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Helps librarians who are not themselves seasoned gamers to better understand the plethora of gaming products available and how they might appeal to library users. As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to better understand the gaming landscape and better serve gamers in discovery of new games—whether they are new to gaming or seasoned players—through advisory services. This book maps all types of games—board, roleplaying, digital, and virtual reality—providing all the information needed to understand and appropriately recommend games to library users. Organized by game type, hundreds of descriptions offer not only bibliographic information (title, publication date, series, and format/platform), but genre classifications, target age ranges for players, notes on gameplay and user behavior type, and short descriptions of the game's basic premise and appeals.
Power Up! Super Mario Bros. Encyclopedia: The Official Guide to the First 30 Years is jam-packed with content from all seventeen Super Mario games--from the original Super Mario Bros. to Super Mario 3D World. Track the evolution of the Goomba, witness the introduction of Yoshi, and relive your favorite levels. This tome also contains an interview with producer Takashi Tezuka, tips to help you find every coin, star, sun, and mushroom--even explanations of glitches! With information on enemies, items, obstacles, and worlds from over thirty years of Mario, Super Mario Bros. Encyclopedia is the definitive resource for everything Super Mario!
Ever wanted to create one-screen puzzles in Super Mario Maker, but didn't know where to start or what to do? Those days are over. With the help of Super Mario Maker: The Ultimate One-Screen Puzzle Guide, you'll be creating these difficult to design puzzle levels like a pro! Discover complex puzzle mechanics, amazing one-screen puzzle creators, and more! This book has you covered with one-screen puzzle designing
A comprehensive, colorful look at everything to know and love about Super Mario, with character profiles, gameplay tips, and little-known triviaFor over 35 years, gamers young and old have gone on fantastic adventures with Mario, Luigi, Peach, Yoshi, and friends. The Big Book of Super Mario is a colorful celebration of that rich history from the 1980s to today!This deluxe guide also features exclusive content and strategy on recent Nintendo Switch games like Super Mario Odyssey and Super Mario Maker 2, plus an in-depth look at the new Super Mario 3D World + Bowser's Fury. With dozens of full-color game images, this journey into the Mushroom Kingdom is a must-have for all Mario fans.
Super Mario Maker 2 gives players the tools to make their own levels using power ups, blocks, and enemies from Super Mario history, while also introducing ever before seen things like the Koopa Troopa Car and Twister. It also gives you the option to share your levels via Nintendo Switch Online; as well as play, rate, and download levels made by players all over the world. This game indeed offers near endless possibilities for creating the Mario courses of your dreams. However, the sheer amount of options in Nintendo's excellent new level-creating game can be overwhelming and there are plenty of hidden creation tools that the game doesn't explicitly call out. Whether you're looking to make your first courses or want to take your level-making skills to new heights, we have put together 280 ESSENTIAL tips for creating cool stuff in Super Mario Maker 2. Get this guide now and become a Pro in super mario maker 2.
Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
This highly comprehensive handbook provides a substantial advance in the computation of elementary and special functions of mathematics, extending the function coverage of major programming languages well beyond their international standards, including full support for decimal floating-point arithmetic. Written with clarity and focusing on the C language, the work pays extensive attention to little-understood aspects of floating-point and integer arithmetic, and to software portability, as well as to important historical architectures. It extends support to a future 256-bit, floating-point format offering 70 decimal digits of precision. Select Topics and Features: references an exceptionally useful, author-maintained MathCW website, containing source code for the book’s software, compiled libraries for numerous systems, pre-built C compilers, and other related materials; offers a unique approach to covering mathematical-function computation using decimal arithmetic; provides extremely versatile appendices for interfaces to numerous other languages: Ada, C#, C++, Fortran, Java, and Pascal; presupposes only basic familiarity with computer programming in a common language, as well as early level algebra; supplies a library that readily adapts for existing scripting languages, with minimal effort; supports both binary and decimal arithmetic, in up to 10 different floating-point formats; covers a significant portion (with highly accurate implementations) of the U.S National Institute of Standards and Technology’s 10-year project to codify mathematical functions. This highly practical text/reference is an invaluable tool for advanced undergraduates, recording many lessons of the intermingled history of computer hardw are and software, numerical algorithms, and mathematics. In addition, professional numerical analysts and others will find the handbook of real interest and utility because it builds on research by the mathematical software community over the last four decades.
This accessible, third edition textbook gives students the tools they need to analyze games, using strategies borrowed from textual analysis. As game studies has become an established academic field, writing about games needs the language and methods that allow authors to reflect the complexity of a game and how it is played in a cultural context. This volume provides readers with an overview of the basic building blocks of game analysis—examination of context, content and distinctive features, and formal qualities—as well as the vocabulary necessary to talk about the distinguishing characteristics of a game. Examples are drawn from a range of games, non-digital and digital, and across history—from Pong to Fortnite—and the book includes a variety of examples and sample analysis, as well as a wealth of additional sources to continue exploring the field of game studies. This third edition revision brings the book firmly up to date, pulling in new examples and sources, and incorporating current key topics in this dynamic field, such as artificial intelligence and game streaming. Introduction to Game Analysis remains an essential practical tool for students who want to become fluent writers and informed critics of games, as well as digital media in general.
To get started, you'll need only what you can usually find in your home: items like paper, ziploc bags, index cards, coloring utensils, pencils, rubberbands, scissors, etc. As we progress in the world of making magic, we'll explore how to use 3D design tools like Tinkercad (you can register for a free account at tinkercad.com). You don't need a 3D printer in your home! Libraries, schools, and makerspaces around the world have 3D printers you can use! We'll explore simple programming using Arduino!