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nintendo power mortal kombat: Nintendo Power , 2009 |
nintendo power mortal kombat: Mortal Kombat David Church, 2022-02-17 Upon its premiere in 1992, Midway’s Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent “fatality” moves performed by photorealistic characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world’s most iconic fighting games, and formed a transmedia franchise that continues to this day. This book traces Mortal Kombat’s history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy. |
nintendo power mortal kombat: The Black Lizard Big Book of Black Mask Stories Otto Penzler, 2012-05-09 An unstoppable anthology of crime stories culled from Black Mask magazine the legendary publication that turned a pulp phenomenon into literary mainstream. Black Mask was the apotheosis of noir. It was the magazine where the first hardboiled detective story, which was written by Carroll John Daly appeared. It was the slum in which such American literary titans like Dashiell Hammett and Raymond Chandler got their start, and it was the home of stories with titles like “Murder Is Bad Luck,” “Ten Carets of Lead,” and “Drop Dead Twice.” Collected here is best of the best, the hardest of the hardboiled, and the darkest of the dark of America’s finest crime fiction. This masterpiece collection represents a high watermark of America’s underbelly. Crime writing gets no better than this. Featuring • Deadly Diamonds • Dancing Rats • A Prize Fighter Fighting for His Life • A Parrot that Wouldn’t Talk Including • Dashiell Hammett’s The Maltese Falcon as it was originally published • Lester Dent's Luck in print for the first time |
nintendo power mortal kombat: Super Power, Spoony Bards, and Silverware Dominic Arsenault, 2017-09-01 A critical look at how the Super Nintendo Entertainment System—and a resistance to innovation—took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo’s Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres. |
nintendo power mortal kombat: American Life and Video Games from Pong to Minecraft Kathryn Hulick, 2016-07-15 Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of Americas favorite pastimes. |
nintendo power mortal kombat: The Ultimate History of Video Games, Volume 1 Steven L. Kent, 2010-06-16 The definitive behind-the-scenes history of the dawn of video games and their rise into a multibillion-dollar business “For industry insiders and game players alike, this book is a must-have.”—Mark Turmell, designer for Midway Games and creator of NBA Jam, NFL Blitz, and WrestleMania With all the whiz, bang, pop, and shimmer of a glowing arcade, volume 1 of The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. Starting in arcades then moving to televisions and handheld devices, the video game invasion has entranced kids and the young at heart for nearly fifty years. And gaming historian Steven L. Kent has been there to record the craze from the very beginning. The Ultimate History: Volume 1 tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, Kent chronicles firsthand accounts of how yesterday’s games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today’s empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you’ll discover • the video game that saved Nintendo from bankruptcy • the serendipitous story of Pac-Man’s design • the misstep that helped topple Atari’s $2-billion-a-year empire • the coin shortage caused by Space Invaders • the fascinating reasons behind the rise, fall, and rebirth of Sega • and much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who’s ever touched a joystick. |
nintendo power mortal kombat: Mortal Kombat: Blood & Thunder Charles Marshall, Patrick Rolo, Kiki Chansomone, Bobby Rae, 1995 |
nintendo power mortal kombat: Official Ultimate Mortal Kombat 3 Pocket Kodes Ronald Wartow, Brady Games, BradyGames, 1996 Fans of this popular video game will be highly receptive to these official pocket kodes, designed to help make playing Mortal Kombat even easier, with great strategies and helpful tips. |
nintendo power mortal kombat: Console Wars Blake J. Harris, 2014-05-13 Now a documentary on CBS All Access. Following the success of The Accidental Billionaires and Moneyball comes Console Wars—a mesmerizing, behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the video game industry. In 1990, Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo. The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan. Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It’s the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry. A best book of the year: NPR, Slate, Publishers Weekly, Goodreads |
nintendo power mortal kombat: Video Games Kevin Hile, 2009-10-26 The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well. |
nintendo power mortal kombat: Thesaurus of Video Game Ideas Adam Jeremy Capps, 2023-09-16 Thesaurus of Video Game Ideas describes topics in game making. There are many topics contained in it and are all comprehensively described. It is a dictionary of video game ideas used as a reference for video game makers. |
nintendo power mortal kombat: Eugene Jarvis Matthew Thomas Payne, 2025-01-09 This book explores the influential work of Eugene Jarvis, designer of the wildly-successful arcade games Defender, Robotron: 2084, NARC, Smash TV, and Cruis'n USA, among others. Embracing a variety of genres across decades, the video games of Eugene Jarvis offer a series of design lessons in how to craft coin-operated game machines that can survive and thrive even as the arcade was disappearing from the American landscape. In particular, his titles demonstrate the enduring appeal of gameplay challenges, taboo content, and possessing a larger-than-life form factor and accessible gameplay. Drawing upon multiple interviews with Jarvis and his collaborators, as well as scholarly reflections on game design, historic industry data, and archival documents, this book makes the case that Jarvis is the unparalleled “King of the Arcade” for his ability to craft gameplay experiences that cannot be replicated on home consoles or personal computers. |
nintendo power mortal kombat: Games of Empire Nick Dyer-Witheford, Greig de Peuter, 2013-11-30 In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them. |
nintendo power mortal kombat: Video Gaming , Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy. |
nintendo power mortal kombat: Power-Up Chris Kohler, 2016-10-10 Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games. |
nintendo power mortal kombat: Encyclopedia of Play in Today′s Society Rodney P. Carlisle, 2009-04-02 CHOICE Outstanding Academic Title for 2009 This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs. —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as play, including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today′s Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children′s Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library. |
nintendo power mortal kombat: Get in the Game Jonathan Stringfield, 2022-07-15 An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment. |
nintendo power mortal kombat: Game Dev Stories Volume 1 David L. Craddock, 2021-09-08 Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter. |
nintendo power mortal kombat: Game Dev Stories David L. Craddock, 2022-07-30 Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. |
nintendo power mortal kombat: Itchy, Tasty Alex Aniel, 2021-04-15 This is the definitive behind-the-scenes account of Capcom’s horror video game series Resident Evil – one of the most popular, innovative and widely influential franchises of all time. Industry expert Alex Aniel spent two years interviewing key former members of Capcom staff, allowing him to tell the inside story of how Resident Evil was envisioned as early as the late 1980s, how its unexpected and unprecedented success saved the company from financial trouble, how the series struggled at the turn of the century and, eventually, how a new generation of creators was born after the release of Resident Evil 4. Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today. |
nintendo power mortal kombat: Gamer Trouble Amanda Phillips, 2020-04-21 Complicating perspectives on diversity in video games Gamers have been troublemakers as long as games have existed. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems. By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world. |
nintendo power mortal kombat: New Perspectives on the Social Aspects of Digital Gaming Rachel Kowert, Thorsten Quandt, 2017-02-10 Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical edited book concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach. |
nintendo power mortal kombat: Ability Machines Sky LaRell Anderson, 2024-07-02 Video games are both physically and cognitively demanding—so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities. In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency. Featuring a comparative analysis of key video game titles, including Metal Gear Solid V, Wolfenstein II, Celeste, Devil May Cry 5, Hellblade: Senua's Sacrifice, Hades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media. |
nintendo power mortal kombat: The Evolution and Social Impact of Video Game Economics Casey B. Hart, 2017-07-13 Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia. |
nintendo power mortal kombat: Handbook of Research on New Literacies Julie Coiro, Michele Knobel, Colin Lankshear, Donald J. Leu, 2014-04-04 Situated at the intersection of two of the most important areas in educational research today — literacy and technology — this handbook draws on the potential of each while carving out important new territory. It provides leadership for this newly emerging field, directing scholars to the major issues, theoretical perspectives, and interdisciplinary research pertaining to new literacies. Reviews of research are organized into six sections: Methodologies Knowledge and Inquiry Communication Popular Culture, Community, and Citizenship: Everyday Literacies Instructional Practices and Assessment Multiple Perspectives on New Literacies Research FEATURES Brings together a diverse international team of editors and chapter authors Provides an extensive collection of research reviews in a critical area of educational research Makes visible the multiple perspectives and theoretical frames that currently drive work in new literacies Establishes important space for the emerging field of new literacies research Includes a unique Commentary section: The final section of the Handbook reprints five central research studies. Each is reviewed by two prominent researchers from their individual, and different, theoretical position. This provides the field with a sense of how diverse lenses can be brought to bear on research as well as the benefits that accrue from doing so. It also provides models of critical review for new scholars and demonstrates how one might bring multiple perspectives to the study of an area as complex as new literacies research. The Handbook of Research on New Literacies is intended for the literacy research community, broadly conceived, including scholars and students from the traditional reading and writing research communities in education and educational psychology as well as those from information science, cognitive science, psychology, sociolinguistics, computer mediated communication, and other related areas that find literacy to be an important area of investigation. |
nintendo power mortal kombat: The Routledge Handbook of Translation and Censorship Denise Merkle, Brian James Baer, 2024-12-18 The Routledge Handbook of Translation and Censorship is the first handbook to provide a comprehensive overview of the topic, offering broad geographic and historical coverage, and extending the political contexts to incorporate colonial and postcolonial viewpoints, as well as pluralistic societies. It examines key cultural texts of all kinds as well as audio-visual translation, comics, drama and videogames. With over 30 chapters, the Handbook highlights commonalities and differences across the various contexts, encouraging comparative approaches to the topic of translation and censorship. Edited and authored by leading figures in the field of Translation Studies, the chapters provide a critical mapping of the current research and suggest future directions. With an introductory chapter by the editors on theorizing censorship, the Handbook is an essential reference and resource for advanced students, scholars and researchers in translation studies, comparative literature and related fields. Chapter 30 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC BY-NC-ND) 4.0 license. |
nintendo power mortal kombat: The Full Bible of Steel Lucifer Jeremy White, 2020-02-23 Christian Satanism, Christian philanthropy, a book of video game ideas, and a book that details possible uses of future science and technology are all contained within this book. |
nintendo power mortal kombat: The Complete SNES Jeffrey Wittenhagen, |
nintendo power mortal kombat: Net Guide Kelly Maloni, 1995 |
nintendo power mortal kombat: Mortal Kombat III BradyGames Staff, Ronald Wartow, Brady Games, Ben Cureton, 1995 Still the top fighting game, this guide will cover the updated arcade and Sony Playstation versions of Mortal Kombat III. The book features character profiles of all the new and returning characters, plus all of their new fighting moves; codes for killer kombos; game play tips and strategies; who are and how to find the hidden characters; full-screen, action screen shots; and more. |
nintendo power mortal kombat: Interacting With Video Patricia M. Greenfield, Rodney R. Cocking, 1996 |
nintendo power mortal kombat: The Minds Behind the Games Patrick Hickey, Jr., 2018-04-23 Featuring interviews with the creators of 36 popular video games--including Deus Ex, Night Trap, Mortal Kombat, Wasteland and NBA Jam--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of all time. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles. |
nintendo power mortal kombat: Game Developer , 1997 |
nintendo power mortal kombat: Interactive Entertainment Brent Rabowsky, 2010-09-02 A comprehensive book about the video game industry. The book discusses, in detail, the life cycle of a video game from conception to distribution, including analysis of how game production, marketing, and sales teams work together to launch a successful product. In addition, the book provides informative chapters on intellectual property, and contractual, regulatory, and other legal issues. Topics covered are: Genres and Platforms, Publishing and Industry Economics, Ancillary Opportunities, Industry Trade Organizations, Regulation, Legal Affairs, and Forming and Running a Games Company. |
nintendo power mortal kombat: 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! |
nintendo power mortal kombat: Return of the Hustle Eric Sheinkop, 2016-03-11 Has a commercial ever brought you to tears? Has a movie ever inspired you so much you change your way of life? Has the series finale of a television show ever broken your heart? Has a video game ever altered your perception of reality? If you're like most consumers, you answered 'yes' to at least one of those questions. Whether you remember it or not, the music of that ad, film, show or game probably played a big role in influencing your emotional response during that experience. In fact, music is included in media specifically for the purpose of connecting with audiences on a deeper level that visuals alone cannot access. A strong music strategy is fundamental to the success of television, film, brands and video games. Because of higher expectations for audiovisual content, it will take more than clever animation or a celebrity cameo to connect with consumers in an authentic, organic way. By providing audiences with a genuine music experience, whether with an exclusive song through an artist partnership or by featuring new music from an emerging band, you can build a bond that extends far beyond product experience. Music touches us emotionally in a way that words seldom do. We feel it – we remember it. In Return of The Hustle, a leading music and marketing industry insider discusses the diverse audio touchpoints for four key industries and shows how marketers, storytellers, and advertisers can use music to effectively guide audiences along the customer journey from passive consumers to brand advocates. Return of The Hustle provides readers with a blueprint for music strategy that professionals at any level in any industry can use to attract consumers, immerse them into the content, and extend relationships between them and the brand long after the commercial ends or the credits roll. With detailed case studies, exhaustive interviews, and thorough research, Return of the Hustle gives readers the playbook to use the marketing power of music to drive business results. |
nintendo power mortal kombat: Seeing Red Jose P. Zagal, Benj Edwards, 2024-05-14 The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy. With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was in the red as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming. Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device's technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform's library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy's release, having been superseded by polygonal 3D graphics. The platform's meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience's perception of those capabilities. Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play. |
nintendo power mortal kombat: Street Fighter Chris Carle, 2010-03-31 Street Fighter took the video gaming world by storm in the mid-1980s; more than 127 million copies and hundreds of imitators later, the series continues to be one of the most beloved and successful video game franchises of all time. In this official history, legendary game developer Capcom opens its vault to tell the complete story of Street Fighter. Original text and interviews with the developers and animators present the franchises impact on gaming culture, while more than 200 pieces of artwork reveal the care that went into designing the button-mashing classic. Featuring a slick flexi cover, this collection will be indispensable to the millions of ardent fans worldwide. |
nintendo power mortal kombat: Arcade Perfect David L. Craddock, 2019-09 Before personal computers and game consoles, video arcades hosted cutting-edge software consumers couldn't play anywhere else. As companies like Atari, Commodore, and Nintendo disrupted the status quo, publishers charged their developers with an impossible task: Cram the world's most successful coin-op games into microchips with a fraction of the computing power of arcade hardware.From the first Pong machine through the dystopian raceways of San Francisco Rush 2049, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room takes readers on an unprecedented behind-the-scenes tour of the decline of arcades and the rise of the multibillion-dollar home games industry.*Discover how more than 15 coin-op classics made the jump from cabinet to cartridge including Ms. Pac-Man, Street Fighter II, NBA Jam, Terminator 2, and more.*Based on research and interviews with dozens of programmers, artists, and designers. *Delve into the guts of the Atari 2600, Sega Genesis, Super NES, ZX Spectrum, and other platforms to find out how they stacked up against arcade hardware.*Read bonus interviews with John Tobias (Mortal Kombat), Ed Logg (Gauntlet, Asteroids), ex-GamePro editor Dan Elektro Amrich, and more. |
nintendo power mortal kombat: Handbook of Computer Game Studies Joost Raessens, Jeffrey Goldstein, 2011-08-19 A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the prehistory of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture. |
Nintendo Switch 2 Game-Key Card Overview
Nintendo Switch Online Service FAQ; How to Transfer Digital Games / Nintendo Accounts Between Nintendo Switch Consoles; Can I Check Which Nintendo Account Is Linked to My …
Virtual Game Card Guide - Nintendo Support
You can have up to two Nintendo Switch 2 or Nintendo Switch consoles that can load virtual game cards associated with your Nintendo Account, in any combination. If you would like to load …
microSD Card and microSD Express Card Compatibility with …
*It is possible to load Nintendo Switch screenshots and videos that you have captured on a microSD card. **Please note: a system update via the internet is required the first time you use …
Nintendo Support & Customer Service -- Nintendo Official Site
Find information, resources, troubleshooting guides and more for Nintendo Switch Family, Nintendo 3DS Family, and other systems, games, and accounts.
Nintendo Switch 2: User Agreement
You and Nintendo will make a good-faith effort to negotiate for 30 days the resolution of any Claim, or for a longer period as mutually agreed in writing (email suffices) by you and …
microSD Express Card FAQ - Nintendo Support
If you have screenshots and videos saved on a microSD card from a Nintendo Switch console, you can import them to your Nintendo Switch 2 system memory. Insert the microSD card into …
System Transfer from Nintendo Switch to Nintendo Switch 2
Select Nintendo eShop on the HOME Menu to launch the Nintendo eShop. Select the Nintendo Account you want to register the game to. A message will appear indicating that the console …
Nintendo Switch: Virtual Game Cards & Online Licenses | Nintendo …
Information Data on a Nintendo Switch console can be transferred to a Nintendo Switch 2 console using a system transfer during the Nintendo Switch 2 initial setup. You can perform a system...
Discontinuation of Earning My Nintendo Gold Points
As of 9:30 PM PDT on March 24, 2025, it is no longer possible to earn My Nintendo Gold Points when purchasing digital content. Gold Points can still be earned in the following scenarios: …
Compatibility of Nintendo Switch with Nintendo Switch 2
Some Nintendo Switch games also offer free updates or paid upgrades that bring additional content or improved performance when the game is played on Nintendo Switch 2. The …
Nintendo Switch 2 Game-Key Card Overview
Nintendo Switch Online Service FAQ; How to Transfer Digital Games / Nintendo Accounts Between Nintendo Switch Consoles; Can I Check Which Nintendo Account Is Linked to My …
Virtual Game Card Guide - Nintendo Support
You can have up to two Nintendo Switch 2 or Nintendo Switch consoles that can load virtual game cards associated with your Nintendo Account, in any combination. If you would like to load your …
microSD Card and microSD Express Card Compatibility with …
*It is possible to load Nintendo Switch screenshots and videos that you have captured on a microSD card. **Please note: a system update via the internet is required the first time you use …
Nintendo Support & Customer Service -- Nintendo Official Site
Find information, resources, troubleshooting guides and more for Nintendo Switch Family, Nintendo 3DS Family, and other systems, games, and accounts.
Nintendo Switch 2: User Agreement
You and Nintendo will make a good-faith effort to negotiate for 30 days the resolution of any Claim, or for a longer period as mutually agreed in writing (email suffices) by you and Nintendo, …
microSD Express Card FAQ - Nintendo Support
If you have screenshots and videos saved on a microSD card from a Nintendo Switch console, you can import them to your Nintendo Switch 2 system memory. Insert the microSD card into …
System Transfer from Nintendo Switch to Nintendo Switch 2
Select Nintendo eShop on the HOME Menu to launch the Nintendo eShop. Select the Nintendo Account you want to register the game to. A message will appear indicating that the console …
Nintendo Switch: Virtual Game Cards & Online Licenses | Nintendo …
Information Data on a Nintendo Switch console can be transferred to a Nintendo Switch 2 console using a system transfer during the Nintendo Switch 2 initial setup. You can perform a system...
Discontinuation of Earning My Nintendo Gold Points
As of 9:30 PM PDT on March 24, 2025, it is no longer possible to earn My Nintendo Gold Points when purchasing digital content. Gold Points can still be earned in the following scenarios: …
Compatibility of Nintendo Switch with Nintendo Switch 2
Some Nintendo Switch games also offer free updates or paid upgrades that bring additional content or improved performance when the game is played on Nintendo Switch 2. The …