History of the Super Nintendo (SNES)

History of the Super Nintendo (SNES)
Author: Brian C Byrne
Publisher: Console Gamer Magazine
Total Pages: 44
Release:
Genre: Games & Activities
ISBN:

The complete 'History of The Super Nintendo', dives head first behind the scenes and shows you how the console was conceived, the difficulties Nintendo faced as well as showcasing a complete list of hardware and software launched for the console. From development kits and prototypes, to the rarest games and software, this truly is a 'must have' in the collection of any retro gaming enthusiast. Learn the development stories behind classic retro video games such as 'Super Mario World', 'Star Fox', and the 'Donkey Kong' video game series and other exclusive hit titles. Join the author as he counts down his top 100 games for the system and rates all the best titles. This is the unofficial 'History of the Super Nintendo', for the gamers. - Introduction from the author. - Learn the development stories from top titles. - Beautifully designed book with 100's of images. - Complete hardware section. - Top 100 SNES games of all time. - Super Nintendo Classic/Mini feature. - 48 pages of content. This is the second book in the Console Gamer Magazine series. Also available: ' History of The Nintendo 64' Author: Brian C Byrne Language: English Only. Series: Console Gamer Magazine. Format: Digital & Print Website: http://www.consolegamermagazine.com

Seeing Red

Seeing Red
Author: Jose P. Zagal
Publisher: MIT Press
Total Pages: 185
Release: 2024-05-14
Genre: Games & Activities
ISBN: 0262045060

The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy. With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was "in the red" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming. Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device's technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform's library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy's release, having been superseded by polygonal 3D graphics. The platform's meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience's perception of those capabilities. Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play.

Street Fighter Vs Darkstalkers: Underworld Warriors

Street Fighter Vs Darkstalkers: Underworld Warriors
Author: Ken Siu-Chong
Publisher: Udon Entertainment
Total Pages: 0
Release: 2020-02-11
Genre: Comics & Graphic Novels
ISBN: 9781772941159

"When the World Warriors meet the Night Warriors -- they'll raise Hell! These time-tested combatants have met many times in the arcades, but nothing can prepare you for their first action-packed, fan service-fueled comic crossover! Villains will unite, friends will become foes, and the worlds of Street Fighter and Darkstalkers will be changed forever!"--Page 4 of cover.

Street Fighter: The Official Street Food Cookbook

Street Fighter: The Official Street Food Cookbook
Author: Victoria Rosenthal
Publisher: Insight Editions
Total Pages: 208
Release: 2021-06-01
Genre: Cooking
ISBN: 9781647221683

Street Fighter™: The Official Street Food Cookbook brings together your favorite challengers in this global collection of recipes. Inspired by the diverse nationalities of the iconic characters in Capcom’s Street Fighter™ video game franchise, Street Fighter: The Official Street Food Cookbook offers easy-to-make recipes that are perfect for your next party or one-on-one showdown. Sakura Kasugano: High school student, martial artist, and world traveler. Join her as she embarks on a trip around the globe, training, fighting, and trying out delicious new street food snacks. In this book, she shares the stories of her encounters with other fighters and their favorite recipes from their hometowns. This cookbook features delectable treats found in food stalls on the streets of Japan, Spanish tapas from a flamenco tavern, snacks on a pier in the Amazon River basin, and much more. With easy-to-follow step-by-step instructions, this cookbook features recipes and characters from every iteration of Capcom’s hit Street Fighter series. Packed with vibrant photography as well as information about each fighter and the dish they inspired, this book will level up your skills in the kitchen, making it the ultimate culinary companion for everyone from skilled cooks to new challengers.

Playing to Win

Playing to Win
Author: David Sirlin
Publisher: Lulu.com
Total Pages: 144
Release: 2006-04-01
Genre: Games & Activities
ISBN: 1411666798

Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.