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Japan has produced thousands of intriguing video games. But not all of them were released outside of the country, especially not in the 1980s and 90s. While a few of these titles have since been documented by the English-speaking video game community, a huge proportion of this output is unknown beyond Japan (and even, in some cases, within it). Hardcore Gaming 101 Presents: Japanese Video Game Obscurities seeks to catalogue many of these titles – games that are weird, compelling, cool or historically important. The selections represent a large number of genres – platformers, shoot-em-ups, role-playing games, adventure games – across nearly four decades of gaming on arcade, computer and console platforms. Featuring the work of giants like Nintendo, Sega, Namco and Konami alongside that of long-forgotten developers and publishers, even those well versed in Japanese gaming culture are bound to learn something new.
Reviews of over 300 graphic adventure games, focusing on games from prominent publishers such as LucasArts, Sierra On-Line, and Legend Entertainment but covering games from independent developers as well. Reviews primarily cover games published 1984-2000. Interviews with game creators/developers Al Lowe, Corey Cole, Bob Bates, and Josh Mandel are included.
Detailed contents listing here: http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-2/ Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard.
Presented by retro video game website Hardcore Gaming 101. Localization is a tricky business, especially due to the myriad of differences between both the English and Japanese languages and cultures. Retro Game Super Translation Selection examines 101 lines of dialogue from classic video games, compares how they were localized, and includes some explanation for the business or cultural reasons surrounding such changes. Originally authored by a professional video game translator, this is a localized version of a doujinshi released at the Game Legend retro game event in late 2016, and features a unique perspective rarely seen in the English speaking world! Also includes four columns by guest writers that compare English and Japanese onomatopoeia, examines different game titles between territories, explains the math behind retro games, and illustrates the many changes made to the Pok�mon Game Boy titles.Covered games include: Final Fantasy, Dragon Warrior / Dragon Quest, Super Mario World, Landstalker, Lunar: The Silver Star, Zero Wing, River City Ransom, Cybernator, Pok�mon, Lufia II, Shadowgate, Shadowrun, Maniac Mansion, Princess Tomato in the Salad Kingdom, and many more!NOTE: The paperback edition of this book is in black and white, but the Kindle version uses color images.
Released in 1986, the Famicom Disk System was an attachment for Nintendo's 8-bit console that allowed for cheap distribution of re-writable games. Many famous titles, including both Legend of Zelda titles, Super Mario Bros. 2, Doki Doki Panic, Metroid, and Kid Icarus were originally released for the platform. Due to technical advances, the system was eventually discontinued and was never released outside of Japan. Much of its library remained Japan-only as well, and has been sparsely documented among the English-speaking retro game world. Until now. Brought you to by long-standing retro video game website Hardcore Gaming 101, The Complete Guide to the Famicom Disk System includes reviews of every single title in the Famicom Disk System library - all of the classic Nintendo games (including their unfortunately overlooked adventure games), cult classics by Konami, revolutionary oddities like Otocky, many Zelda clones, numerous tie-ins with late 80s Japanese celebrities, and a large number of subpar licensed games from Bandai. Also includes a look at the many unlicensed titles, a history of the system, and its accessories.
Every website or magazine has their own "Best Video Games of All Times" list - here is Hardcore Gaming 101's! From early arcade classics to 3D action games, from text adventures to interactive cinema, this book includes 200 of the best video games ever released, covering over three decades of gaming history, created by developers all over the world. Each entry highlights why our picks are the best examples of their genre, and includes additional recommendations for similar games. Both rookie and veteran gamers will definitely discover some new and interesting games to check out after finishing this book!
Callahan's Place is the neighborhood tavern to all of time and space, where the regulars are anything but. Pull up a chair, grab a glass of your favorite, and listen to the stories spun by time travelers, cybernetic aliens, telepaths...and a bunch of regular folks on a mission to save the world, one customer at a time.
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.
Blast off again and check out the second in HG101's line of books on shoot-em-ups! This volume features the works of Namco (Xevious, Dragon Spirit), Toaplan (Tiger Heli, Truxton, Batsugun), Raizing (Sorcer Striker, Battle Garegga, Terra Diver), and Psikyo (Strikers 1945, Samurai Aces), as well as several other arcade and console shooters like Trouble Shooter / Battlemania, Gaiares, Phalanx, and more!