Retro Game Super Translation Selection

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Retro Game Super Translation Selection

Author : Hanenashi Error
Publisher : Createspace Independent Publishing Platform
Page : 114 pages
File Size : 49,5 Mb
Release : 2017-06-03
Category : Electronic
ISBN : 1544202814

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Retro Game Super Translation Selection by Hanenashi Error Pdf

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.

The Dubbing Translation of Humorous Audiovisual Texts

Author : Pietro Luigi Iaia
Publisher : Cambridge Scholars Publishing
Page : 240 pages
File Size : 47,9 Mb
Release : 2015-09-04
Category : Language Arts & Disciplines
ISBN : 9781443881982

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The Dubbing Translation of Humorous Audiovisual Texts by Pietro Luigi Iaia Pdf

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.

Vintage Games

Author : Bill Loguidice,Matt Barton
Publisher : Taylor & Francis
Page : 603 pages
File Size : 54,6 Mb
Release : 2012-08-21
Category : Computers
ISBN : 9781136137570

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Vintage Games by Bill Loguidice,Matt Barton Pdf

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.

The Translation of Realia and Irrealia in Game Localization

Author : Silvia Pettini
Publisher : Routledge
Page : 170 pages
File Size : 43,9 Mb
Release : 2021-09-19
Category : Language Arts & Disciplines
ISBN : 9781000438420

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The Translation of Realia and Irrealia in Game Localization by Silvia Pettini Pdf

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.

Game Localization

Author : Minako O'Hagan,Carmen Mangiron
Publisher : John Benjamins Publishing
Page : 388 pages
File Size : 55,6 Mb
Release : 2013-08-29
Category : Language Arts & Disciplines
ISBN : 9789027271860

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Game Localization by Minako O'Hagan,Carmen Mangiron Pdf

Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book’s readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.

Hardcore Gaming 101 Presents: the 200 Best Games of All Time (B&W Edition)

Author : Kurt Kalata
Publisher : Unknown
Page : 216 pages
File Size : 40,9 Mb
Release : 2015-12-05
Category : Electronic
ISBN : 1519662211

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Hardcore Gaming 101 Presents: the 200 Best Games of All Time (B&W Edition) by Kurt Kalata Pdf

Every website or magazine has their own "Best Video Games of All Times" list - here is Hardcore Gaming 101's! From early arcade classics to 3D action games, from text adventures to interactive cinema, this book includes 200 of the best video games ever released, covering over three decades of gaming history, created by developers all over the world. Each entry highlights why our picks are the best examples of their genre, and includes additional recommendations for similar games. Both rookie and veteran gamers will definitely discover some new and interesting games to check out after finishing this book!

Hardcore Gaming 101 Presents: Japanese Video Game Obscurities

Author : Kurt Kalata
Publisher : Unbound Publishing
Page : 243 pages
File Size : 45,6 Mb
Release : 2019-11-14
Category : Games & Activities
ISBN : 9781783527656

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

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.

Classic Home Video Games, 1972-1984

Author : Brett Weiss
Publisher : McFarland
Page : 317 pages
File Size : 43,9 Mb
Release : 2011-12-20
Category : Games & Activities
ISBN : 9780786487554

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Classic Home Video Games, 1972-1984 by Brett Weiss Pdf

This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. An appendix lists "homebrew" titles that have been created by fans and amateur programmers and are available for download or purchase. Includes glossary, bibliography and index.

Vintage Game Consoles

Author : Bill Loguidice,Matt Barton
Publisher : CRC Press
Page : 814 pages
File Size : 40,9 Mb
Release : 2014-02-24
Category : Computers
ISBN : 9781135006501

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Vintage Game Consoles by Bill Loguidice,Matt Barton Pdf

Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.

Legends of Localization Book 1

Author : Clyde Mandelin
Publisher : Unknown
Page : 128 pages
File Size : 49,5 Mb
Release : 2015-11-27
Category : Electronic
ISBN : 0984503277

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Legends of Localization Book 1 by Clyde Mandelin Pdf

An in-depth exploration of the localization of Nintendo's blockbuster franchise from Japanese to English.

Nintendo Magic: Winning the Videogame Wars

Author : Osamu Inoue
Publisher : Vertical Inc
Page : 231 pages
File Size : 52,9 Mb
Release : 2022-01-18
Category : Business & Economics
ISBN : 9781647291457

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Nintendo Magic: Winning the Videogame Wars by Osamu Inoue Pdf

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.

How to Play Video Games

Author : Nina Huntemann
Publisher : NYU Press
Page : 376 pages
File Size : 46,5 Mb
Release : 2019-03-26
Category : Games & Activities
ISBN : 9781479827985

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How to Play Video Games by Nina Huntemann Pdf

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Legends of Localization Book 2

Author : Clyde Mandelin
Publisher : Unknown
Page : 432 pages
File Size : 45,6 Mb
Release : 2016-11-24
Category : Electronic
ISBN : 1945908904

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Legends of Localization Book 2 by Clyde Mandelin Pdf

I Am Error

Author : Nathan Altice
Publisher : MIT Press
Page : 439 pages
File Size : 53,7 Mb
Release : 2017-09-08
Category : Computers
ISBN : 9780262534543

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I Am Error by Nathan Altice Pdf

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.

Super Casino

Author : Pete Earley
Publisher : Bantam
Page : 512 pages
File Size : 53,8 Mb
Release : 2009-11-04
Category : Social Science
ISBN : 9780307429735

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Super Casino by Pete Earley Pdf

In this lively and probing book, award-winning author Pete Earley traces the extraordinary evolution of Las Vegas -- from the gaudy Mecca of the Rat Pack era to one of the country's top family vacation spots. He revisits the city's checkered history of moguls, mobsters, and entertainers, reveals the real stories of well-known power brokers like Steve Wynn and legends like Howard Hughes and Bugsy Siegel, and offers a fascinating portrait of the life, death, and fantastic rebirth of the Las Vegas Strip. Earley also documents the gripping tale of the entrepreneurs behind the rise and fall and rise again of one of the largest gaming corporations in the nation, Circus Circus -- to which he was given unique access. In his trademark you-are-there style, he takes us behind the scenes to meet the blackjack dealers and hookers, the heavy hitters and bit players, the security officers, cabbies, and showgirls who are caught up in the mercurial pace that pulses at the heart of this astounding city.