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the simpsons game wii controls: GameAxis Unwired , 2007-12 GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know. |
the simpsons game wii controls: Nintendo Power , 2008-08 |
the simpsons game wii controls: Complex Magazine and Guide , 2007 |
the simpsons game wii controls: 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! |
the simpsons game wii controls: Game Informer Magazine , 2007 |
the simpsons game wii controls: The Minds Behind PlayStation 2 Games Patrick Hickey, Jr., 2023-02-09 Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. 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. |
the simpsons game wii controls: Brave NUI World Daniel Wigdor, Dennis Wixon, 2011-04-05 Brave NUI World is the first practical guide for designing touch- and gesture-based user interfaces. Written by the team from Microsoft that developed the multi-touch, multi-user Surface® tabletop product, it introduces the reader to natural user interfaces (NUI). It gives readers the necessary tools and information to integrate touch and gesture practices into daily work, presenting scenarios, problem solving, metaphors, and techniques intended to avoid making mistakes. This book considers diverse user needs and context, real world successes and failures, and the future of NUI. It presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again. The book will be of value to game designers as well as practitioners, researchers, and students interested in learning about user experience design, user interface design, interaction design, software design, human computer interaction, human factors, information design, and information architecture. - Provides easy-to-apply design guidance for the unique challenge of creating touch- and gesture-based user interfaces - Considers diverse user needs and context, real world successes and failures, and a look into the future of NUI - Presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again |
the simpsons game wii controls: A Casual Revolution Jesper Juul, 2012-02-10 How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition. |
the simpsons game wii controls: Best Before James A. Newman, 2012 Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform. |
the simpsons game wii controls: Playing with Videogames James Newman, 2008-08-18 Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment. |
the simpsons game wii controls: Dead Space - Martyr Brian Evenson, 2025-04-22 A prequel to Dead Space, the novel focuses on the birth of Unitology. In this novel set centuries before the events of the main series, geophysicist Michael Altman investigates an alien artefact called The Black Marker. We have seen the future. A universe cursed with life after death. It all started deep beneath the Yucatan peninsula, where an archaeological discovery took us into a new age, bringing us face-to-face with our origins and destiny. Michael Altman had a theory that no one would hear. It cursed our world for centuries to come. This, at last, is his story. |
the simpsons game wii controls: Players Unleashed! Tanja Sihvonen, 2012 A compelling examination of the practice and implications of modding as they apply to the best-selling computer game The Sims. |
the simpsons game wii controls: The Simpsons Guide to Springfield Matt Groening, 1998 A complete guide to the Simpson universe, Montgomery Burns and his nuclear power plant, Barney and Moe's bar, Apu's Kwik-E-Mart, Principal Skinner and the school, Duff Beer Park, Itcy and Scratchyland and much more. Written and illustrated by the Simpsons creator and his team the book contains maps, cutaways and floorplans and Simpsons trivia. |
the simpsons game wii controls: The Silent Selkie Juliette Ttofa, 2022-05-04 The Silent Selkie describes a character who is unable to communicate in words and whose only way of communicating is through the weather, which leads to disastrous consequences not only for the Selkie, but also for everyone around her. But behind her golden scales, the Selkie hides a secret wound that even she is unaware of, and it is only when the Selkie’s skin becomes uncovered by the force of the sea that she remembers the terrible story of what caused her hurt, long ago. Only then can the Selkie come to terms with her wound and begin a journey of healing that will bring her face-to-face with what she has needed all along. Beautifully illustrated and sensitively written, The Silent Selkie deals with the effects of trauma on a young person – including hypersensitivity and emotional reactivity. The story uses the metaphor of trauma as a ‘hidden wound’, which in reality is an emotional or psychological pain that needs both acknowledgement and expression, within the context of a safe, supportive environment, in which to begin to heal. This colourful storybook: Helps adults provide a safe environment for children to use non-verbal expression to communicate experiences that may be difficult to talk about. Uses creative metaphors and symbols to offer children a supportive way to communicate, whilst maintaining a safe distance from the source of their emotional pain. Inspires and empowers children to begin their journey of healing. The Silent Selkie encourages young people who may have adverse childhood experiences or trauma to develop greater understanding of how this can affect them and is ideal reading for those working with vulnerable children and young people seeking to use the expressive arts to develop greater emotional literacy in children with a background of trauma. For effective use, this book should be purchased alongside the guidebook. Both books can be purchased together as a set, Supporting Children and Young People Who Have Experienced Trauma, 978-0-367-63944-0 |
the simpsons game wii controls: The Business of Media Distribution Jeffrey C. Ulin, 2019-05-30 In this updated edition of the industry staple, veteran media executive Jeff Ulin relates business theory and practice across key global market segments—film, television, and online/digital—providing you with an insider’s perspective that can't be found anywhere else. Learn how an idea moves from concept to profit and how distribution dominates the bottom line: Hollywood stars may make the headlines, but marketing and distribution are the behind-the-scenes drivers converting content into cash. The third edition: Includes perspectives from key industry executives at studios, networks, agencies and online leaders, including Fox, Paramount, Lucasfilm, Endeavor, Tencent, MPAA, YouTube, Amazon, and many more; Explores the explosive growth of the Chinese market, including box office trends, participation in financing Hollywood feature films, and the surge in online usage; Illustrates how online streaming leaders like Netflix, Amazon, Apple, YouTube, Hulu and Facebook are changing the way TV content is distributed and consumed, and in cases how these services are moving into theatrical markets; Analyzes online influences and disruption throughout the distribution chain, and explains the risks and impact stemming from changing access points (e.g., stand-alone apps), delivery methods (over-the-top) and consumption patterns (e.g., binge watching); Breaks down historical film windows, the economic drivers behind them, and how online and digital delivery applications are changing the landscape. Ulin provides the virtual apprenticeship you need to demystify and manage the complicated media markets, understand how digital distribution has impacted the ecosystem, and glimpse into the future of how film and television content will be financed, distributed and watched. An online eResource contains further discussion on topics presented in the book. |
the simpsons game wii controls: Racing the Beam Nick Montfort, Ian Bogost, 2020-02-25 Exploring the cultural and technical influence of the Atari VCS video game console, with examples from 6 famous game cartridges like Pac-Man, Combat, and Star Wars: The Empire Strikes Back! The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games. |
the simpsons game wii controls: New Media Martin Lister, Jon Dovey, Seth Giddings, Iain Grant, Kieran Kelly, 2008-12-08 New Media: A Critical Introduction is a comprehensive introduction to the culture, history, technologies and theories of new media. Written especially for students, the book considers the ways in which 'new media' really are new, assesses the claims that a media and technological revolution has taken place and formulates new ways for media studies to respond to new technologies. The authors introduce a wide variety of topics including: how to define the characteristics of new media; social and political uses of new media and new communications; new media technologies, politics and globalization; everyday life and new media; theories of interactivity, simulation, the new media economy; cybernetics, cyberculture, the history of automata and artificial life. Substantially updated from the first edition to cover recent theoretical developments, approaches and significant technological developments, this is the best and by far the most comprehensive textbook available on this exciting and expanding subject. At www.newmediaintro.com you will find: additional international case studies with online references specially created You Tube videos on machines and digital photography a new ‘Virtual Camera’ case study, with links to short film examples useful links to related websites, resources and research sites further online reading links to specific arguments or discussion topics in the book links to key scholars in the field of new media. |
the simpsons game wii controls: Retro Gaming Hacks Chris Kohler, 2005-10-12 Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before. A video game journalist and author of Power Up: How Japanese Video Games Gave the World an Extra Life, Kohler has taught the history of video games at Tufts University. In Retro Gaming Hacks, he locates the convergence of classic games and contemporary software, revealing not only how to retrofit classic games for today's systems, but how to find the golden oldies hidden in contemporary programs as well. Whether you're looking to recreate the magic of a Robotron marathon or simply crave a little handheld Donkey Kong, Retro Gaming Hacks shows you how to set the way-back dial. |
the simpsons game wii controls: Hanging Out, Messing Around, and Geeking Out, Tenth Anniversary Edition Mizuko Ito, Sonja Baumer, Matteo Bittanti, Danah Boyd, Rachel Cody, 2019-09-24 The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups. Hanging Out, Messing Around, and Geeking Out, first published in 2009, has become a foundational text in the field of digital media and learning. Reporting on an ambitious three-year ethnographic investigation into how young people live and learn with new media in varied settings—at home, in after-school programs, and in online spaces—it presents a flexible and useful framework for understanding the ways that young people engage with and through online platforms: hanging out, messing around, and geeking out, otherwise known as HOMAGO. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out combines in-depth descriptions of specific group dynamics with conceptual analysis. Since its original publication, digital learning labs in libraries and museums around the country have been designed around the HOMAGO mode and educators have created HOMAGO guidebooks and toolkits. This tenth-anniversary edition features a new introduction by Mizuko Ito and Heather Horst that discusses how digital youth culture evolved in the intervening decade, and looks at how HOMAGO has been put into practice. This book was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California. |
the simpsons game wii controls: Contemporary Research on Intertextuality in Video Games Duret, Christophe, Pons, Christian-Marie, 2016-06-16 Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies. |
the simpsons game wii controls: Managing Electronic Media Joan Van Tassel, 2012-09-10 This college-level media management textbook reflects the changes in the media industries that have occurred in the past decade. Today's managers must address new issues that their predecessors never faced, from the threats of professional piracy and casual copying of digital media products, to global networks, on-demand consumption, and changing business models. The book explains the new new vocabulary of media moguls, such as bandwidth, digital rights management, customer relations management, distributed work groups, centralized broadcast operations, automated playlists, server-based playout, repurposing, mobisodes, TV-to-DVD, and content management. The chapters logically unfold the ways that managers are evolving their practices to make content, market it, and deliver it to consumers in a competitive, global digital marketplace. In addition to media companies, this book covers management processes that extend to all content-producing organizations, because today's students are as likely to produce high-quality video and Web video for ABC Computer Sales as they are for the ABC Entertainment Television Network. |
the simpsons game wii controls: The Two Rainbow Serpents Travelling Jeremy Beckett, Luise Hercus, 2009-09-01 The 'Corner Country', where Queensland, South Australia and New South Wales now converge, was in Aboriginal tradition crisscrossed by the tracks of the mura, ancestral beings, who named the country as they travelled, linking place to language. Reproduced here is the story of the two Ngatyi, Rainbow Serpents, who travelled from the Paroo to the Flinders Ranges and back as far as Yancannia Creek, where their deep underground channels linked them back to the Paroo. Jeremy Beckett recorded these stories from George Dutton and Alf Barlow in 1957. Luise Hercus, who has worked on the languages in the area for many years, has collaborated with Jeremy Beckett to analyse the names and identify the places. |
the simpsons game wii controls: Computer Games and New Media Cultures Johannes Fromme, Alexander Unger, 2012-06-14 Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content. |
the simpsons game wii controls: The Video Game Business Randy Nichols, 2014-08-06 A dominant global cultural force, the video game business is diverse and increasingly influential. In this comprehensive industrial, historical, economic and theoretical overview of the business, Randy Nichols examines its emergence, culture, structure, production processes and relationship with audiences and other cultural industries. Including profiles of major players, case studies of key industrial moments, and data on audiences, labour and other crucial factors in the video game business's success, this illuminating book explores the key changes and challenges of its past, present and future. |
the simpsons game wii controls: The Hollywood Reporter , 2007 |
the simpsons game wii controls: Strategic Management (color) , 2020-08-18 Strategic Management (2020) is a 325-page open educational resource designed as an introduction to the key topics and themes of strategic management. The open textbook is intended for a senior capstone course in an undergraduate business program and suitable for a wide range of undergraduate business students including those majoring in marketing, management, business administration, accounting, finance, real estate, business information technology, and hospitality and tourism. The text presents examples of familiar companies and personalities to illustrate the different strategies used by today's firms and how they go about implementing those strategies. It includes case studies, end of section key takeaways, exercises, and links to external videos, and an end-of-book glossary. The text is ideal for courses which focus on how organizations operate at the strategic level to be successful. Students will learn how to conduct case analyses, measure organizational performance, and conduct external and internal analyses. |
the simpsons game wii controls: The Simpsons Matt Groening, 1997 It's hard to believe that the Simpsons have been around for more than a decade. Today, The Simpsons is the longest-running animated series of all time (dethroning The Flintstones in February 1997), and an intrinsic part of pop culture. The Simpsons Complete Guide to your Favourite Show is a celebration of this family's phenomenal decade. Arranged by season, the book covers each episode of the television show, with the special episodes (the annual Halloween show, Who Shot Mr. Burns? and Krusty Gets Kancelled) receiving eyeball-busting two-page spreads. In addition, special sidebars are sprinkled throughout, showing: Simpsons firsts Bart's chalkboard lines Top Homerisms An Itchy & Scratchy filmography A Springfield timeline Things the audience may have missed Highlighting the best of every show, The Simpsons is the ultimate celebration of the cartoon family that has kept the world in stitches. It is the ultimate must-have for all Simpsons aficionados. |
the simpsons game wii controls: Inside Pee-wee's Playhouse Caseen Gaines, 2011-11-01 “Gaines thoroughly explores the innerworkings of the most grownup kiddie show in TV history. Pull up a Chairry and enjoy” (Michael Musto, Village Voice). Between 1986 and 1991, a pandemic swept the nation. Symptoms included talking to furniture, checking the refrigerator for signs of life, and a desire to SCREAM REAL LOUD every time a “secret word” was spoken. For five years, Saturday morning television infect nearly ten million people a week with Pee-wee Fever. Following the twenty-fifth anniversary of Pee-wee’s Playhouse, the behind-the-scenes story of this groundbreaking, successful, and still revered children’s program is told for the first time by those who experienced it, with never-before-seen photos. Come on in and take a look Inside Pee-wee’s Playhouse. “With his inspired, lunatic Pee-wee’s Playhouse, Paul Reubens showed a generation of television viewers that it’s okay to be different. Caseen Gaines has crafted a meticulously researched look at the origin, production, and legacy of this landmark series that is every bit as educational and entertaining as the show it chronicles.” —Jeremy Kinser, senior editor, The Advocate “Caseen not only reveals the genius behind Paul Reubens’ pop culture creation, but also takes us inside Pee-wee’s Playhouse to meet the fascinating team that brought it to life.” —Noah Levy, senior news editor, In Touch Weekly “A must for any Pee-wee fan. Gaines unearths a significant moment in pop culture with the care of an archaeologist, and the vibrant humor of Pee-wee himself.” —John Ortved, author of The Simpsons: An Uncensored, Unauthorized History This book is not affiliated with Pee-wee’s Playhouse nor is it endorsed or approved by Paul Reubens |
the simpsons game wii controls: 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 Nintendo 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. |
the simpsons game wii controls: Kabuki Warriors Doug Trueman, 2001 Kabuki Warriors, a new title for the Xbox system, is a 3D fighting game inspired by classic Japanese theater. Players command a troop of Kabuki warriors, as they attempt to travel across Japan, from the area of Edo to Kyoto. As they journey, gamers will encounter many obstacles. They will have to fight other Kabuki troops and win the favor of the crowds to receive money. In addition, recruiting the best members of defeated Kabuki troops will be key in forming the most powerful samurai warriors. There are over 24 characters, each with different weapons, unique abilities and attacks like fireballs, fire storms, lightning, and tornadoes. Skilled sword gameplay and dramatic moves will be vital for the numerous competitions that take place on stages across Japan. The game also has many modes of play including, Adventure, Time Attack, Tournament, and Versus. Not Final Cover. |
the simpsons game wii controls: A Reader in Themed and Immersive Spaces Scott A. Lukas, 2016 Themed spaces have, at their foundation, an overarching narrative, symbolic complex, or story that drives the overall context of their spaces. Theming, in some very unique ways, has expanded beyond previous stereotypes and oversimplifications of culture and place to now consider new and often controversial topics, themes, and storylines.--Publisher's website. |
the simpsons game wii controls: The Simpsons Homer for the Holidays Matt Groening, 2010-10-26 ’Tis the season for a holly jolly jubilee of winter wonderment from Matt Groening, the naughty but nice creator of “The Simpsons.” Join in the frosty fun and prepare to be wassailed with letters to Santa, hot cider, Christmas angels, Hanukkah gifts, New Year’s resolutions, one-eyed snowmen, snowboarder lingo, red-nosed rein-dogs, ill-conceived Christmas specials, and half-baked holiday hibernation diets. Glad tidings of great joy, it’s . . . The Simpsons Homer for the Holidays |
the simpsons game wii controls: 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. |
the simpsons game wii controls: Fundamentals of Game Design Ernest Adams, 2010-04-07 To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade |
the simpsons game wii controls: The Devil's Whispers Lucas Hault, 2022-02 In Victorian-era Britain, famed lawyer Gerard Woodward travels to Mathers Castle to assist a dying lord with his affairs, but when a demonic presence begins to possess Gerard and those he loves most, he must find a way to dispel the evil before darkness consumes him forever. |
the simpsons game wii controls: The Ultimate Guide to Video Game Writing and Design Flint Dille, John Zuur Platten, 2008-01-08 • Authors are top game designers • Aspiring game writers and designers must have this complete bible There are other books about creating video games out there. Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design. |
the simpsons game wii controls: The Art of Videogames Grant Tavinor, 2009-11-19 The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art |
the simpsons game wii controls: Planet of the Apes Pierre Boulle, 2011-05-05 Read the classic, chilling dystopian novel that inspired one of the world's most iconic film franchises 'A scintillating mix of sci-fi adventure and allegory' Los Angeles Times In a spaceship that can travel at the speed of light, Ulysse, a journalist, sets off from Earth for the nearest solar system. There he finds Soror, a planet which resembles his own, but where humans behave like animals, and are hunted by a civilised race of primates. Captured and sent to a research facility, Ulysse must convince the apes of their mutual origins. But such revelations will have always been greeted by prejudice and fear... 'A drastic warning about where mankind's apparent desire to destroy itself might lead' The Mirror |
the simpsons game wii controls: Experience Design 1.1 Nathan Shedroff, 2009 Experience Design 1.1 is the update to the seminal book Experience Design 1, published in 2001. This update expands the text in the descriptive chapters and adds may new online and offline examples. It is a book about today's intersection of disciplines, such as: interaction design, information design, visual design, and more related methodologies are just parts of the whole. Practiced by many people around the world, experience design is as much an approach and ethic, as it is a field of work. Experience Design is not only a way of designing online experience (such as websites), as but more importantly, it is a way of approaching all design, including products, services, environments, and events. Read cover to cover, Experience Design 1.1 is a kind of text book containing theory as well as examples. Opened to a page at random, it's a source of inspiration that can be used to challenge your thinking when working on a creative project. |
the simpsons game wii controls: The Bart Book Matt Groening, 2004 The human condition, the meaning of life, the nature of the universe -- it's all here in the musings of one of recent history's greatest philosophers ... Bart Simpson! |
The Simpsons - Wikipedia
Since its debut on December 17, 1989, 790 episodes of the show have been broadcast. It is the longest-running American animated series, longest-running American sitcom, and the longest …
The Simpsons (TV Series 1989– ) - IMDb
The Simpsons: Created by James L. Brooks, Matt Groening, Sam Simon. With Dan Castellaneta, Julie Kavner, Nancy Cartwright, Harry Shearer. The satiric half-hour adventures of a working …
Simpsons Wiki - Fandom
The Simpsons (often shortened to Simpsons) is an American animated sitcom created by Matt Groening for the Fox Broadcasting Company. The main characters are a satire of a working …
The Simpsons - Watch on FOX
Homer and Marge Simpson raise Bart, Lisa and baby Maggie in Springfield. A tattooed man at a mysterious night circus transports Lisa into three strange stories. The Simpsons are trapped …
The Simpsons (franchise) - Wikipedia
The Simpsons is an American animated comedy franchise whose eponymous family consists of Homer, Marge, Bart, Lisa, and Maggie. The Simpsons were created by cartoonist Matt …
Watch The Simpsons | Full Episodes - Disney+
Living with Homer at 742 Evergreen Terrace is loving, blue-haired matriarch Marge, troublemaking son Bart, overachieving daughter Lisa and pacifier-sucking baby Maggie. …
Season 36 | Simpsons Wiki | Fandom
Season 36 of The Simpsons premiered on September 29, 2024, with the episode "Bart's Birthday" and concluded on May 18, 2025, with the episode "Estranger Things". Barring the premiere of …
Watch The Simpsons | Stream free on Channel 4 - All 4
Jan 12, 2025 · They're unique, they're extraordinary, and they're yellow. Say hello to the Simpsons. Mr Burns goes undercover to see what the employees really think of him, and …
Wikisimpsons - The Simpsons Wiki
Most recent news about The Simpsons. 06-14-2025 Season 37 News: Upcoming plots information revealed! 06-10-2025 Season 37 News: A new episode title, “MultipLISAty”, has …
The Simpsons | Creators, Characters, Synopsis, & Facts | Britannica
6 days ago · The Simpsons, longest-running animated television series and longest-running scripted prime-time TV show in U.S. history (1989– ), now broadcast in many languages to …
The Simpsons - Wikipedia
Since its debut on December 17, 1989, 790 episodes of the show have been broadcast. It is the longest-running American animated series, longest-running American sitcom, and the longest …
The Simpsons (TV Series 1989– ) - IMDb
The Simpsons: Created by James L. Brooks, Matt Groening, Sam Simon. With Dan Castellaneta, Julie Kavner, Nancy Cartwright, Harry Shearer. The satiric half-hour adventures of a working …
Simpsons Wiki - Fandom
The Simpsons (often shortened to Simpsons) is an American animated sitcom created by Matt Groening for the Fox Broadcasting Company. The main characters are a satire of a working …
The Simpsons - Watch on FOX
Homer and Marge Simpson raise Bart, Lisa and baby Maggie in Springfield. A tattooed man at a mysterious night circus transports Lisa into three strange stories. The Simpsons are trapped …
The Simpsons (franchise) - Wikipedia
The Simpsons is an American animated comedy franchise whose eponymous family consists of Homer, Marge, Bart, Lisa, and Maggie. The Simpsons were created by cartoonist Matt …
Watch The Simpsons | Full Episodes - Disney+
Living with Homer at 742 Evergreen Terrace is loving, blue-haired matriarch Marge, troublemaking son Bart, overachieving daughter Lisa and pacifier-sucking baby Maggie. …
Season 36 | Simpsons Wiki | Fandom
Season 36 of The Simpsons premiered on September 29, 2024, with the episode "Bart's Birthday" and concluded on May 18, 2025, with the episode "Estranger Things". Barring the premiere of …
Watch The Simpsons | Stream free on Channel 4 - All 4
Jan 12, 2025 · They're unique, they're extraordinary, and they're yellow. Say hello to the Simpsons. Mr Burns goes undercover to see what the employees really think of him, and …
Wikisimpsons - The Simpsons Wiki
Most recent news about The Simpsons. 06-14-2025 Season 37 News: Upcoming plots information revealed! 06-10-2025 Season 37 News: A new episode title, “MultipLISAty”, has …
The Simpsons | Creators, Characters, Synopsis, & Facts | Britannica
6 days ago · The Simpsons, longest-running animated television series and longest-running scripted prime-time TV show in U.S. history (1989– ), now broadcast in many languages to …