Simon's Quest
Author | : Simon Schweitzer |
Publisher | : |
Total Pages | : 192 |
Release | : 2008 |
Genre | : Biography & Autobiography |
ISBN | : |
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Author | : Simon Schweitzer |
Publisher | : |
Total Pages | : 192 |
Release | : 2008 |
Genre | : Biography & Autobiography |
ISBN | : |
Author | : Christopher Howell |
Publisher | : Scholastic Paperbacks |
Total Pages | : 138 |
Release | : 1990 |
Genre | : Adventure and adventurers |
ISBN | : 9780590437752 |
Simon, hero of the Castlevania game, and Tim Bradley, Nintendo wiz, battle monsters and ghouls, break through walls, and defeat Dracula.
Author | : |
Publisher | : PediaPress |
Total Pages | : 283 |
Release | : |
Genre | : |
ISBN | : |
Author | : Mike Diver |
Publisher | : White Owl |
Total Pages | : 194 |
Release | : 2024-03-30 |
Genre | : Games & Activities |
ISBN | : 1399040502 |
THE CON50LE is a comprehensive yet conversational account of 50 years of home video gaming history, leaving no rarely sighted system unturned and providing a chronological account of the evolution of the biggest entertainment medium in the world. From the earliest consoles of the 1970s to the cutting-edge machines of the here and now, a line is drawn from one man’s eureka moment to the multi-billion-dollar global industry of today. All the well-known names and massive-selling consoles are here: the Nintendo Entertainment System, the SEGA Mega Drive, the Atari 2600, the Xbox 360, the PlayStation 2. But there’s plenty of room for hardware that many a gamer won’t have heard of before, from Japan-only releases and home computer conversions to ill-advised experiments with VHS and all manner of micro-console magic. Learn about the creators and their inspirations, the games that made the biggest consoles’ eternal reputations, and the failures and flops along the way. Even the consoles that came and went without notable commercial success left a mark, an imprint, on this compelling history – and THE CON50LE unravels it, explains it, one fascinating machine at a time.
Author | : Christopher Howell |
Publisher | : |
Total Pages | : 138 |
Release | : 1990 |
Genre | : |
ISBN | : 9780590437752 |
Author | : Jeff Howard |
Publisher | : CRC Press |
Total Pages | : 316 |
Release | : 2022-04-24 |
Genre | : Art |
ISBN | : 1000576450 |
Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: • level design • quest item creation • NPC and dialogue construction • scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
Author | : Stu Horvath |
Publisher | : MIT Press |
Total Pages | : 457 |
Release | : 2023-10-10 |
Genre | : Games & Activities |
ISBN | : 026204823X |
A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play. The deluxe edition will include a foil-stamped cover and slipcase with a cloth binding, a ribbon, gilded edges, and an 8.5x11-inch card stock poster of the regular edition.
Author | : Marilyn Charles |
Publisher | : Routledge |
Total Pages | : 205 |
Release | : 2013-06-17 |
Genre | : Psychology |
ISBN | : 1134909020 |
In recent years, various tributaries of psychoanalytic and developmental theory have flowed into our dawning understanding of the role of early sensory and affective experiences in the construction of our personal worlds. In Patterns: Building Blocks of Experience, Marilyn Charles shows how such primary experiences coalesce into patterns, those essential units of meaning that capture the unique subjectivity of each individual. Frequently "known" by their prosody or affective melody, patterns come to have profound meanings that we utilize in constructing basic notions of self and other. Through pattern, Charles holds, we approach elusive meanings through dimensions of shape, contour, and affective resonance. Such patterned understandings, in turn, become a mode of interchange through which we touch one another in ways that go beyond the overtly physical. Analytic patients, Charles finds, have often led early lives too full of "noise" to use their early sensory and affective experiences constructively. Such patients tend to live out patterns that operate unconsciously and have become literally incomprehensible. Analytic communication, by drawing explicit attention to such patterned experience, provides new images that intrude on ingrained patterns of thinking about the self and other. Out of the productive clash of analytically co-constructed images and the invariant patterns of the past emerge new conceptions of what the patient may choose to be in the present moment. Through it all, Charles displays an admirable willingness to sit in difficult spaces and to work through troubling therapeutic impasses from the inside out, rather than from some point of ostensible safety. This finely textured and richly evocative study, which grows out of Charles' extensive clinical work with artists, writers, and musicians, is a signal contribution to developmental theory, clinical theory, and the psychology of creativity.
Author | : Simon Goodman |
Publisher | : Simon and Schuster |
Total Pages | : 368 |
Release | : 2016-08-16 |
Genre | : Art |
ISBN | : 1451697643 |
The passionate, true story of one man's quest to reclaim what the Nazis stole from his family--their beloved art collection--and to restore their legacy. Simon Goodman's grandparents came from German Jewish banking dynasties and perished in concentration camps. And that's almost all he knew--his father rarely spoke of their family history or heritage. But when he passed away, and Simon received his father's papers, a story began to emerge. The Gutmanns, as they were known then, rose from a small Bohemian hamlet to become one of Germany's most powerful banking families. They also amassed a world-class art collection that included works by Degas, Renoir, Botticelli, and many others, including a Renaissance clock engraved with scenes from the legend of Orpheus. The Nazi regime snatched everything the Gutmanns had labored to build: their art, their wealth, their social standing, and their very lives. Simon grew up in London with little knowledge of his father's efforts to recover their family's possessions. It was only after his father's death that Simon began to piece together the clues about the stolen legacy and the Nazi looting machine. He learned much of the collection had gone to Hitler and Goring; other works had been smuggled through Switzerland, sold and resold, with many pieces now in famous museums. More still had been recovered by Allied forces only to be stolen again by bureaucrats-- European governments quietly absorbed thousands of works of art into their own collections. Through painstaking detective work across two continents, Simon proved that many pieces belonged to his family, and successfully secured their return-- the first Nazi looting case to be settled in the United States. Goodman's dramatic story reveals a rich family history almost obliterated by the Nazis. It is not only the account of a twenty-year long detective hunt for family treasure, but an unforgettable tale of redemption and restoration.