The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.
Cave Story was developed over the course of 5 years and featured an unusually large amount of content for a freeware game . It contained a complex cast of characters situated in an engrossing narrative represented through bright, ...
Author: Andrew Williams
Publisher: CRC Press
Combines biography, history, and music criticism to illustrate how Johnny Cash's experiences in Arkansas shaped his life and work. The grip of the Great Depression on Arkansas's small farmers, the comforts and tragedies of family, and a bedrock of faith all lent his music the power and authenticity that so appealed to millions.
Nor did Cash relate the cave story in his 1975 autobiography Man in Black, though it would have been perfect for that book's narrative of sin and redemption. Cash told the story to an interviewer in 1983, and the Nickajack cave incident ...
Author: Colin Edward Woodward
Publisher: University of Arkansas Press
Category: Biography & Autobiography
Minnesota's caves have a deep history. Carver's Cave is the first to be described in the literature of North America after explorer Jonathan Carver visited it in 1766. The storied Fountain Cave was the birthplace of the city of St. Paul. Just after the American Civil War, Chute's Cave inspired an elaborate national hoax regarding an ancient civilization. Folklore surrounds Petrified Indian Cave, where a strangely shaped stalagmite was mistaken for a person turned to stone. Geologist and urban explorer Greg Brick, PhD, uses decades of research to uncover the secrets of geological wonders.
The St. Paul Pioneer, while expressing doubts, reprinted the original Herald story verbatim on December 16. On that same day, the St. Paul Daily Press published a continuation of the cave story under the title, “The St. Anthony Wonder.
Author: Greg Brick, PhD
Publisher: Arcadia Publishing
An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.
Cave Story wasn't created to be an independent game so much as it played a role in developing our current concept of “independent game” in the West. So, what would it even mean to claim Cave Story as such a first?
Author: Jesper Juul
Publisher: MIT Press
Category: Games & Activities
Have you got game? 101 Video Games to Play Before You Grow Up is the unofficial, definitive guide for the best video games ever made! Each page in this interactive handbook offers behind-the-scenes tidbits and trivia about the games that belong on your bucket list, along with parental rating guidelines, series background information, and storyline previews. Gamers can record their personal ratings of each series as they play their way through the list, making notes and critiquing the best and worst parts of each game. All different types of video games are featured, including adventure, puzzle, platform, racing, and role-playing games. Both gaming newbies and more experienced players can learn tips and tricks about the best games out there, and discover new genres of games to explore next. No matter what gaming system you have, this handy guide will help parents and kids alike choose the next best game to play.
For five years, Daisuke “Pixel” Amaya quietly built every element of the game known in English as Cave Story. Slowly but surely, he compiled the music, characters, story, and gameplay mechanics into PLAY IT ON: Switch, 3DS, PC, ...
Author: Ben Bertoli
Publisher: 101 Things
Category: Juvenile Nonfiction
Now emulated in several competing publications, but still unsurpassed in clarity and insight, Philosophy Goes to the Movies: An Introduction to Philosophy, Third Edition builds on the approach that made the two earlier editions so successful. Drawing on many popular and some lesser known films from around the world, Christopher Falzon introduces students to key areas in philosophy, like: • Ethics • Social and Political Philosophy • The Theory of Knowledge • The Self and Personal Identity • Critical Thinking Perfect for beginners, this book guides the reader through philosophy using illuminating cinematic works, like Avatar, Inception, Fight Club, Wings of Desire, Run Lola Run, A Clockwork Orange, Blade Runner, Dirty Harry and many other films. The fully revised and updated Third Edition features: an expanded introduction that provides a new discussion of the relationship between film and philosophy; new material on notable philosophers such as Aristotle, Merleau-Ponty and Rawls; and coverage of new topics like virtue ethics and what Socrates offers for critical thinking. An updated glossary, references and bibliography, and a filmography, are also included in the Third Edition.
Plato's cave is not only a vivid image but also a story, a fictional narrative that embodies the striking image. And the story is not merely illustrative but plays a more substantial role as part of Plato's argument.
Author: Christopher Falzon
Category: Performing Arts
Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset – to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game’s cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.
24 Cave Story of the realm. These were some of the barriers that Daisuke Amaya, creator of Cave Story, would encounter and eventually overcome as part of a burgeoning indie-games movement. Amaya was entering technical school during that ...
Author: Robert Mejia
Publisher: Rowman & Littlefield
Category: Games & Activities
This book illustrates the diversity of hypogene speleogenetic processes and void-conduit patterns depending on variations of the geological environments by presenting regional and cave-specific case studies. The cases include both well-known and newly recognized hypogene karst regions and caves of the world. They all focus on geological, hydrogeological, geodynamical and evolutionary contexts of hypogene speleogenesis. The last decade has witnessed the boost in recognition of the possibility, global occurrence, and practical importance of hypogene karstification (speleogenesis), i.e. the development of solutional porosity and permeability by upwelling flow, independent of recharge from the overlying or immediately adjacent surface. Hypogene karst has been identified and documented in many regions where it was previously overlooked or misinterpreted. The book enriches the basis for generalization and categorization of hypogene karst and thus improves our ability to adequately model hypogene karstification and predict related porosity and permeability. It is a book which benefits every researcher, student, and practitioner dealing with karst.
11 Meso-morphology features in the gypsum caves: a transformation of a basic rift-type passage 1 into a passage with ... the lower story and their characteristic orifices at points where they connect to passages of the next upper story ...
Author: Alexander Klimchouk
If you are someone who loves to play games and are interested in learning more about the capabilities of your Raspberry Pi, this book is for you. Basic knowledge of Raspberry Pi programming is expected.
Installing Cave Story is very simple. It can be done by performing the following steps: 1. First, we need to download Cave Story. At the command line, type wget http://raspberrypigaming.com/files/cavestory.zip.
Author: Shea Silverman
Publisher: Packt Publishing Ltd
Reproduction of the original: Primitive Love and Love-Stories by Henry T. Finck
This cave was a very nice place for a honeymoon, but hardly for a permanent residence. ... The chief now told the story of the cave, and they proceeded to Fiji, where they lived some years, until the cruel governor of Tonga died, ...
Author: Henry T. Finck
Publisher: BoD – Books on Demand