SNES Classic

Author: Blacknes Guy
Publisher: Blacknes Guy Books
ISBN: 9781775133537
Format: PDF
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This is a must have guide for anyone who has the SNES Classic Edition or an original SNES. SPECIAL EDITION HAS OVER 100 PAGES OF TIPS AND TRICKS

Cheating

Author: Mia Consalvo
Publisher: MIT Press
ISBN: 026225011X
Format: PDF, ePub
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The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players.Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.

Snes Classic

Author: Blacknes Guy
Publisher: Createspace Independent Publishing Platform
ISBN: 9781979387255
Format: PDF, ePub, Mobi
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Think you know Castlevania IV? Think again!! This is the ultimate guide to Castlevania IV on the SNES Classic and original Super Nintendo Entertainment System, from the creator of The Ultimate Guide series; bestselling author The BlackNES Guy!! In The Ultimate Guide series books, you are given the tools you will need to master these classic games! The Prince Of Darkness Has Risen! It's Up To You To Slay Him ****FREE -- Get the Ultimate Guide to the SNES Classic Edition FREE when you purchase this book! It doesn't matter if you play it on the SNES Classic or the original SNES, this game is a favorite on everybody's list. First time players or longtime masters will LOVE this guide! Over 100 Full-color pages inside including COMPLETE Walkthrough Of The Game including ALL BOSS Battles Secret Tips For All Stages and Quest 2! Learn How To Defeat The Bosses Using Specific Weapons Including The Count A Complete List of Weapons and Items and How To Acquire Them Detailed Screenshots To Guide You On Your Quest! Passwords Along With Maps Of Each Level And More Take your Castlevania knowledge to the next level with The Ultimate Guide to Castlevania IV Scroll up and BUY YOURS TODAY!!!

The Art of Game Design

Author: Jesse Schell
Publisher: CRC Press
ISBN: 1498759564
Format: PDF, ePub, Docs
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Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Well Played 3 0

Author: Et Al
Publisher: Lulu.com
ISBN: 1257858459
Format: PDF, ePub, Mobi
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Following on Well Played 1.0 and 2.0, this book will also be full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors will analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. Contributors will again be looking at video games, some that were covered in Well Played 1.0 and 2.0 as well as new ones, in order to provide a variety of perspectives on more great games.

GameMaker

Author: Michael Rohde
Publisher: John Wiley & Sons
ISBN: 1118852109
Format: PDF, ePub
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Get gaming faster with the official guide to GameMaker: Studio GameMaker: Studio allows you to create your own games, even with zero coding experience, and GameMaker: Studio For Dummies is a complete guide to the ins and outs of the program. Create the game you've always wanted to play in record time and at a fraction of the cost of traditional game development methods. You'll have the flexibility to develop 2D games for Android, iOS, desktops, and the Web. Gain a professional perspective on this revolutionary path to game creation and publishing. Using GameMaker: Studio may feel like play, but it's a serious tool that allows you to create, design, develop, and publish your very own games. With the push of a button, the program produces real, executable code for your very own "app store"-ready 2D game, complete and ready for market. GameMaker: Studio For Dummies provides complete and accurate information on how to create classic games and special effects, written in the characteristically easy-to-read Dummies style. Topics include: An overview of Studio, and how to get started The basic tools and techniques at the core of your design Advanced techniques for more seasoned game designers An inside look at what the premium upgrades have to offer GameMaker: Studio makes game design 80% faster than coding for native languages, so you can take your game from concept to market in a matter of weeks. Why waste time and money doing it any other way? Whether you already have great ideas or just want to dabble, GameMaker: Studio For Dummies is the guide that will take you straight to guru status.

Serious Games and Edutainment Applications

Author: Minhua Ma
Publisher: Springer
ISBN: 3319516450
Format: PDF, Mobi
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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Creating Games in C

Author: David Conger
Publisher: New Riders
ISBN: 0735714347
Format: PDF, Kindle
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Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles? It's not as complicated as you'd think, and you don't need to be a math whiz or a programming genius to do it. In fact, everything you need to create your first game, "Invasion of the Slugwroths," is included in this book and CD-ROM. Author David Conger starts at square one, introducing the tools of the trade and all the basic concepts for getting started programming with C++, the language that powers most current commercial games. Plus, he's put a wealth of top-notch (and free) tools on the CD-ROM, including the Dev-C++ compiler, linker, and debugger--and his own LlamaWorks2D game engine. Step-by-step instructions and ample illustrations take you through game program structure, integrating sound and music into games, floating-point math, C++ arrays, and much more. Using the sample programs and the source code to run them, you can follow along as you learn. Bio: David Conger has been programming professionally for over 23 years. Along with countless custom business applications, he has written several PC and online games. Conger also worked on graphics firmware for military aircraft, and taught computer science at the university level for four years. Conger has written numerous books on C, C++, and other computer-related topics. He lives in western Washington State and has also published a collection of Indian folk tales.

Visualize This

Author: Nathan Yau
Publisher: John Wiley & Sons
ISBN: 1118140265
Format: PDF
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Practical data design tips from a data visualization expert of the modern age Data doesn?t decrease; it is ever-increasing and can be overwhelming to organize in a way that makes sense to its intended audience. Wouldn?t it be wonderful if we could actually visualize data in such a way that we could maximize its potential and tell a story in a clear, concise manner? Thanks to the creative genius of Nathan Yau, we can. With this full-color book, data visualization guru and author Nathan Yau uses step-by-step tutorials to show you how to visualize and tell stories with data. He explains how to gather, parse, and format data and then design high quality graphics that help you explore and present patterns, outliers, and relationships. Presents a unique approach to visualizing and telling stories with data, from a data visualization expert and the creator of flowingdata.com, Nathan Yau Offers step-by-step tutorials and practical design tips for creating statistical graphics, geographical maps, and information design to find meaning in the numbers Details tools that can be used to visualize data-native graphics for the Web, such as ActionScript, Flash libraries, PHP, and JavaScript and tools to design graphics for print, such as R and Illustrator Contains numerous examples and descriptions of patterns and outliers and explains how to show them Visualize This demonstrates how to explain data visually so that you can present your information in a way that is easy to understand and appealing.

New Super Mario Bros U

Author: Stephen Stratton
Publisher: Prima Games
ISBN: 9780307896902
Format: PDF, ePub, Docs
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New Super Mario Bros. U Prima Official Game Guide includes: * Complete walkthrough covers all stages for 100% completion * Maps show you the location of each power-up and collectable * Details on how to defeat each enemy and the best uses for each power-up * Challenges covered in full detail to help you get gold on each one