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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
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Chronicler's Delight
(Hardcover)
David Thompson; Edited by David Thompson; Contributions by Nathan Kissel
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R828
R694
Discovery Miles 6 940
Save R134 (16%)
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Ships in 10 - 15 working days
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Cosplayers: Gender and Identity is an examination of identity
practices in cosplay, as expressed by cosplayers themselves. It
challenges the assumed correlation between cosplay and cosplayer
identity and considers the lived experiences of cosplayers engaging
in the fan practice of sartorial performance. Through a series of
chapters covering the blurring lines of gender, sexualized fantasy
in real spaces, and nostalgia, the author argues that observational
data run the risk of affirming normative expectations of identity
in the absence of cosplayer narratives, and produce misreadings
that generalize. The work develops and builds an understanding of a
complex cultural system of art, engaging with multiple
methodologies to make identity, fandom, and critical analysis on
the parts of participants and observers alike. This is an
accessible and innovative study suitable for scholars and students
in gender studies, cultural studies, sexuality studies, sociology,
and media studies.
Featuring interviews with the creators of 39 popular video
games--including Halo 3, Call of Duty: Modern Warfare, Medal of
Honor and Metroid Prime--this book gives a behind-the-scenes look
at the origins of some of the most iconic shooter games.
Interviewees recount endless hours of painstaking development, the
challenges of working with mega-publishers, the growth of the genre
and the creative processes that produced some of the industry's
biggest hits, cult classics and indie successes.
From the one-bit beeps of Pong to the 3D audio of PlayStation 5,
this book examines historical trends in video game sound and music.
A range of game systems sold in North America, Europe and Japan are
evaluated by their audio capabilities and industry competition.
Technical fine points are explored, including synthesized v.
sampled sound, pre-recorded v. dynamic audio, backward
compatibility, discrete and multifunctional soundchips, storage
media, audio programming documentation, and analog v. digital
outputs. A timeline chronicles significant developments in video
game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS
and Android devices and many others.
A comprehensive and fun guide to Backgammon
Backgammon is one of the oldest games in the world, the origins
of which date back some 5000 years - and it's still going strong.
It enjoyed a huge resurgence in the 1970s, and then again in the
1990s with the popularity of the Internet, where millions of people
play tournaments online every day.
Today, backgammon's following in the UK is huge, with a
dedicated British Isles Backgammon Association, and hundreds of
face-to-face tournaments taking place across the UK every year.
In this book, backgammon expert Chris Bray walks you through the
basics of setting up a board, opening strategies, middle and
end-game tactics, and tips on when to make key moves. You'll also
get to grips with basic probabilities, the doubling cube and the
25% rule. And if you want to take your gaming further, there's
plenty of advice to get you started in tournament backgammon, as
well as playing online.
Suitable for both beginners and experienced player looking for
more tips and techniques, "Backgammon For Dummies" includes
coverage on: Starting and Playing the GameHandling the Middle
GameBearing Off (The Last Lap)Varying the PlayAbout the author
Eagerly anticipated, this update of the highly regarded third book
from pinball author Michael Shalhoub includes over 900 color photos
and covers the most recent period in pinball history, from 1982
through 2011. Each chapter is devoted to a specific year and
features descriptions, release dates, and historical background on
the games released that year from manufacturers Gottlieb, Williams,
Bally, Data East, Stern, Sega, and others. Current values are
listed for each machine shown in the book. Interspersed with the
games are stories and interviews with many of the legendary
designers and artists who created them. Readers will gain
fascinating insight into the planning that went into the games, how
the designers and artists got their start in the industry,
behind-the-scenes tales of life in the pinball world, and more.
“Michael Shalhoub’s Pinball Compendium is a great documentary
of our business,” says designer Steve Ritchie of the second book
in the trilogy. Along with its two companion volumes (the first
covering the 1930s-1960s and the second covering 1970-1981), this
book is a must-have for all who love the sights and sounds of the
world’s great pinball machines.
This is the perfect book for fans of Journal 29, and those who want
to re-create an exciting escape-room experience in their own home!
You are Adam Parkinson, an intrepid journalist who has recently
been employed by the time-travelling Wexell Corporation. Adam is
invited to an unusual art gallery, filled with objects and artworks
donated by a mysterious figure. It will be up to you to help Adam
unravel the mysteries of the Gallery, and you will travel from
Ancient Egypt to Victorian England - and beyond - to do it. And,
quite possibly, to save the world! Escape from the Gallery is an
immersive escape-room experience that provides a visual feast as
well as a tricky puzzle adventure. Featuring artworks ranging from
Ancient Egyptian hieroglyphs to Mexican masterpieces, you will need
to solve visual riddles and discover the hidden secrets that lie
within the artworks if you want to figure out what is going on, and
why this might be the most important visit to a gallery you have
ever made.
The perfect book for any adult who loves to challenge their brain
but also craves a creative outlet that allows them to use the
artistic and inventive side too. Featuring over 120 fantastic
puzzles, mazes, dot-to-dots, crosswords, spot the difference,
hanjie, sudoku and more, as well as colouring pages, The Adult
Activity Book truly lives up to its name and presents a variety of
puzzles and activities that will help boost your brain power. Apart
from enhancing the brain, you will find that taking time for
yourself and concentrating on an activity has real therapeutic
benefits too, as it allows you to recharge your batteries and
better cope with the stresses we all face every day. All the
activities increase in difficulty as you work through the book, and
all you need are pens and pencils to get stuck in – so challenge
your brain to ever-harder puzzles or kick back and relax with bit
of creative colouring.
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Symbaroum
(Hardcover)
Martin Bergstrom, Mattias Johnsson, Anders Lekberg
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R1,412
R1,156
Discovery Miles 11 560
Save R256 (18%)
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Ships in 10 - 15 working days
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From early classics like Contact to marvels like High Speed, gaming
publisher Williams dazzled arcade goers with its diverse range of
quality pinball games. The age of video games catapulted the
company into legend with blockbusters like Defender and Joust, and
by the end of the 1980s it was the largest coin-op publisher in
North America. Its acquisition of Bally/Midway began a period of
hits that included Mortal Kombat and NBA Jam, as well as the
best-selling pinball machine of all time, The Addams Family. The
history of Williams spans nearly six decades and is filled with
great games, huge gambles and technical innovations that impacted
every aspect of pinball and arcade video games. With interviews
from over 40 former designers and executives from
Williams/Bally/Midway, as well as information from hundreds of
contemporaneous news reports and documents, this book presents a
never-before-seen chronology of how the small company became a
coin-op juggernaut. Thirty pinball and 26 video game classics are
examined in depth with direct input from the people who made them,
along with the story of the events that made and shaped one of
gaming's greatest publishing houses.
Bursting with facts on over 600 unique blocks! Minecraft continues
to grow every year and Minecraft Blockopedia: Updated Edition
catalogues every single block in the game. Over 200 new blocks have
been added in this completely revised edition, including those from
the most recent Caves & Cliffs update. Ever wanted to know how
to make obsidian, or find out where you can mine for emeralds?
Maybe you've wondered what you can use ancient debris or copper ore
for? The answers are all contained in this comprehensive collection
of blocks. Every page has been lovingly crafted from the ground up
to suitably showcase each of the blocks - from deep dives on the
intricate patterns of glazed terracotta and the benefits of the
beacon block to concise explanations of furnace and anvil
mechanics. This is the perfect gift for Minecraft fans of all
generations, in a beautifully presented hardback edition. The
original version of this title was a bestseller, shifting 200,000
copies in the UK alone.
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