The Guide To Classic Graphic Adventures
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Author |
: Kurt Kalata |
Publisher |
: Createspace Independent Publishing Platform |
Total Pages |
: 0 |
Release |
: 2011 |
ISBN-10 |
: 146095579X |
ISBN-13 |
: 9781460955796 |
Rating |
: 4/5 (9X Downloads) |
Synopsis The Guide to Classic Graphic Adventures by : Kurt Kalata
Reviews of over 300 graphic adventure games, focusing on games from prominent publishers such as LucasArts, Sierra On-Line, and Legend Entertainment but covering games from independent developers as well. Reviews primarily cover games published 1984-2000. Interviews with game creators/developers Al Lowe, Corey Cole, Bob Bates, and Josh Mandel are included.
Author |
: Gary McGath |
Publisher |
: Compute |
Total Pages |
: 203 |
Release |
: 1984 |
ISBN-10 |
: 0942386671 |
ISBN-13 |
: 9780942386677 |
Rating |
: 4/5 (71 Downloads) |
Synopsis Compute!'s Guide to Adventure Games by : Gary McGath
Author |
: BITMAP BOOKS. |
Publisher |
: |
Total Pages |
: |
Release |
: 2020 |
ISBN-10 |
: 1838019111 |
ISBN-13 |
: 9781838019112 |
Rating |
: 4/5 (11 Downloads) |
Synopsis ART OF POINT-AND-CLICK ADVENTURE GAMES. by : BITMAP BOOKS.
Author |
: Neal Roger Tringham |
Publisher |
: CRC Press |
Total Pages |
: 540 |
Release |
: 2014-09-10 |
ISBN-10 |
: 9781040074619 |
ISBN-13 |
: 1040074618 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Science Fiction Video Games by : Neal Roger Tringham
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a
Author |
: Shaun McClure |
Publisher |
: |
Total Pages |
: 579 |
Release |
: 2021-10-28 |
ISBN-10 |
: 9798492420550 |
ISBN-13 |
: |
Rating |
: 4/5 (50 Downloads) |
Synopsis A Guide to ZX Spectrum Adventure Games - 1982 - 1985 by : Shaun McClure
This book is a guide to ZX Spectrum adventure games released between 1982 to 1985. It includes all of the hit games, plus many that you've probably never even heard of (188 games in total), complete with screenshots, covers and some adverts from the era... Plus oodles of new artwork from Robin Grenville-Evans. This thick tome (over 575 pages) has an introduction from Mike Gerrard (Your Sinclair adventure game columist), plus interviews with developers Don Woods (Colossal Caves), Mel Croucher (Automata), Charles Cecil (Artic Computing), Scott Adams (Adventure International), Tim Gilberts (Gilsoft), Trevor Hall (Mikro Gen), Terry Greer (Interceptor Micros), Tony Barber (Phipps Associates, RamJam Corporation), Pete Austin (Level 9 Computing) and Roy Carnell (Carnell Software). You can download free maps from www.retro-spective-books.co.uk
Author |
: Hartmut Koenitz |
Publisher |
: Routledge |
Total Pages |
: 302 |
Release |
: 2015-04-10 |
ISBN-10 |
: 9781317668688 |
ISBN-13 |
: 1317668685 |
Rating |
: 4/5 (88 Downloads) |
Synopsis Interactive Digital Narrative by : Hartmut Koenitz
The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.
Author |
: Kurt Kalata |
Publisher |
: Unbound Publishing |
Total Pages |
: 243 |
Release |
: 2019-11-14 |
ISBN-10 |
: 9781783527656 |
ISBN-13 |
: 178352765X |
Rating |
: 4/5 (56 Downloads) |
Synopsis Hardcore Gaming 101 Presents: Japanese Video Game Obscurities by : Kurt Kalata
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.
Author |
: Suellen S. Adams |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 140 |
Release |
: 2013-11-25 |
ISBN-10 |
: 9781610690478 |
ISBN-13 |
: 1610690478 |
Rating |
: 4/5 (78 Downloads) |
Synopsis Crash Course in Gaming by : Suellen S. Adams
Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.
Author |
: Rob Strangman |
Publisher |
: Lulu.com |
Total Pages |
: 474 |
Release |
: 2014-07-06 |
ISBN-10 |
: 9781312104839 |
ISBN-13 |
: 131210483X |
Rating |
: 4/5 (39 Downloads) |
Synopsis Memoirs of a Virtual Caveman by : Rob Strangman
Join veteran gamer, video game fansite webmaster, and born storyteller, Rob Strangman as he takes you on a tour of some of the most defining moments in video game history as seen through his eyes. From the fall of Atari to the emergence of the Sony PlayStation and beyond, Rob relates tales of the adventures that were had during the golden age of gaming. Rob also discusses his experiences with importing, the ""gamer"" stereotype, and shares his opinions on the current state of gaming. While Rob may have been the original ""Virtual Caveman,"" he certainly wasn't the only one. Included here are many other stories and contributions from gamers both young and old. Also within these pages you will find interviews with many of the gaming industry's veterans: David Crane, Howard Scott Warshaw, Martin Alessi, Yuzo Koshiro, Kouichi ""Isuke"" Yotsui and more.
Author |
: David S. Heineman |
Publisher |
: Indiana University Press |
Total Pages |
: 269 |
Release |
: 2015-08-03 |
ISBN-10 |
: 9780253017185 |
ISBN-13 |
: 0253017181 |
Rating |
: 4/5 (85 Downloads) |
Synopsis Thinking about Video Games by : David S. Heineman
The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.