of commodification: Contours of a post-capitalist society Joan Sangster – The surveillance of service labour: Conditions and possibilities of resistance Jeronimo Montero Bressan - Beyond neoliberal fashion: Imagining clothing production as a human need Massimiliano Mollona - Art/Commons: Art collectives and the post-capitalist imagination Ingar Solty – The world of tomorrow: Scenarios for our future between demise and hope



The Art Of Halfbrick Fruit Ninja Jetpack Joyride And Beyond


The Art Of Halfbrick Fruit Ninja Jetpack Joyride And Beyond
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Author : Sarah Rodriguez
language : en
Publisher: Dynamite Entertainment
Release Date : 2018-08-29

The Art Of Halfbrick Fruit Ninja Jetpack Joyride And Beyond written by Sarah Rodriguez and has been published by Dynamite Entertainment this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-08-29 with Comics & Graphic Novels categories.


Since 2001, the Australian game company Halfbrick Studios has been changing the mobile games scene. After seven years of making licensed games, Halfbrick took a chance and released Fruit Ninja to the world-- and the world became obsessed with slicing cartoon fruit. Propelling themselves forward on the smash success of Fruit Ninja, Halfbrick released even more games that took the gaming community by storm. Featuring art from Jetpack Joyride, Monster Dash, Dan the Man, and more, this art book explores the rich collection of never before seen art that tells the story of a creative and ambitious company that never ceases to deliver fun and joy!



Encyclopedia Of Play In Today S Society


Encyclopedia Of Play In Today S Society
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Author : Rodney P. Carlisle
language : en
Publisher: SAGE Publications
Release Date : 2009-04-02

Encyclopedia Of Play In Today S Society written by Rodney P. Carlisle and has been published by SAGE Publications this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-04-02 with Education categories.


CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today′s Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children′s Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.



Innovation And Marketing In The Video Game Industry


Innovation And Marketing In The Video Game Industry
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Author : David Wesley
language : en
Publisher: CRC Press
Release Date : 2016-05-23

Innovation And Marketing In The Video Game Industry written by David Wesley and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-05-23 with Business & Economics categories.


Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.