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Classic Home Video Games, 1989-1990

Classic Home Video Games, 1989-1990 PDF Author: Brett Weiss
Publisher: McFarland
ISBN: 0786492317
Category : Games & Activities
Languages : en
Pages : 345

Book Description
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.

Classic Home Video Games, 1989-1990

Classic Home Video Games, 1989-1990 PDF Author: Brett Weiss
Publisher: McFarland
ISBN: 0786492317
Category : Games & Activities
Languages : en
Pages : 345

Book Description
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.

Play Therapy

Play Therapy PDF Author: David A. Crenshaw
Publisher: Guilford Publications
ISBN: 1462526446
Category : Psychology
Languages : en
Pages : 575

Book Description
This authoritative work brings together leading play therapists to describe state-of-the-art clinical approaches and applications. The book explains major theoretical frameworks and summarizes the contemporary play therapy research base, including compelling findings from neuroscience. Contributors present effective strategies for treating children struggling with such problems as trauma, maltreatment, attachment difficulties, bullying, rage, grief, and autism spectrum disorder. Practice principles are brought to life in vivid case illustrations throughout the volume. Special topics include treatment of military families and play therapy interventions for adolescents and adults.

A Guide to Video Game Movies

A Guide to Video Game Movies PDF Author: Christopher Carton
Publisher: White Owl
ISBN: 1399092200
Category : Performing Arts
Languages : en
Pages : 194

Book Description
Have you ever wondered if that game you love was made into a movie? Flip this book open and find out! Explore the fascinating journey of your favorite video games as they make their way to the silver screen! This comprehensive guide contains information on over forty big-screen adaptations of popular video games, including the histories of the series that inspired them. Covering four decades of movies, readers can learn about some of the most infamous movies in video game history, with genres such as horror, martial arts, comedy and children’s animation ensuring there’s plenty of trivia and analysis to keep gamers hooked. With nearly two-hundred full color stills, posters and screenshots, the book is a go-to guide to discovering facts about some of the biggest box office hits and the most disappointing critical bombs in history. From bizarre science fiction like Super Mario Bros. to the latest big budget releases like Monster Hunter, and dozens in between, A Guide to Video Game Movies should please film buffs and die-hard game fans alike. Whether you’re looking for rousing blockbuster action, family-friendly entertainment or a late-night B-movie to laugh at with your friends, you’re bound to find a movie to fit your taste. Put down your controller and grab your popcorn!

Zones of Control

Zones of Control PDF Author: Pat Harrigan
Publisher: MIT Press
ISBN: 0262033992
Category : Games & Activities
Languages : en
Pages : 845

Book Description
Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice. Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong

Video Game Bible, 1985-2002

Video Game Bible, 1985-2002 PDF Author: Andy Slaven
Publisher: Trafford Publishing
ISBN: 1553697316
Category : Video games
Languages : en
Pages : 774

Book Description
With nearly three years of research utilized to compile game lists and thousands of hours used to play and review the games listed within, Video Game Bible is the most comprehensive source of information on video games released in the U.S. since 1985 ever created. Prices are based on realistic figures compiled by interviewing hundreds of large collectors and game store owners, and offer a realistic guideline to be followed by both collectors and video gamers looking to complete their collections. While numerous guides have been compiled on the subject of classic video games, this book offers coverage of video game consoles releases after 1985, known as the "neo-classics". With 39 systems in total, Video Game Bible offers the largest guide to date. With the recent proliferation of video game collecting into the mainstream, it is necessary to have a standard by which games are valued. This is the first installment in a series of guides intended to offer full coverage of every video game ever made worldwide. Video game consoles are grouped together by the company that made them for easy reference. In addition to the table of contents, which lists each section separately, there are corner tabs to make browsing the guide even more convenient. Thousands of new facts are offered within the pages of this book, as are thousands of reviews and overviews. Written in a lighthearted manner, chapters of this guide that may not pertain to a particular collector will still be enjoyable for intelligent readers. An easy to use reference guide suitable for any age, this guide is sure to be an invaluable resource for anyone interested in video game collecting, video game history, and even for the casual video game fan interested in learning more about the hobby. Editor-In Chief: Andy Slaven Staff Writers: Micheal Collins, Lucus Barnes, Vincent Yang Contributing Writers: Charlie Reneke, Joe Kudrna

Playing the Crusades

Playing the Crusades PDF Author: Robert Houghton
Publisher: Routledge
ISBN: 1000360288
Category : History
Languages : en
Pages : 137

Book Description
Engaging the Crusades is a series of volumes which offer windows into a newly emerging field of historical study: the memory and legacy of the crusades. Together these volumes examine the reasons behind the enduring resonance of the crusades and present the memory of crusading in the modern period as a productive, exciting, and much needed area of investigation. This volume considers the appearance and use of the crusades in modern games; demonstrating that popular memory of the crusades is intrinsically and mutually linked with the design and play of these games. The essays engage with uses of crusading rhetoric and imagery within a range of genres – including roleplaying, action, strategy, and casual games – and from a variety of theoretical perspectives drawing on gender and race studies, game design and theory, and broader discussions on medievalism. Cumulatively, the authors reveal the complex position of the crusades within digital games, highlight the impact of these games on popular understanding of the crusades, and underline the connection between the portrayal of the crusades in digital games and academic crusade historiography. Playing the Crusades is invaluable for scholars and students interested in the crusades, popular representations of the crusades, historical games, and collective memory.

Win The Youth Sports Game

Win The Youth Sports Game PDF Author: John Yeigh
Publisher: Simon and Schuster
ISBN: 1683584317
Category : Sports & Recreation
Languages : en
Pages : 203

Book Description
How to Ensure That Your Children Are Given The Opportunity to Succeed at Sports Win The Youth Sports Game objectively narrates how ordinary kids can progress, survive, and thrive within today's $20 billion, youth-sports industrial complex. The sixteen-year developmental trek from toddler to collegiate athlete is chronicled while juxtaposing the real-life challenges that athletes in all sports must endure and overcome. Win The Youth Sports Game is the first title ever to provide an honest reality-check for parents—a What to Expect When You are Expecting for youth sports. Fifty incredibly common, adult-imposed obstacles are exposed so that parents can help their athletes navigate and overcome these challenges along their own sports journeys. Fifty million parents may be hopeful their young athletes are on track to play college sports and win a scholarship, but only about 2 percent of elite high school athletes receive even a partial sports scholarship. Share this book's table of contents with any sports parent, and they'll immediately identify with some of the seemingly outrageous storylines. The unfortunate outcome is that more than 75 percent of kids quit sports by age fourteen, with over-zealous adults being a big contributor. The author will donate half of any profits to Project Play's youth-sports advocacy programs.

The Video Game Explosion

The Video Game Explosion PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 031308243X
Category : Social Science
Languages : en
Pages : 401

Book Description
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.

The Passions in Play

The Passions in Play PDF Author: Alessandro Schiesaro
Publisher: Cambridge University Press
ISBN: 1139440217
Category : History
Languages : en
Pages : 298

Book Description
This monograph is devoted to the most important of Seneca's tragedies, Thyestes, which has had a notable influence on Western drama from Shakespeare to Antonin Artaud. Thyestes emerges as the mastertext of 'Silver' Latin poetry, and as an original reflection on the nature of theatre comparable to Euripides' Bacchae. The book analyses the complex structure of the play, its main themes, the relationship between Seneca's vibrant style and his obsession with dark issues of revenge and regression. Substantial discussion of other plays - especially Trojan Women, Oedipus and Medea - permits a comprehensive re-evaluation of Seneca's poetics and its pivotal role in post-Virgilian literature. Topics explored include the relationship between Seneca's plays and his theory of the emotions, the connection between poetic inspiration and the Underworld, and Seneca's treatment of time, which, in a perspective informed by psychoanalysis, is seen as a central preoccupation of Senecan tragedy.

The Sega Arcade Revolution

The Sega Arcade Revolution PDF Author: Ken Horowitz
Publisher: McFarland
ISBN: 1476672253
Category : Games & Activities
Languages : en
Pages : 311

Book Description
Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega's most popular and groundbreaking games are explored.