Jam

Jam
Title Jam PDF eBook
Author Yahtzee Croshaw
Publisher Dark Horse Comics
Pages 320
Release 2018-05-29
Genre Fiction
ISBN 150670641X

Download Jam Book in PDF, Epub and Kindle

We were prepared for an earthquake. We had a flood plan in place. We could even have dealt with zombies. Probably. But no one expected the end to be quite so... sticky... or strawberry scented. Yahtzee Croshaw (Mogworld, Zero Punctuation Reviews) returns to print with a follow-up to his smash-hit debut: Jam, a dark comedy about the one apocalypse no one predicted. * The hilarious new novel by the author of Mogworld! * Croshaw's Zero Punctuation Reviews is the most viewed video game review on the web! * For lovers of bizarre horror and unforgettable characters! "[Croshaw is] able to pull off slapstick comedy in print, and that's no easy feat." –ComicsAlliance

The Brawler's Encyclopedia

The Brawler's Encyclopedia
Title The Brawler's Encyclopedia PDF eBook
Author Jason R. Rich
Publisher Simon and Schuster
Pages 306
Release 2019-11-05
Genre Juvenile Nonfiction
ISBN 1510757481

Download The Brawler's Encyclopedia Book in PDF, Epub and Kindle

The Must-Own Insider's Guide to the Gaming Sensation! Brawl Stars is one of the latest real-time multiplayer gaming phenomena to captivate players all over the world. Players team up in threes to navigate mazes, shoot at enemies, and collect colorful gem stones. In order to triumph, players must react quickly, aim precisely, and develop strategy to perform well in each three-minute match. To keep the game interesting, Brawl Stars offers several unique game play modes, each focusing on a different primary challenge. With the valuable tips in this illustrated, information-packed guide, gamers will be better equipped to: Develop strategies for success at each different level Master the various playing arenas (mazes) and snag more wins Take advantage of the unique features of each gameplay mode The Brawler’s Encyclopedia will introduce young readers to this exciting and challenging game. This full-color how-to guide includes hundreds of full-color screenshots showcasing some of the more collectible skins that can be unlocked or purchase and explaining all aspects of the game in a way that appeals to newbs and experienced gamers.

The Video Games Textbook

The Video Games Textbook
Title The Video Games Textbook PDF eBook
Author Brian J. Wardyga
Publisher CRC Press
Pages 806
Release 2018-08-06
Genre Computers
ISBN 1351172344

Download The Video Games Textbook Book in PDF, Epub and Kindle

The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market

I Am Error

I Am Error
Title I Am Error PDF eBook
Author Nathan Altice
Publisher MIT Press
Pages 439
Release 2017-09-08
Genre Computers
ISBN 0262534541

Download I Am Error Book in PDF, Epub and Kindle

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.

Paratextualizing Games

Paratextualizing Games
Title Paratextualizing Games PDF eBook
Author Benjamin Beil
Publisher transcript Verlag
Pages 364
Release 2021-11-30
Genre Social Science
ISBN 3732854213

Download Paratextualizing Games Book in PDF, Epub and Kindle

Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?

Castlevania

Castlevania
Title Castlevania PDF eBook
Author Marc Andreyko
Publisher IDW Publishing
Pages 0
Release 2005
Genre Dracula, Count (Fictitious character)
ISBN 9781933239194

Download Castlevania Book in PDF, Epub and Kindle

It is 1576, and the legend of the Belmont family's vampire-hunting prowess still echoes through the Romanian countryside. While Christopher Belmont celebrates his nuptials, dark forces conspire to raise Count Dracula from his unholy slumber. With this ancient evil unleashed once more, young Belmont must to prove he is worthy of the Belmont legacy.

Game Design Essentials

Game Design Essentials
Title Game Design Essentials PDF eBook
Author Briar Lee Mitchell
Publisher John Wiley & Sons
Pages 319
Release 2012-03-05
Genre Computers
ISBN 1118239334

Download Game Design Essentials Book in PDF, Epub and Kindle

An easy-to-follow primer on the fundamentals of digital game design The quickly evolving mobile market is spurring digital game creation into the stratosphere, with revenue from games exceeding that of the film industry. With this guide to the basics, you'll get in on the game of digital game design while you learn the skills required for storyboarding, character creation, environment creation, level design, programming, and testing. Teaches basic skill sets in the context of current systems, genres, and game-play styles Demonstrates how to design for different sectors within gaming including console, PC, handheld, and mobile Explores low-poly modeling for game play Addresses character and prop animation, lighting and rendering, and environment design Discusses the path from concept to product, including pre- and post-production Includes real-world scenarios and interviews with key studio and industry professionals With Game Design Essentials, you'll benefit from a general-but-thorough overview of the core art and technology fundamentals of digital game design for the 21st century.