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Daigo Umehara. He is the most dominant fighting game champion in the world. But before he was Japan's first pro gamer, Daigo was one of many players battling their way through Japanese arcades during the golden age of fighting games. Find out how the player became the legend in DAIGO THE BEAST: UMEHARA FIGHTING GAMERS! In Volume 5: "We won't be allowed to do this stuff forever." After deciding to break away from games, Naraken takes Daigo on for one final battle. Two souls collide in the ultimate test of fighting gang skill!
Daigo Umehara. He is the most dominant fighting game champion in the world. But before he was Japan's first pro gamer, Daigo was one of many players battling their way through Japanese arcades during the golden age of fighting games. Find out how the player became the legend in DAIGO THE BEAST: UMEHARA FIGHTING GAMERS! In Volume 1: Shinya Ohnuki, a gamer with prodigious talent, is drawn into the wild and wonderful world of fighting games after a chance meeting with him. An enduring rivalry between Umehara and "Nuki" is born in the heat of battle!
He is the most dominant fighting game champion in the world. But before he was Japan's first pro gamer, Daigo was one of many players battling their way through Japanese arcades during the golden age of fighting games. Find out how the player became the legend in DAIGO THE BEAST: UMEHARA FIGHTING GAMERS! In Volume 2: In the 1990s, the young Daigo is rising above the fray on the challenging Akihabra arcade beat. But when his singular dedication to gaming faces the resistance of an unforgiving society, conflict begins to brew.
He is the most dominant fighting game champion in the world. But before he was Japan's first pro gamer, Daigo was one of many players battling their way through Japanese arcades during the golden age of fighting games. Find out how the player became the legend in DAIGO THE BEAST: UMEHARA FIGHTING GAMERS! In Volume 4: The battle between Daigo and Naraken grows ever fiercer as a third man, Ogou, shrugs off the tension proclaiming, "It's only a game." A teen boy who can't let things go and an irrational man who laughs in the face of common sense. The stage is set for a rematch... Daigo vs. Ogou!
Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta (game center). Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game. The tour begins with UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classics from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about each game, all lavishly illustrated with photographs and game graphics.
The Fighter, the Sorceress, the Elf, the Wizard, the Amazon, and the Dwarf. These six heroes have come together to quest for riches, for glory, and for the honour of the kingdom of Hydeland (Though really, it's mostly for the riches...) In the concluding chapter of this fantastic epic, our heroes face off against the demonic Gazer, the towering Golem, and finally the hulking Ancient Dragon! if they prevail, the party will obtain the most legendary of all relics- the Dragon's Crown!
Is there a Buddhist discourse on sex? In this innovative study, Bernard Faure reveals Buddhism's paradoxical attitudes toward sexuality. His remarkably broad range covers the entire geography of this religion, and its long evolution from the time of its founder, Xvkyamuni, to the premodern age. The author's anthropological approach uncovers the inherent discrepancies between the normative teachings of Buddhism and what its followers practice. Framing his discussion on some of the most prominent Western thinkers of sexuality--Georges Bataille and Michel Foucault--Faure draws from different reservoirs of writings, such as the orthodox and heterodox "doctrines" of Buddhism, and its monastic codes. Virtually untapped mythological as well as legal sources are also used. The dialectics inherent in Mahvyvna Buddhism, in particular in the Tantric and Chan/Zen traditions, seemed to allow for greater laxity and even encouraged breaking of taboos. Faure also offers a history of Buddhist monastic life, which has been buffeted by anticlerical attitudes, and by attempts to regulate sexual behavior from both within and beyond the monastery. In two chapters devoted to Buddhist homosexuality, he examines the way in which this sexual behavior was simultaneously condemned and idealized in medieval Japan. This book will appeal especially to those interested in the cultural history of Buddhism and in premodern Japanese culture. But the story of how one of the world's oldest religions has faced one of life's greatest problems makes fascinating reading for all.
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.
Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.
A cyborg detective hunts for a malfunctioning sex doll that turns itself into a killing machine. A Heian-era Taoist slays evil spirits with magic spells from yin-yang philosophy. A young mortician carefully prepares bodies for their journey to the afterlife. A teenage girl drinks a cup of life-giving sake, not knowing its irreversible transformative power. These are scenes from the visually enticing, spiritually eclectic media of Japanese movies and anime. The narratives of courageous heroes and heroines and the myths and legends of deities and their abodes are not just recurring motifs of the cinematic fantasy world. They are pop culture’s representations of sacred subtexts in Japan. Japanese Mythology in Film takes a semiotic approach to uncovering such religious and folkloric tropes and subtexts embedded in popular Japanese movies and anime. Part I introduces film semiotics with plain definitions of terminology. Through familiar cinematic examples, it emphasizes the myth-making nature of modern-day film and argues that semiotics can be used as a theoretical tool for reading film. Part II presents case studies of eight popular Japanese films as models of semiotic analysis. While discussing each film’s use of common mythological motifs such as death and rebirth, its case study also unveils more covert cultural signifiers and folktale motifs, including jizo (a savior of sentient beings) and kori (bewitching foxes and raccoon dogs), hidden in the Japanese filmic text.