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The Untold History of Japanese Game Developers
  • Language: en

The Untold History of Japanese Game Developers

Detailed contents listing here: http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-2/ Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard.

Journal
  • Language: en
  • Pages: 504

Journal

  • Type: Book
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  • Published: 1980
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  • Publisher: Unknown

None

The Hivemind Swarmed
  • Language: en
  • Pages: 226

The Hivemind Swarmed

  • Type: Book
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  • Published: 2024-08-13
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  • Publisher: Beacon Press

An incisive oral history that brings together the voices of major figures in gaming, tech, media, and politics to reflect on the long shadow of Gamergate With The Hivemind Swarmed, oral historian and documentary researcher David Wolinsky invites readers to sit in on a series of urgent, intimate conversations between some of the most distinguished voices across entertainment and media as they reflect on the longstanding impact of Gamergate. What went wrong, and what can we learn from Gamergate to help us build a more equitable online world? The backstory: 10 years ago, a disgruntled software developer named Eron Gjoni posted online to accuse his ex-girlfriend, game developer Zoë Quinn, of sl...

Designer Drugs
  • Language: en
  • Pages: 114

Designer Drugs

The use of designer drugs such as LSD, Ecstasy, and methamphetamines is unfortunately widespread among young adults, particularly in club or party settings. These drugs are especially risky because they are made in batches in individual home labs, so there is no way to tell how much of any dangerous substance was used in their creation. Readers learn the risks associated with using many of these designer drugs. The accessible text, complemented by full-color photographs and in-depth sidebars, gives them the facts they need to make safe choices.

The Book of CP-System
  • Language: en
  • Pages: 240

The Book of CP-System

Before the era of overpowered PCs and home consoles, there was a time when video-game enthusiasts could only experience the very best and the most challenging in places called "arcades". In these locations, players of all ages and origins gathered to take their passion to a level no consumer grade hardware could. The arcades of the early 90s were a highly competitive environment where publishers only had a few seconds to catch a player's attention, and more importantly their quarters. It was during that time that a young company named Capcom managed to elevate itself above the competition and turn itself into an icon. This book is an engineering love letter to the platform that allowed this ...

The Cambridge Companion to Video Game Music
  • Language: en
  • Pages: 483

The Cambridge Companion to Video Game Music

A wide-ranging survey of video game music creation, practice, perception and analysis - clear, authoritative and up-to-date.

Super Power, Spoony Bards, and Silverware
  • Language: en
  • Pages: 238

Super Power, Spoony Bards, and Silverware

  • Type: Book
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  • Published: 2017-09-01
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  • Publisher: MIT Press

How the Super Nintendo Entertainment System embodied Nintendo’s s resistance to innovation and took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during i...

Report on the Activity of the Committee on Commerce for the One Hundred Sixth Congress
  • Language: en
  • Pages: 368
The Untold History of Japanese Game Developers Volume 2
  • Language: en
  • Pages: 396

The Untold History of Japanese Game Developers Volume 2

  • Type: Book
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  • Published: 2015-11-04
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  • Publisher: Unknown

Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard.

Seeing Red
  • Language: en
  • Pages: 185

Seeing Red

  • Type: Book
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  • Published: 2024-05-14
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  • Publisher: MIT Press

The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy. With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was "in the red" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised...