Retro Game Super Translation Selection

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781544202815
Total Pages : 114 pages
Book Rating : 4.2/5 (28 download)

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Book Synopsis Retro Game Super Translation Selection by : Hanenashi Error

Download or read book Retro Game Super Translation Selection written by Hanenashi Error and published by Createspace Independent Publishing Platform. This book was released on 2017-06-03 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presented by retro video game website Hardcore Gaming 101. Localization is a tricky business, especially due to the myriad of differences between both the English and Japanese languages and cultures. Retro Game Super Translation Selection examines 101 lines of dialogue from classic video games, compares how they were localized, and includes some explanation for the business or cultural reasons surrounding such changes. Originally authored by a professional video game translator, this is a localized version of a doujinshi released at the Game Legend retro game event in late 2016, and features a unique perspective rarely seen in the English speaking world! Also includes four columns by guest writers that compare English and Japanese onomatopoeia, examines different game titles between territories, explains the math behind retro games, and illustrates the many changes made to the Pok�mon Game Boy titles.Covered games include: Final Fantasy, Dragon Warrior / Dragon Quest, Super Mario World, Landstalker, Lunar: The Silver Star, Zero Wing, River City Ransom, Cybernator, Pok�mon, Lufia II, Shadowgate, Shadowrun, Maniac Mansion, Princess Tomato in the Salad Kingdom, and many more!NOTE: The paperback edition of this book is in black and white, but the Kindle version uses color images.

Vintage Games

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Publisher : Taylor & Francis
ISBN 13 : 1136137572
Total Pages : 603 pages
Book Rating : 4.1/5 (361 download)

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Book Synopsis Vintage Games by : Bill Loguidice

Download or read book Vintage Games written by Bill Loguidice and published by Taylor & Francis. This book was released on 2012-08-21 with total page 603 pages. Available in PDF, EPUB and Kindle. Book excerpt: Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Legends of Localization Book 1

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Author :
Publisher :
ISBN 13 : 9780984503278
Total Pages : pages
Book Rating : 4.5/5 (32 download)

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Book Synopsis Legends of Localization Book 1 by : Clyde Mandelin

Download or read book Legends of Localization Book 1 written by Clyde Mandelin and published by . This book was released on 2015-11-27 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: An in-depth exploration of the localization of Nintendo's blockbuster franchise from Japanese to English.

Nintendo Magic: Winning the Videogame Wars

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Author :
Publisher : Vertical Inc
ISBN 13 : 1647291453
Total Pages : 231 pages
Book Rating : 4.6/5 (472 download)

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Book Synopsis Nintendo Magic: Winning the Videogame Wars by : Osamu Inoue

Download or read book Nintendo Magic: Winning the Videogame Wars written by Osamu Inoue and published by Vertical Inc. This book was released on 2022-01-18 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: Back in the 80s, Nintendo ruled the home-entertainment market with the NES (Nintendo Entertainment System). But then rival Sony introduced PlayStation, which featured advancements and cutting-edge technology that put Nintendo's Super-NES to shame. Nintendo quickly lost its dominant market share to Sony and found itself floundering. In 2006, Nintendo released Wii at the same time Sony introduced its highly-anticipated and much-vaunted PlayStation III and Microsoft's XBox 360. Wii's David defeated PlayStation's Goliath, inversely echoing the SNES/PlayStation outcome of a decade previous. Nintendo Magic: Winning the Videogame Wars is the story of what went right, discussing the business strategies and marketing savvy that took on the mighty Sony and won. Topics include: How where you put your company is just as important as how you run it: being in Kyoto From work force to policies, why Nintendo's "just enough" attitude succeeds Why the ability to read a balance sheet is overrated Respect seniority but approve huge R&D budgets for talented junior employees Allowing maximum communication between disparate divisions (hardware and software) Enlarging the pie: going after casual gamers (The art of mainstreaming) How the Wii will be the next major household appliance and the DSi will be the cell phone of the future. Nintendo Magic: Winning the Videogame Wars should serve as a warning to similar powerhouse industries never to understimate the modest competitor. It should occupy the bookshelf of any business person smart enough to know they don't need to be a giant to win.

Hardcore Gaming 101 Presents: Japanese Video Game Obscurities

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Author :
Publisher : Unbound Publishing
ISBN 13 : 178352765X
Total Pages : 243 pages
Book Rating : 4.7/5 (835 download)

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Book Synopsis Hardcore Gaming 101 Presents: Japanese Video Game Obscurities by : Kurt Kalata

Download or read book Hardcore Gaming 101 Presents: Japanese Video Game Obscurities written by Kurt Kalata and published by Unbound Publishing. This book was released on 2019-11-14 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Japan has produced thousands of intriguing video games. But not all of them were released outside of the country, especially not in the 1980s and 90s. While a few of these titles have since been documented by the English-speaking video game community, a huge proportion of this output is unknown beyond Japan (and even, in some cases, within it). Hardcore Gaming 101 Presents: Japanese Video Game Obscurities seeks to catalogue many of these titles – games that are weird, compelling, cool or historically important. The selections represent a large number of genres – platformers, shoot-em-ups, role-playing games, adventure games – across nearly four decades of gaming on arcade, computer and console platforms. Featuring the work of giants like Nintendo, Sega, Namco and Konami alongside that of long-forgotten developers and publishers, even those well versed in Japanese gaming culture are bound to learn something new.

I Am Error

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Author :
Publisher : MIT Press
ISBN 13 : 0262534541
Total Pages : 439 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis I Am Error by : Nathan Altice

Download or read book I Am Error written by Nathan Altice and published by MIT Press. This book was released on 2017-09-08 with total page 439 pages. Available in PDF, EPUB and Kindle. Book excerpt: The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

The Translation of Realia and Irrealia in Game Localization

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Author :
Publisher : Routledge
ISBN 13 : 1000438422
Total Pages : 170 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis The Translation of Realia and Irrealia in Game Localization by : Silvia Pettini

Download or read book The Translation of Realia and Irrealia in Game Localization written by Silvia Pettini and published by Routledge. This book was released on 2021-09-19 with total page 170 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the impact of a video game’s degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game’s respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.

The Dubbing Translation of Humorous Audiovisual Texts

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Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443881988
Total Pages : 240 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis The Dubbing Translation of Humorous Audiovisual Texts by : Pietro Luigi Iaia

Download or read book The Dubbing Translation of Humorous Audiovisual Texts written by Pietro Luigi Iaia and published by Cambridge Scholars Publishing. This book was released on 2015-09-04 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a theoretical and practical framework for researchers and practitioners who focus on the construction, interpretation and retextualisation of audiovisual texts. It defines translation as a communicative and interpretative process, with translators seen as cross-cultural mediators who make the denotative-semantic and connotative-pragmatic dimensions of source scripts accessible to target receivers, prompting equivalent perlocutionary effects, while still respecting the original illocutionary force. While existing research on audiovisual translation generally adopts a product-based perspective, examining the lexico-semantic and syntactic features of source and target versions, this book proposes an “Interactive Model”, in order to explore what happens in the translators’ minds, as well as the influence of the interaction between the linguistic and extralinguistic dimensions in the construction and interpretation of audiovisual texts. The application of this Model to the analysis of a corpus of humorous films, TV series and video games foregrounds the integration between the analysis of the source-text features and the knowledge of the target linguacultural backgrounds in the creation of pragmalingustic equivalent scripts. At the same time, this book also provides valuable insights into the audience’s reception of these translations, by submitting close-ended and open-ended questionnaires to subjects representing empirical receivers, thus helping to evaluate the degree of linguistic and functional equivalence of target versions.

Legends of Localization Book 2

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Author :
Publisher :
ISBN 13 : 9781945908903
Total Pages : 432 pages
Book Rating : 4.9/5 (89 download)

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Book Synopsis Legends of Localization Book 2 by : Clyde Mandelin

Download or read book Legends of Localization Book 2 written by Clyde Mandelin and published by . This book was released on 2016-11-24 with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Ask Iwata

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Publisher : VIZ Media LLC
ISBN 13 : 1974726576
Total Pages : 110 pages
Book Rating : 4.9/5 (747 download)

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Book Synopsis Ask Iwata by : Satoru Iwata

Download or read book Ask Iwata written by Satoru Iwata and published by VIZ Media LLC. This book was released on 2021-04-13 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: Satoru Iwata was the global president and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world’s best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the “Iwata Asks” series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development, and design philosophies of one of the most beloved figures in gaming history. -- VIZ Media

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Author :
Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 233 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Generative Adversarial Networks for Image-to-Image Translation

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Author :
Publisher : Academic Press
ISBN 13 : 0128236132
Total Pages : 446 pages
Book Rating : 4.1/5 (282 download)

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Book Synopsis Generative Adversarial Networks for Image-to-Image Translation by : Arun Solanki

Download or read book Generative Adversarial Networks for Image-to-Image Translation written by Arun Solanki and published by Academic Press. This book was released on 2021-06-22 with total page 446 pages. Available in PDF, EPUB and Kindle. Book excerpt: Generative Adversarial Networks (GAN) have started a revolution in Deep Learning, and today GAN is one of the most researched topics in Artificial Intelligence. Generative Adversarial Networks for Image-to-Image Translation provides a comprehensive overview of the GAN (Generative Adversarial Network) concept starting from the original GAN network to various GAN-based systems such as Deep Convolutional GANs (DCGANs), Conditional GANs (cGANs), StackGAN, Wasserstein GANs (WGAN), cyclical GANs, and many more. The book also provides readers with detailed real-world applications and common projects built using the GAN system with respective Python code. A typical GAN system consists of two neural networks, i.e., generator and discriminator. Both of these networks contest with each other, similar to game theory. The generator is responsible for generating quality images that should resemble ground truth, and the discriminator is accountable for identifying whether the generated image is a real image or a fake image generated by the generator. Being one of the unsupervised learning-based architectures, GAN is a preferred method in cases where labeled data is not available. GAN can generate high-quality images, images of human faces developed from several sketches, convert images from one domain to another, enhance images, combine an image with the style of another image, change the appearance of a human face image to show the effects in the progression of aging, generate images from text, and many more applications. GAN is helpful in generating output very close to the output generated by humans in a fraction of second, and it can efficiently produce high-quality music, speech, and images. - Introduces the concept of Generative Adversarial Networks (GAN), including the basics of Generative Modelling, Deep Learning, Autoencoders, and advanced topics in GAN - Demonstrates GANs for a wide variety of applications, including image generation, Big Data and data analytics, cloud computing, digital transformation, E-Commerce, and Artistic Neural Networks - Includes a wide variety of biomedical and scientific applications, including unsupervised learning, natural language processing, pattern recognition, image and video processing, and disease diagnosis - Provides a robust set of methods that will help readers to appropriately and judiciously use the suitable GANs for their applications

The Hill We Climb

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Publisher : Penguin
ISBN 13 : 0593465288
Total Pages : 32 pages
Book Rating : 4.5/5 (934 download)

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Book Synopsis The Hill We Climb by : Amanda Gorman

Download or read book The Hill We Climb written by Amanda Gorman and published by Penguin. This book was released on 2021-03-30 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: The instant #1 New York Times bestseller and #1 USA Today bestseller Amanda Gorman’s electrifying and historic poem “The Hill We Climb,” read at President Joe Biden’s inauguration, is now available as a collectible gift edition. “Stunning.” —CNN “Dynamic.” —NPR “Deeply rousing and uplifting.” —Vogue On January 20, 2021, Amanda Gorman became the sixth and youngest poet to deliver a poetry reading at a presidential inauguration. Taking the stage after the 46th president of the United States, Joe Biden, Gorman captivated the nation and brought hope to viewers around the globe with her call for unity and healing. Her poem “The Hill We Climb: An Inaugural Poem for the Country” can now be cherished in this special gift edition, perfect for any reader looking for some inspiration. Including an enduring foreword by Oprah Winfrey, this remarkable keepsake celebrates the promise of America and affirms the power of poetry.

The 100 Best Novels in Translation

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Publisher :
ISBN 13 : 9781912916047
Total Pages : 304 pages
Book Rating : 4.9/5 (16 download)

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Book Synopsis The 100 Best Novels in Translation by : Boyd Tonkin

Download or read book The 100 Best Novels in Translation written by Boyd Tonkin and published by . This book was released on 2019-06-20 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ian McEwan: "This is a brilliant and extremely useful guide, approachable on every level. Boyd Tonkin opens up infinite worlds of the imagination." (quote for front cover) Following the great success of the hardcover edition of Boyd Tonkin's 100 Best Novels in Translation, Galileo is very happy to announce a trade paperback edition. The author was Literary Editor of The Independent newspaper and started the prestigious Independent Foreign Fiction Prize which ran from 1990 until 2015 before becoming part of the Man Booker awards. He has made an extraordinary selection of 'classics' ranging from the well known authors such as Proust, Dostoyevsky, Sartre, Cervantes, Nabokov, Marquez, Kundera etc, to name just a handful, to lesser known, but no less deserving, authors writing in languages from every corner of the earth. For each selection he has written a commentary on the plot and theme of the work concerned, as well as writing about the merits of the particular translation(s) into the English language. The works are arranged in date order of publication, and are not ranked in any other way. The result is a rich tapestry of the best fiction from around the world that will surely accelerate the recent trend towards a more outward looking approach to what we read. It is both a work of reference but as importantly a book that can read from cover to cover with huge enjoyment.

Arcade Game Typography

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Publisher : National Geographic Books
ISBN 13 : 0500021740
Total Pages : 0 pages
Book Rating : 4.5/5 ( download)

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Book Synopsis Arcade Game Typography by : Toshi Omigari

Download or read book Arcade Game Typography written by Toshi Omigari and published by National Geographic Books. This book was released on 2019-11-05 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive survey of ’70s, ’80s, and early ’90s arcade video game pixel typography. Arcade Game Typography presents readers with a fascinating new world of typography: the pixel typeface. Video game designers of the ’70s, ’80s, and ’90s faced color and resolution limitations that stimulated incredible creativity. With each letter having to exist in a small pixel grid, artists began to use clever techniques to create elegant character sets within a tiny canvas. This book presents typefaces on a dynamic and decorative grid, taking reference from high-end type specimens while adding a suitably playful twist. Arcade Game Typography recreates that visual aesthetic, fizzing with life and color. Featuring pixel typefaces carefully selected from the first decades of arcade video games, Arcade Game Typography presents a completist survey of a previously undocumented outsider typography movement, accompanied by insightful commentary from author Toshi Omagari, a Monotype typeface designer himself. Gathering an eclectic range of typography, from hit games such as Super Sprint, Marble Madness, and Space Harrier to countless lesser-known gems, Arcade Game Typography is a vivid nostalgia trip for gamers, designers, and illustrators alike.

The Language of Gaming

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Publisher : Bloomsbury Publishing
ISBN 13 : 0230357083
Total Pages : 219 pages
Book Rating : 4.2/5 (33 download)

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Book Synopsis The Language of Gaming by : Astrid Ensslin

Download or read book The Language of Gaming written by Astrid Ensslin and published by Bloomsbury Publishing. This book was released on 2017-09-16 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.

Dragon Ball Full Color Freeza Arc, Vol. 5

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Author :
Publisher : VIZ Media LLC
ISBN 13 : 1421595273
Total Pages : 246 pages
Book Rating : 4.4/5 (215 download)

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Book Synopsis Dragon Ball Full Color Freeza Arc, Vol. 5 by : Akira Toriyama

Download or read book Dragon Ball Full Color Freeza Arc, Vol. 5 written by Akira Toriyama and published by VIZ Media LLC. This book was released on 2017-01-03 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: Freeza’s transformation is complete, and his power is unbelievably immense. The Dragon Balls have been gathered, the Dragon Lord summoned and one final wish remains. But before anyone can make that wish, it’s time for the final showdown between Freeza and Goku, the Super Saiyan! -- VIZ Media