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knightmare tower newgrounds: Introduction to Game Analysis Clara Fernández-Vara, 2019-01-21 This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Clara Fernández-Vara’s concise primer provides readers with instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Portal and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary. In this second edition of the popular textbook, Fernández-Vara brings the book firmly up-to-date, pulling in fresh examples from ground-breaking new works in this dynamic field. Introduction to Game Analysis remains a unique practical tool for students who want to become more fluent writers and critics not only of videogames, but also of digital media overall. |
knightmare tower newgrounds: Level Up! Scott Rogers, 2010-09-29 Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book! |
knightmare tower newgrounds: Metagaming Stephanie Boluk, Patrick LeMieux, 2017-04-04 The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames. |
knightmare tower newgrounds: Hidden Treasures: Rare & Unappreciated Gems Jeffrey Wittenhagen, 2014-02-14 In all generations of video games there contains Hidden Treasures, Unappreciated Gems that exist. These games can sometimes be rare or unknown, while other times you may have seen them sitting on the shelf but looked right past them. This book looks at a few of these games, generation by generation, to give a little insight into a few that you may not have noticed. How many of these gaming treasures have you played? |
knightmare tower newgrounds: Eager Helen Fox, 2008-12-18 It's the end of the 21st century where technocrats rule and robots take care of humans’ every need. Your house watches you, knows your secrets, and talks to you. And your closest friend can be—a machine? Gavin Bell and his teenage sister Fleur come from a middle-class family. Their much-loved, old-fashioned robot, Grumps, is running down and can’t be repaired, so a scientist friend loans them EGR3, an experimental new robot to help Grumps. EGR3, known as Eager, learns from his experiences, as a child would. He feels emotions—wonder, excitement, and loss. When the ultra high-tech, eerily human BDC4 robots begin to behave suspiciously, Eager and the Bells are drawn into a great adventure that is sometimes dark and often humorous. As Eager’s extraordinary abilities are tested to the limit, he will try to find the answer to this question: What does it mean to be alive? |
knightmare tower newgrounds: Getting Gamers Jamie Madigan, 2019 Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games. |
knightmare tower newgrounds: Mazes for Programmers Jamis Buck, 2015 Part I. The basics : Your first random mazes : Preparing the grid ; The binary tree algorithm ; The sidewinder algorithm -- Automating and displaying your mazes : Introducing our basic grid ; Displaying a maze on a terminal ; Implementing the binary tree algorithm ; Rendering a maze as an image -- Finding solutions : Dijkstra's algorithm ; Implementing Dijkstra's ; Finding the shortest path ; Making challenging mazes ; Coloring your mazes -- Avoiding bias with random walks : Understanding biases ; The Aldous-Broder algorithm ; Implementing Aldous-Broder ; Wilson's algorithm ; Implementing Wilson's algorithm -- Adding constraints to random walks : The hunt-and-kill algorithm ; Implementing hunt-and-kill ; Counting dead ends ; The recursive backtracker algorithm ; Implementing the recursive backtracker -- Part II. New steps : Fitting mazes to shapes : Introducing masking ; Implementing a mask ; ASCII masks ; Image masks -- Going in circles : Understanding polar grids ; Drawing polar grids ; Adaptively subdividing the grid ; Implementing a polar grid -- Exploring other grids : Implementing a hex grid ; Displaying a hex grid ; Making hexagon (sigma) mazes ; Implementing a triangle grid ; Displaying a triangle grid ; Making triangle (delta) mazes -- Braiding and weaving your mazes : Braiding mazes ; Cost versus distance ; Implementing a cost-aware Dikstra's algorithm ; Introducing weaves and insets ; Generating weave mazes -- Part III. More algorithms : Improving your weaving : Kruskal's algorithm ; Implementing randomized Kruskal's algorithm ; Better weaving with Kruskal ; Implementing better weaving -- Growing with Prim's : Introducing Prim's algorithm ; Simplified Prim's algorithm ; True Prim's algorithm ; The growing tree algorithm -- Combining, dividing : Eller's algorithm ; Implementing Eller's algorithm ; Recursive division ; Implementing recursive division -- Part IV. Extending mazes into hight dimensions : Understanding dimensions ; Introducing 3D mazes ; Adding a third dimension ; Displaying a 3D maze ; Representing four dimensions -- Bending and folding your mazes ; Cylinder mazes ; Möbius mazes ; Cube mazes ; Sphere mazes -- Summary of maze algorithms : Aldous-Broder ; Binary tree ; Eller's ; Growing tree ; Hunt-and-kill ; Kruskal's (randomized) ; Prim's (simplified) ; Prim's (true) ; Recursive backtracker ; Recursive division ; Sidewinder ; Wilson's -- Comparison of maze algorithms : Dead ends ; Longest path ; Twistiness ; Directness ; Intersections |
knightmare tower newgrounds: Harley Quinn Vol. 1: Hot in the City Jimmy Palmiotti, Amanda Conner, 2014-10-28 There are eight million stories in the naked city. Here's one you might have heard: an out-of-town girl moves to the Big Apple after a bad breakup, looking for a new job, a new love, and a new life. Oh yeah, and she's a criminally insane super-villain who just got jilted by a psychotic clown. Did we not mention that yet? She's Harley Quinn, and she's come to Coney Island looking to settle down and cut loose. But where Harley goes, trouble follows. Someone's put a price on her head so big every bounty hunter in Brooklyn is looking for her. Now this newly minted Noo Yawker has to count on her motley crew of new neighbors—and a few of her good old bad-girl friends—to get the last laugh on whoever's gunning for her. |
knightmare tower newgrounds: The Video Game Explosion Mark J. P. Wolf, 2007-11-30 The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media. |
knightmare tower newgrounds: How to Play Video Games Matthew Thomas Payne, Nina B. Huntemann, 2019-03-26 Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium. |
knightmare tower newgrounds: Procedural Storytelling in Game Design Tanya X. Short, Tarn Adams, 2019-03-14 This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. Key Features Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World’s finest guide for how to begin thinking about procedural design |
knightmare tower newgrounds: The lunar world Josiah Crampton, 1853 |
knightmare tower newgrounds: The Mysterious Chronicles of Oz: Or Tip and the Sawhorse of Oz Onyx Madden, 1985 Princess Ozma disguises herself as a boy and travels with a lively sawhorse through the fairyland of Oz, meeting Quox the dragon, Polychrome the cloud fairy, and other unusual characters. |
knightmare tower newgrounds: The Game of Humor Charles R. Gruner, 2017-07-05 Humor, wit, and laughter surround each person. From everyday quips to the carefully contrived comedy of literature, newspapers, and television we experience humor in many forms, yet the impetus for our laughter is far from innocuous. Misfortune, stupidity, and moral or cultural defects, however faintly revealed in others and ourselves, seem to make us laugh. Although discomforting, such negative terms as superiority, aggression, hostility, ridicule, or degradation can be applied to instances of humor. According to scholars, Thomas Hobbes's superiority theory?that humor arises from mischances, infirmities, and indecencies, where there is no wit at all?applies to most humor. With the exception of good-natured play, Charles R. Gruner claims that humor is rarely as innocent as it first appears.Gruner's proposed superiority theory of humor is all-encompassing. In The Game of Humor, he expands the scope of Hobbes's theory to include and explore the contest aspect of good-natured play. As such, the author believes all instances of humor can be examined as games, in terms of competition and keeping score?winners and losers. Gruner draws on a broad spectrum of thought-provoking examples. Holocaust jokes, sexual humor, the racialist dialogue of such comic characters as Stepin Fetchit and Archie Bunker, simple puns, and many of the author's own encounters with everyday humor. Gruner challenges the reader to offer a single example of humor that cannot be de-humorized by its agonistic nature.The Game of Humor makes intriguing and enjoyable reading for people interested in humor and the aspects of human motivation. This book will also be valuable to professionals in communication and information studies, sociologists, literary critics and linguists, and psychologists concerned with the conflicts and tensions of everyday life. |
knightmare tower newgrounds: Gaming Alexander R. Galloway, 2006-05-27 Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization. |
knightmare tower newgrounds: Game Programming Patterns Robert Nystrom, 2014-11-03 The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games. |
knightmare tower newgrounds: Amazing 3-D Games Adventure Set Lary L. Myers, 1995 This book/CD-ROM package offers a glimpse behind the scenes of 3-D games like DOOM and Wolfenstein. Game expert Lary Myers takes the reader through the mechanics needed to understand and create 3-D action or adventure games. Includes 3-D game engine with sample games on CD-ROM. |
knightmare tower newgrounds: The Bright Side of the Dark Mayuresh Kulkarni, 2022-09-21 The sufferings and the pain we undergo play a vital role in our pursuit of excellence. We should not blame the fates or look for the escape doors like God or destiny; instead, our convictions should embrace the truths to be found in poetry such as The Bright Side of the Dark. |
knightmare tower newgrounds: 101 Awesome Builds Triumph Books, 2015-08-01 With more than 100 million participants Minecraft has become a global craze and is one of the most popular video games ever 101 Awesome Builds provides players at all levels the tools to excel in the most popular aspect of the game: building. Featuring step-by-step, colorful guides to builds of all shapes and sizes, this book is a must-have for beginning players and master builders alike. From the experts who brought you The Big Book of Building, this guide features more hints, tips, and cheats to open up the creative minds of all Minecraft players. This book is not authorized, sponsored, endorsed or licensed by Mojang AB. The trademark Minecraft is owned by Mojang AB; and other company names and/or trademarks mentioned in this book are the property of their respective companies and are used for identification purposes only. |
knightmare tower newgrounds: Interactive Storytelling Alex Mitchell, Clara Fernández-Vara, David Thue, 2014-10-07 This book constitutes the refereed proceedings of the 7th International Conference on Interactive Storytelling, ICIDS 2014, Singapore, Singapore, November 2014. The 20 revised full papers presented together with 8 short papers 7 posters, and 5 demonstration papers were carefully reviewed and selected from 67 submissions. The papers are organized in topical sections on story generation, authoring, evaluation and analysis, theory, retrospectives, and user experience. |
knightmare tower newgrounds: Battle for Barsoom Billy Wrecks, 2012-01-24 |
knightmare tower newgrounds: Let's Eat! , 1998-01-01 Grover the waiter introduces his customers to all the fabulous foods that they can enjoy from breakfast right through a big tasty lunch. |
knightmare tower newgrounds: Abstracts of Probate Acts in the Prerogative Court of Canterbury Church of England. Province of Canterbury. Prerogative Court, 1909 |
knightmare tower newgrounds: Shadow Planet William Shatner, 2003-11-25 The scum of the galaxy are the last hope of humankind . . . Aboard the stolen, renamed starship Endeavor, the Stone Cowboys rocket across the heavens toward a confrontation they cannot avoid . . . and, most likely, will not survive. But first, Jim Endicott must mold the street-hardened gang of thugs and hoodlums into a disciplined commando unit. Once harboring dreams of joining the Space Academy, Endicott has already altered one past using the astonishing powers of Omega. And now the untried captain and his misfit crew must take on a powerful alien race devoted to the obliteration of the human cancer. With tension, unrest, and mutiny brewing dangerously all around him, Endicott faces the deadliest challenge he has ever known. Because the cutthroats riding the Endeavor into the enemy's turf for a war to the death are the only champions courageous -- and foolhardy -- enough for the mission. And they have nothing in the universe left to lose . . . |
knightmare tower newgrounds: Strange Terrors William Ekgren, 2016-04-28 Strange Terrors was a pre-comic code horror comic series. Popular but short lived, this series was published by St. John publications who at one time was a giant of the comic book industry. St. John Publications was an American publisher of magazines and comic books. During its short existence (1947-58), St. John's comic books established several industry firsts. Founded by Archer St. John (1904-55), the firm was located in Manhattan at 545 Fifth Avenue. After the St. John comic books came to an end in 1958, the company continued to publish its magazine line into the next decade. This book has been image enhanced to give the reader a comic as it was, freshly published more then fifty years ago and contains stories from two complete issues. |
knightmare tower newgrounds: Aliens: Kidnapped Jim Woodring, 1999-03-09 In the dark reaches of the universe lies a remote planet that holds both forbidden pleasures and unspeakable horrors. For three naive smugglers, it's also a place to unload a deadly cargo: an Alien egg. But something about this particular egg is scaring off the black marketeers. And when it hatches, the nightmare will have just begun. |
knightmare tower newgrounds: Black Ice Heart Ella Drake, 2016-10-19 Condemned and in transit to an asteroid prison, he found what he'd never had before--a chance to love. *** Ensign Joan Holly has one last mission before transferring to a secretive, elite unit, the Nex. It's what she's wanted since joining the military as a child. All she has to do is escort the most reviled prisoner on Geonate to meet his fate. Simple, since he's immobilized and nobody has ever escaped the Asteroid Pit. Cenak Bronson never had it easy. He's never been free and never had a future. He accepts his doomed fate until he's rescued by a band of half-aliens, the Scoriah. After the chaos of his breakout, Cenak finds himself reluctantly bound to the only other survivor, his jailer Joan. But they aren't the sole survivors by coincidence and they weren't captured by the Scoriah randomly. To survive, they join forces, uncovering secrets and lies that change everything. Including the future of Geonate itself. Black Ice Heart is a full-length science fiction romance novel that begins the Space Grit series and can be read stand-alone Warning: This novel is intended for readers 18 and older. It contains explicit scenes, language, violence. |
knightmare tower newgrounds: The Untold History of Japanese Game Developers Volume 2 John Szczepaniak, 2015-11-04 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. |
Knightmare (TV series) - Wikipedia
Knightmare is a British children's adventure game show, created by Tim Child and broadcast over eight series on CITV from 7 September 1987 to 11 November 1994. The general format of the …
Knightmare - DC Extended Universe Wiki
The Knightmare was a lengthy conflict that occurred in an alternate future in which Batman 's Insurgency fought to overthrow Superman 's Regime, after the death of Lois Lane at the hands …
Welcome Watchers | Knightmare.com
Feb 22, 2010 · The website of the award-winning UK children's television show, Knightmare, that aired on CITV between 1987 and 1994.
Knightmare TV Show Series 1 - 8 - YouTube
Knightmare is a British children's adventure game show, created by Tim Child, and broadcast over eight series on CITV from 7 September 1987 to 11 November 19...
Knightmare Series 1 : Free Download, Borrow, and Streaming : …
Dec 10, 2016 · An adventure game show, Knightmare involves a team of four children—one taking the role of the sightless dungeoneer, and the remaining three acting as their …
Knightmare (TV Series 1987–1994) - IMDb
Knightmare: Created by Tim Child. With Hugo Myatt, Paul Valentine, Clifford Norgate, Mark Knight. Dungeons and Dragons-style show that lets contestants explore a computer-generated …
Knightmare (Series) - TV Tropes
Knightmare was a pioneering 1987-94 kids' TV series, a blend of an RPG, an Adventure Game and primitive virtual reality, produced by Anglia Television for broadcast on CITV.
Knightmare - Wikipedia
Knightmare (roller coaster), a defunct roller coaster in Chorley, Lancashire, United Kingdom A potential dystopian future featured in the DC Extended Universe films Batman v Superman: …
Justice League’s Knightmare Timeline Explained - ComicBook.com
Mar 18, 2021 · Zack Snyder’s Justice League revisits that “Knightmare” timeline that was first introduced in Batman v Superman: Dawn of Justice.
Knightmare: All Episodes - Trakt
An adventure game show, Knightmare involves a team of four children – one taking the role of the sightless dungeoneer, and the remaining three acting as their guide – traversing a medieval …
Knightmare (TV series) - Wikipedia
Knightmare is a British children's adventure game show, created by Tim Child and broadcast over eight series on CITV from 7 …
Knightmare - DC Extended Universe …
The Knightmare was a lengthy conflict that occurred in an alternate future in which Batman 's Insurgency fought to …
Welcome Watchers | Knightmare.com
Feb 22, 2010 · The website of the award-winning UK children's television show, Knightmare, that aired on CITV between 1987 and …
Knightmare TV Show Series 1 - 8 - YouT…
Knightmare is a British children's adventure game show, created by Tim Child, and broadcast over eight series on CITV from 7 …
Knightmare Series 1 : Free Download, B…
Dec 10, 2016 · An adventure game show, Knightmare involves a team of four children—one taking the role of the sightless …