Author: Lewis Packwood
Publisher: White Owl
ISBN: 139907380X
Category : Games & Activities
Languages : en
Pages : 242
Book Description
The story of video games is often told as the successive rise of computers and consoles from famous names like Atari, Commodore, Nintendo, Sega, Sony and Microsoft. But beyond this familiar tale, there’s a whole world of weird and wonderful gaming machines that seldom get talked about. Curious Video Game Machines reveals the fascinating stories behind a bevy of rare and unusual consoles, computers and coin-ops – like Kimtanktics, a 1970s wargame computer made out of calculator parts, or the suite of Korea-exclusive consoles made by car manufacturer Daewoo. Then there’s the Casio Loopy, a 1990s console that doubled up as a sticker printer, the RDI Halcyon, a 1985 LaserDisc-based machine that could recognize your voice, and the Interton VC 4000, a German console made by a hearing-aid company, as well as a range of bizarre arcade machines, from early attempts at virtual reality to pedal-powered flying contraptions. There are tales of missed opportunities, like the astonishingly powerful Enterprise 64 computer, which got caught in development hell and arrived too late to make an impact on the British microcomputer market. And there are tales of little-known triumphs, like the Galaksija DIY computer kit that introduced a whole generation of Yugoslavians to computing before the country became engulfed by war. Featuring exclusive interviews with creators, developers and collectors, Curious Video Game Machines finally shines a light on the forgotten corners of video-game history.
Super Mario: The Big Coloring Book (Nintendo®)
Author: Random House
Publisher: Random House Books for Young Readers
ISBN: 0593307771
Category : Juvenile Fiction
Languages : en
Pages : 26
Book Description
Super MarioTM: The Big Coloring Book features 50 stickers and a die-cut handle for fun on the go! Children ages 3 to 7 will love this oversized Nintendo Super MarioTM coloring book featuring Mario, Luigi, and all their friends and foes--plus more than 50 stickers and a die-cut handle for fun on the go! Mario made his debut in the 1980s in arcades around the world and has since gone on to star in many adventures, evolving into the beloved icon he is today. He is a video-game sensation, appearing across all genres--from action platformers to sports, kart racing, and beyond.
Publisher: Random House Books for Young Readers
ISBN: 0593307771
Category : Juvenile Fiction
Languages : en
Pages : 26
Book Description
Super MarioTM: The Big Coloring Book features 50 stickers and a die-cut handle for fun on the go! Children ages 3 to 7 will love this oversized Nintendo Super MarioTM coloring book featuring Mario, Luigi, and all their friends and foes--plus more than 50 stickers and a die-cut handle for fun on the go! Mario made his debut in the 1980s in arcades around the world and has since gone on to star in many adventures, evolving into the beloved icon he is today. He is a video-game sensation, appearing across all genres--from action platformers to sports, kart racing, and beyond.
Sonic the Hedgehog 2: The Official Movie Poster Book
Author: Penguin Young Readers Licenses
Publisher: National Geographic Books
ISBN: 0593387376
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
The world's fastest hedgehog is racing back to the big screen in April 2022! Sonic is back and he's not alone! Sonic the Hegehog 2 Official Movie Poster Book includes 24 action-packed pull-out posters of Sonic and friends.
Publisher: National Geographic Books
ISBN: 0593387376
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
The world's fastest hedgehog is racing back to the big screen in April 2022! Sonic is back and he's not alone! Sonic the Hegehog 2 Official Movie Poster Book includes 24 action-packed pull-out posters of Sonic and friends.
Curious Video Game Machines
Author: Lewis Packwood
Publisher: White Owl
ISBN: 139907380X
Category : Games & Activities
Languages : en
Pages : 242
Book Description
The story of video games is often told as the successive rise of computers and consoles from famous names like Atari, Commodore, Nintendo, Sega, Sony and Microsoft. But beyond this familiar tale, there’s a whole world of weird and wonderful gaming machines that seldom get talked about. Curious Video Game Machines reveals the fascinating stories behind a bevy of rare and unusual consoles, computers and coin-ops – like Kimtanktics, a 1970s wargame computer made out of calculator parts, or the suite of Korea-exclusive consoles made by car manufacturer Daewoo. Then there’s the Casio Loopy, a 1990s console that doubled up as a sticker printer, the RDI Halcyon, a 1985 LaserDisc-based machine that could recognize your voice, and the Interton VC 4000, a German console made by a hearing-aid company, as well as a range of bizarre arcade machines, from early attempts at virtual reality to pedal-powered flying contraptions. There are tales of missed opportunities, like the astonishingly powerful Enterprise 64 computer, which got caught in development hell and arrived too late to make an impact on the British microcomputer market. And there are tales of little-known triumphs, like the Galaksija DIY computer kit that introduced a whole generation of Yugoslavians to computing before the country became engulfed by war. Featuring exclusive interviews with creators, developers and collectors, Curious Video Game Machines finally shines a light on the forgotten corners of video-game history.
Publisher: White Owl
ISBN: 139907380X
Category : Games & Activities
Languages : en
Pages : 242
Book Description
The story of video games is often told as the successive rise of computers and consoles from famous names like Atari, Commodore, Nintendo, Sega, Sony and Microsoft. But beyond this familiar tale, there’s a whole world of weird and wonderful gaming machines that seldom get talked about. Curious Video Game Machines reveals the fascinating stories behind a bevy of rare and unusual consoles, computers and coin-ops – like Kimtanktics, a 1970s wargame computer made out of calculator parts, or the suite of Korea-exclusive consoles made by car manufacturer Daewoo. Then there’s the Casio Loopy, a 1990s console that doubled up as a sticker printer, the RDI Halcyon, a 1985 LaserDisc-based machine that could recognize your voice, and the Interton VC 4000, a German console made by a hearing-aid company, as well as a range of bizarre arcade machines, from early attempts at virtual reality to pedal-powered flying contraptions. There are tales of missed opportunities, like the astonishingly powerful Enterprise 64 computer, which got caught in development hell and arrived too late to make an impact on the British microcomputer market. And there are tales of little-known triumphs, like the Galaksija DIY computer kit that introduced a whole generation of Yugoslavians to computing before the country became engulfed by war. Featuring exclusive interviews with creators, developers and collectors, Curious Video Game Machines finally shines a light on the forgotten corners of video-game history.
Video Source Book
Author:
Publisher:
ISBN: 9781414406299
Category : Video recordings
Languages : en
Pages : 1424
Book Description
A guide to programs currently available on video in the areas of movies/entertainment, general interest/education, sports/recreation, fine arts, health/science, business/industry, children/juvenile, how-to/instruction.
Publisher:
ISBN: 9781414406299
Category : Video recordings
Languages : en
Pages : 1424
Book Description
A guide to programs currently available on video in the areas of movies/entertainment, general interest/education, sports/recreation, fine arts, health/science, business/industry, children/juvenile, how-to/instruction.
Books in Print Supplement
Author:
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 2576
Book Description
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 2576
Book Description
Bible Adventures
Author: Gabe Durham
Publisher: Boss Fight Books
ISBN: 1940535077
Category : Computers
Languages : en
Pages : 107
Book Description
In the beginning, a small unlicensed game development company was hit with divine inspiration: They could make a lot of money (and escape the wrath of Nintendo) by creating games for Christians. With the release of the 1990 NES platformer Bible Adventures, the developers saw what they had made, and it was good. Or, at least, good enough. Based on extensive research and original interviews with Wisdom Tree staff, Gabe Durham's book investigates the rise and fall of the little company that almost could, the tension between faith and commerce in the Christian retail industry, culture's retro/ironic obsession with "bad games," and the simple recipe for transforming a regular game into a Christian game: throw a Bible in it and pray nobody notices.
Publisher: Boss Fight Books
ISBN: 1940535077
Category : Computers
Languages : en
Pages : 107
Book Description
In the beginning, a small unlicensed game development company was hit with divine inspiration: They could make a lot of money (and escape the wrath of Nintendo) by creating games for Christians. With the release of the 1990 NES platformer Bible Adventures, the developers saw what they had made, and it was good. Or, at least, good enough. Based on extensive research and original interviews with Wisdom Tree staff, Gabe Durham's book investigates the rise and fall of the little company that almost could, the tension between faith and commerce in the Christian retail industry, culture's retro/ironic obsession with "bad games," and the simple recipe for transforming a regular game into a Christian game: throw a Bible in it and pray nobody notices.
Classic Home Video Games, 1989-1990
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.
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.
The World Almanac for Kids 2004 UPC
Author: World Almanac
Publisher:
ISBN: 9780886879167
Category : Juvenile Nonfiction
Languages : en
Pages : 336
Book Description
The #1 Selling Kids' Almanac Over 3 Million Copies In Print Perfect for school or home Packed with facts, games, puzzles, jokes, and activities you do at home Check out pictures of your favorite stars "If you buy only one book for your student this year, "The World Almanac for Kids "should be it."--"Detroit Free Press" ""The World Almanac for Kids" is a stunning success."--"Today's Parent" "Chock full of colorful lists, interesting blurbs, and eye-catching photos, not to mention maps, flags, quizzes, and facts galore."--"Washington Post" ""The World Almanac for Kids" is a perfect gift."--"Scripps Howard News Service" Check out www.WorldAlmanacForKids.com for more fun facts, games, and contests
Publisher:
ISBN: 9780886879167
Category : Juvenile Nonfiction
Languages : en
Pages : 336
Book Description
The #1 Selling Kids' Almanac Over 3 Million Copies In Print Perfect for school or home Packed with facts, games, puzzles, jokes, and activities you do at home Check out pictures of your favorite stars "If you buy only one book for your student this year, "The World Almanac for Kids "should be it."--"Detroit Free Press" ""The World Almanac for Kids" is a stunning success."--"Today's Parent" "Chock full of colorful lists, interesting blurbs, and eye-catching photos, not to mention maps, flags, quizzes, and facts galore."--"Washington Post" ""The World Almanac for Kids" is a perfect gift."--"Scripps Howard News Service" Check out www.WorldAlmanacForKids.com for more fun facts, games, and contests
Forbes
The Routledge Companion to Public Humanities Scholarship
Author: Daniel Fisher-Livne
Publisher: Taylor & Francis
ISBN: 1003862365
Category : History
Languages : en
Pages : 607
Book Description
Across humanities disciplines, public scholarship brings academics and community members and organizations together in mutually-beneficial partnership for research, teaching, and programming. While the field of publicly engaged humanities scholarship has been growing for some time, there are few volumes that have attempted to define and represent its scope. The Routledge Companion to Public Humanities Scholarship brings together wide-ranging case studies sharing perspectives on this work, grounded in its practice in the United States. The collection begins with chapters reflecting on theories and practices of public humanities scholarship. The case studies that follow are organized around six areas of particular impact in public humanities scholarship: Informing contemporary debates; amplifying community voices and histories; helping individuals and communities navigate difficult experiences; preserving culture in times of crisis and change; expanding educational access; and building and supporting public scholarship. The Companion concludes with a glossary, introducing select concepts. Taken together, these resources offer an overview for students and practitioners of public humanities scholarship, creating an accessible vocabulary rooted in the practices that have so advanced academic and community life. Although drawing on case studies from the US, these examples offer perspectives and insights relevant to public humanities around the world. This book will be of interest to anyone working within the public humanities or wanting to make their work public and engage with wider communities.
Publisher: Taylor & Francis
ISBN: 1003862365
Category : History
Languages : en
Pages : 607
Book Description
Across humanities disciplines, public scholarship brings academics and community members and organizations together in mutually-beneficial partnership for research, teaching, and programming. While the field of publicly engaged humanities scholarship has been growing for some time, there are few volumes that have attempted to define and represent its scope. The Routledge Companion to Public Humanities Scholarship brings together wide-ranging case studies sharing perspectives on this work, grounded in its practice in the United States. The collection begins with chapters reflecting on theories and practices of public humanities scholarship. The case studies that follow are organized around six areas of particular impact in public humanities scholarship: Informing contemporary debates; amplifying community voices and histories; helping individuals and communities navigate difficult experiences; preserving culture in times of crisis and change; expanding educational access; and building and supporting public scholarship. The Companion concludes with a glossary, introducing select concepts. Taken together, these resources offer an overview for students and practitioners of public humanities scholarship, creating an accessible vocabulary rooted in the practices that have so advanced academic and community life. Although drawing on case studies from the US, these examples offer perspectives and insights relevant to public humanities around the world. This book will be of interest to anyone working within the public humanities or wanting to make their work public and engage with wider communities.