Speedrun: The Unauthorised History of Sonic The Hedgehog

Speedrun: The Unauthorised History of Sonic The Hedgehog
Author: Julian Hazeldine
Publisher: Lulu.com
Total Pages: 144
Release: 2014
Genre: Computers
ISBN: 1291831886

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Sonic The Hedgehog was created to give Sega's Mega Drive a fighting chance against the market-dominating Nintendo. With Sega consoles now a distant memory, he's still running. But what gives the blue blur his staying power? Speedrun traces Sonic's entire history, from an artist's idle sketch to a multi-million pound videogame phenomenon. This book relives the highs; the hysteria of Sonic 2's-day and the dawn of the Dreamcast, and the lows; cancelled projects and Sega's near-bankruptcy. It also looks at the creative influences behind the hedgehog, and how a handful of minds have steered and directed his progress through the years. Whether your first adventure with Sonic was in the Green Hill Zone or on a smartphone, Speedrun is the definitive guide to gaming's fastest hero.

Sonic

Sonic
Author: Devra Newberger Speregen
Publisher:
Total Pages:
Release: 2016
Genre: Hedgehogs
ISBN: 9781338033236

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Everyone loves playing the Sonic the Hedgehog games and watching him on TV. But how was Sonic created and which game did he first appear? This fascinating book explores Sonic's history -- from his simple beginnings to his rise to superstardom!

The Hedgehog

The Hedgehog
Author: Dawn Wrobel
Publisher: Turner Publishing Company
Total Pages: 111
Release: 2008-05-05
Genre: Pets
ISBN: 0470368985

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Hedgehogs are one of the hottest new pets around, and there's a lot of conflicting information about them. Here, a veteran hedgehog breeder, owner and advocate pairs with an exotic animals veterinarian to give first-time owners the help they need to share their homes with a hedgehog.

Playing with Videogames

Playing with Videogames
Author: James Newman
Publisher: Routledge
Total Pages: 225
Release: 2008-08-18
Genre: Games & Activities
ISBN: 1134173016

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Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.

Keys to Play

Keys to Play
Author: Roger Moseley
Publisher: Univ of California Press
Total Pages: 468
Release: 2016-10-28
Genre: Games & Activities
ISBN: 0520291247

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A free ebook version of this title is available through Luminos, University of California Press’s Open Access publishing program for monographs. Visit www.luminosoa.org to learn more. How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new.

How to Play Video Games

How to Play Video Games
Author: Matthew Thomas Payne
Publisher: NYU Press
Total Pages: 376
Release: 2019-03-26
Genre: Games & Activities
ISBN: 147980214X

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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Moone Boy: The Blunder Years

Moone Boy: The Blunder Years
Author: Chris O'Dowd
Publisher: Pan Macmillan
Total Pages: 385
Release: 2014-10-16
Genre: Juvenile Fiction
ISBN: 1447270967

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Successful film and TV star, Chris O' Dowd, collaborates with friend and screenwriter Nick Vincent Murphy in Moone Boy: The Blunder Years, the first in this hilarious, illustrated series. Martin Moone is eleven and completely fed up with being the only boy in a family of girls. He's desperate for a decent wingman to help him navigate his idiotic life. So when best mate Padraic suggests Martin get an imaginary friend – or 'IF' for short – he decides to give it a go. His first attempt is Loopy Lou, a hyperactive goofball who loves writing rubbish rap songs. But Martin soon gets fed up with Lou's loopiness and decides to trade in his IF for someone a little less wacky. Enter Sean 'Caution' Murphy, an imaginary office clerk in a bad suit with a passion for laziness and a head full of dodgy jokes. Sean is full of tips and tricks to guide Martin through the perils of the playground, from dealing with his sisters' pranks to beating the bullying Bonner boys. But getting rid of Lou is not that easy, and having TWO imaginary friends is a recipe for trouble!

Creativity and Learning

Creativity and Learning
Author: Beth A. Hennessey
Publisher: NEA Professional Library
Total Pages: 36
Release: 1987
Genre: Education
ISBN:

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The pamphlet reviews research on creativity and applies it to the learning process. After discussing the definition and measurement of creativity, the components of creative performance are outlined, including domain-relevant skills, creativity-relevant skills, and intrinsic task motivation. Factors which destroy students' creativity are noted, such as having children work for an expected reward, setting up competitive situations, having children focus on expected evaluation, using plenty of surveillance, and setting up restricted-choice situations. Strategies for nurturing and encouraging intrinsic motivation and creativity in classroom settings are explored. A bibliography and a list of resources on thinking skills conclude the pamphlet. (PB)

Stay Sonic

Stay Sonic
Author: Mike Pattenden
Publisher:
Total Pages: 91
Release: 1993-03-01
Genre:
ISBN: 9780140903904

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Service Games: The Rise and Fall of SEGA

Service Games: The Rise and Fall of SEGA
Author: Sam Pettus
Publisher:
Total Pages: 480
Release: 2013-12-20
Genre: Games & Activities
ISBN: 1311080821

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Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart. Funded on Kickstarter.