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a guide to japanese role playing games: A Guide to Japanese Role-Playing Games Bitmap Books, 2021-10-25 |
a guide to japanese role playing games: Japanese Role-Playing Games Rachael Hutchinson, Jérémie Pelletier-Gagnon, 2022-04-11 Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful. |
a guide to japanese role playing games: The CRPG Book: A Guide to Computer Role-Playing Games Felipe Pepe, 2019-09 Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware. |
a guide to japanese role playing games: The Sailor Moon Role-playing Game and Resource Book Mark C. MacKinnon, 1999 Welcome to the ultimate English-language guide for one of the most popular Japanese anime shows of all times! Sailor Moon is a hit with boys and girls of all ages, and is watched on Cartoon Network's popular Toonami programming block every day by over one million viewers. This book offers a comprehensive Sailor Moon resource and reference section, including episode summaries, character bios, and series analysis in a clear and easy to read format. |
a guide to japanese role playing games: Hardcore Gaming 101 Presents: Japanese Video Game Obscurities Kurt Kalata, 2019-11-14 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. |
a guide to japanese role playing games: The Road to Oz Jay Scarfone, William Stillman, 2018-10-01 The Road to Oz is a complete retelling of how The Wizard of Oz was influenced and created, and attained its iconic status. The new volume by Jay Scarfone and William Stillman will reflect recent research and much more through newly discovered period interviews, media resources of the era, transcriptions and unique contemporary interviews with those who were there. Additionally, never-before-published imagery accompanies the text. In its truth and candor, this new historical contribution is ideal to tie-in with the 2018-19 80th anniversary of the 1939 movie. Tantalizing highlights of the text include: · A thorough synopsis of L. Frank Baum’s The Wonderful Wizard of Oz (1900) and the script, inspired by the book, of the 1903 Broadway musical-comedy extravaganza. · An overview of the plots of prior silent film adaptations of Oz and how they influenced the M-G-M film. · An analysis of newly-discovered audio transcriptions of Wizard of Oz radio programs from 1931-32 and 1937-38—all of which were previously unknown. · A complete accounting of Sam Goldwyn’s proposed (and aborted) 1934 Technicolor musical version of Oz starring Eddie Cantor (including commentary from Cantor’s sole surviving child). · A thorough analysis of the October 10, 1938 M-G-M shooting script (provided by descendants of comedian and Cowardly Lion actor Bert Lahr) that predates the beginning of production by seventy-two hours. · Startling revelations about the operetta that seemingly inspired “Over the Rainbow.” · Judy Garland’s trials and tribulations with the studio, including the threat that M-G-M was grooming a sound-alike who tested for Oz. · The supporting player who was cast in two roles in Oz’s fantasy sequence—the second role revealed for the first time in Scarfone and Stillman’s text. · The Munchkin midgets’ pre-1939 Wizard of Oz connection. · Oz’s film editor with a direct connection to Walt Disney and Snow White. · Studio nepotism, favoritism and politics at the height of Hollywood’s golden age on the making of the world’s most famous film. “The Road to Oz not only delivers exciting, previously unpublished information and insight, but does so in an extremely well-cited format. This is absolutely a must-have for any Oz fan or film historian.” —Sean Barrett, theatrical/film producer and artistic director, Land of Oz, North Carolina “A new and wonderful book penned by the foremost Oz movie history authors. This is a must-read for all old and new Oz fans worldwide.” —Roger S. Baum, author of Dorothy of Oz (on which the film Legends of Oz: Dorothy’s Return is based) and great-grandson of L. Frank Baum “Numerous books have celebrated the fan appeal of MGM’s Wizard of Oz, but there’s far more to this story than nostalgia. Scarfone and Stillman delve deep into the history of this landmark film, exploring its place in the pantheon of classic fantasy films, as well as fascinating details of production. The Road to Oz is an important addition to the film-history bookshelf.” —J.B. Kaufman, film historian and author of The Fairest One of All: The Making of Walt Disney’s Snow White and the Seven Dwarfs “The Road to Oz is a gamechanger in the world of motion picture history books. Long considered the leading authorities on the making of The Wizard of Oz, Scarfone and Stillman have crafted decades of extensive research into a new and unparalleled historical recalling of the classic film.” —Randy L. Schmidt, editor of Judy Garland on Judy Garland: Interviews and Encounters and author of Little Girl Blue: The Life of Karen Carpenter |
a guide to japanese role playing games: Game On! Dustin Hansen, 2016-11-22 A middle-grade nonfiction book about the history and impact on pop culture of video games-- |
a guide to japanese role playing games: Artcade Tim Nicholls, 2016 Gamers who cut their teeth in the arcades will love this trip down memory lane. Artcade is a unique collection of coin-op cabinet marquees, some dating back 40 years to the dawn of video gaming. Originally acquired by Tim Nicholls from a Hollywood props company, this archive of marquees - many of which had suffered damage over time - have now been scanned and digitally restored to their former glory. The full collection of classic arcade cabinet artwork is presented here for the first time in this stunning landscape hardback book, and accompanied by interviews with artists Larry Day and the late Python Anghelo. Relive your mis-spent youth with artwork from dozens of coin-ops including Asteroid, Battlezone, Street Fighter II, Out Run, Moon Patrol, Gyruss, Q*Bert, Bubble Bobble and many more. Each marquee takes up a full double-page spread in the book, and is faithfully recreated using beautiful lithographic printing on the highest quality paper. Tim has spent over a thousand hours assembling the high-resolution scans, restoring the images in Photoshop and color-correcting them back to their vibrant, as-new appearance. The results of all that hard work are now available as a lasting record of the amazing artwork that adorned the arcades during the golden era of coin-op video gaming. |
a guide to japanese role playing games: The LEGO Book Daniel Lipkowitz, 2018-10 Celebrate and explore the incredible story of LEGO® and its much-loved bricks, sets, minifigures, movies, games, and more with this updated and expanded edition. Plus, comes with an exclusive printed LEGO brick! Take a dazzling visual tour through all the groundbreaking moments in LEGO history, from the company's humble beginnings in a carpenter's workshop to the invention of the iconic LEGO brick and LEGO minifigure, through to the stunning toys, video games and movies of today, including LEGO® Star Wars(tm), THE LEGO® NINJAGO® MOVIE(tm), and LEGO® Dimensions. This special edition of The LEGO® Book has been fully updated and expanded with the latest LEGO sets and fascinating facts to commemorate the 60th anniversary of the LEGO brick and the 40th anniversary of the minifigure. Go behind the scenes to learn how LEGO bricks are made; find out how amazing fan creations become real-life LEGO sets, and marvel at how LEGO bricks made it to the computer screen and the big screen. Created in full collaboration with the LEGO Group, The LEGO® Book is a treasure trove for LEGO fans of all ages. Previous edition ISBN 9781409376606 ©2018 The LEGO Group. |
a guide to japanese role playing games: Inks, Drinks, and Catfinks!: the Custom Cartoon Art of Shawn Dickinson Shawn Dickinson, 2016-04-20 Shawn Dickinson's very FIRST deluxe art book! Growing up on old comic strips, 1930s rubber hose cartoons, 1960s kustom kulture art, pin-up art, and MAD magazine, this collection of cartoons, paintings, comics, and illustrations from the past decade covers a wide range of his personal art as well as professional illustration work for rock bands, companies such as Fender Guitars and Shaun White's clothing line, and much more. If you're a fan of cartoony art featuring surf and hot rod culture, rock n' roll art, beer drinking cats, sexy cartoon go-go girls, and bug-eyed weirdos, then this book is for you! |
a guide to japanese role playing games: Sengoku Mark T. Arsenault, 2003-06-01 The Sengoku: Character Sheets book contains 41 illustrated and revised, two-sided character sheets, plus 11 additional blank (un-illustrated) character sheets. Features 41 illustrations of popular character profession templates -- samurai, bushi, priests, mystics, shinobi and more! |
a guide to japanese role playing games: GURPS For Dummies Adam Griffith, Bjoern-Erik Hartsfvang, Stuart J. Stuple, 2006-03-06 Let the adventure begin with this straightforward guide to GURPS! This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease... fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination. |
a guide to japanese role playing games: Atomic Habits James Clear, 2018-10-16 The #1 New York Times bestseller. Over 20 million copies sold! Translated into 60+ languages! Tiny Changes, Remarkable Results No matter your goals, Atomic Habits offers a proven framework for improving--every day. James Clear, one of the world's leading experts on habit formation, reveals practical strategies that will teach you exactly how to form good habits, break bad ones, and master the tiny behaviors that lead to remarkable results. If you're having trouble changing your habits, the problem isn't you. The problem is your system. Bad habits repeat themselves again and again not because you don't want to change, but because you have the wrong system for change. You do not rise to the level of your goals. You fall to the level of your systems. Here, you'll get a proven system that can take you to new heights. Clear is known for his ability to distill complex topics into simple behaviors that can be easily applied to daily life and work. Here, he draws on the most proven ideas from biology, psychology, and neuroscience to create an easy-to-understand guide for making good habits inevitable and bad habits impossible. Along the way, readers will be inspired and entertained with true stories from Olympic gold medalists, award-winning artists, business leaders, life-saving physicians, and star comedians who have used the science of small habits to master their craft and vault to the top of their field. Learn how to: make time for new habits (even when life gets crazy); overcome a lack of motivation and willpower; design your environment to make success easier; get back on track when you fall off course; ...and much more. Atomic Habits will reshape the way you think about progress and success, and give you the tools and strategies you need to transform your habits--whether you are a team looking to win a championship, an organization hoping to redefine an industry, or simply an individual who wishes to quit smoking, lose weight, reduce stress, or achieve any other goal. |
a guide to japanese role playing games: A Gremlin in the Works Bitmap Books, 2021-10-25 |
a guide to japanese role playing games: Dungeons and Desktops Matt Barton, Shane Stacks, 2019 An introduction to computer role-playing games -- Origins -- The dark age -- The bronze age -- The silver age -- The birth of the golden age -- SSI's golden age -- Origin's golden age -- The golden age of Sir-Tech, New World Computing, and Sierra -- Early Japanese role-playing games -- Dungeon master and the rise of real-time 3D -- Other games of the golden age -- The epic fails -- The platinum age -- Diablo and the rise of action RPGs -- Fallout and Baldur's gate -- Other treasures of the platinum age -- The birth of the modern age -- Modern JRPGs -- The rise of the MMORPG -- The late modern age -- The renaissance, Kickstarted -- The road ever ventures forth -- Surprise encounter -- Appendix I : the CRPG bestiary of the extraordinary and the obscure. |
a guide to japanese role playing games: Music in the Role-Playing Game William Gibbons, Steven Reale, 2019-07-09 Music in the Role-Playing Game: Heroes & Harmonies offers the first scholarly approach focusing on music in the broad class of video games known as role-playing games, or RPGs. Known for their narrative sophistication and long playtimes, RPGs have long been celebrated by players for the quality of their cinematic musical scores, which have taken on a life of their own, drawing large audiences to live orchestral performances. The chapters in this volume address the role of music in popular RPGs such as Final Fantasy and World of Warcraft, delving into how music interacts with the gaming environment to shape players’ perceptions and engagement. The contributors apply a range of methodologies to the study of music in this genre, exploring topics such as genre conventions around music, differences between music in Japanese and Western role-playing games, cultural representation, nostalgia, and how music can shape deeply personal game experiences. Music in the Role-Playing Game expands the growing field of studies of music in video games, detailing the considerable role that music plays in this modern storytelling medium, and breaking new ground in considering the role of genre. Combining deep analysis with accessible personal accounts of authors’ experiences as players, it will be of interest to students and scholars of music, gaming, and media studies. |
a guide to japanese role playing games: Double Cross Role-Playing Game , 2013-03-30 |
a guide to japanese role playing games: The SNES Pixel Book Bitmap Books, 2019-12-02 |
a guide to japanese role playing games: ART OF POINT-AND-CLICK ADVENTURE GAMES. BITMAP BOOKS., 2020 |
a guide to japanese role playing games: Creating Q*bert and Other Classic Video Arcade Games Warren Davis, 2022-01-11 Creating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the classic decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere. Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who’s who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haegar, and Dennis Nordman, among many others. The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the fabled Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics. On the one-of-a-kind Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist’s work into game code. Whether you’re looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960s computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis’s memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period. |
a guide to japanese role playing games: The Umbrella Conspiracy S. D. Perry, 1998 A remote mountain community is suddenly beseiged by a rash of grisly murders encroaching upon it from the surrounding forest. Bizarre reports start to spread, describing attacks from viscious creatures, some human...some not. At the centre of these deaths is a dark, secluded mansion belonging to the mysterious Umbrella Corporation. For years Umbrella has laboured within the mansion, unwatched, ostensibly conducting benign genetic research. Deployed to investigate the strange goings on is the Special Tactics and Rescue Squad (S.T.A.R.S), a paramilitary response unit boasting an unusual array of mission specialists. They believe they are ready for anything but nothing prepares them for the terror which awaits them when they penetrate the mansions long-locked doors. Behind the horror of nightmare creatures, results of forbidden experiments gone disasterously wrong, lies a conspiracy so vast in its scope and so insidious in its agenda that the S.T.A.R.S will be betrayed from within to ensure that the world never learns Umbrella's secret. And if any survive...they may well come to envy those who do not. |
a guide to japanese role playing games: Alone Against the Wendigo Glenn Rahman, 1985-10-01 |
a guide to japanese role playing games: The Untold History of Japanese Game Developers John Szczepaniak, 2015-11-04 Detailed contents listing here: http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-2/ Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard. |
a guide to japanese role playing games: Remembering the Kanji 1 James W. Heisig, 2011-03-31 V. 1. A complete course on how not to forget the meaning and writing of Japanese characters. |
a guide to japanese role playing games: Wanderhome Jay Dragon, 2021-06 Wanderhome is a pastoral fantasy role-playing game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine. |
a guide to japanese role playing games: GURPS Japan Hunter Johnson, Lee Gold, 1999-11 -- Back in print after a long hiatus! -- Detailed discussion of Japanese magic and spirits. -- Samurai, ninja, and ronin... |
a guide to japanese role playing games: Maid Ryo Kamiya, 2014 Maid: The Role-Playing Game is a comedic take on a uniquely Japanese cultural icon: The fetishized modern maid. Injecting the concept of Maid with 50ccs of anime and comedy, the players take on the roles of maids, serving the master (played by the GM). Sheets are left unfolded and mantelpieces undusted when giant robots crash through the mansion, ninjas attack and kidnap the young master, and a demonic pit to Hell opens up in the pantry... and all before teatime! Play in the modern comedy setting, or mix it up with 9 additional settings including Victorian era, old Edo period, fantasy and post-apocalypse; and 6 genres including romance, horror, and action. Due to the rules system and random events that form the backbone of the Maid RPG, the game practically runs itself: Go from opening the book to playing a game with friends within just minutes! Three game styles in one: The traditional scenario-type; the random event-driven type; and the favor race, a race to the master's heart! Make characters and start playing the game within minutes of opening the book. Everything about the game gears it for Fast Play, Now. Optional character types including player-character masters and butlers, and optional rules for seduction and romantic tragedy. 11 complete adventure scenarios. 3 complete replays, actual play scenarios in screenplay format. Great for learning the feel of the game. The first ever Japanese tabletop role-playing game to be released in English! ...which, when you think about it, totally makes sense in a weird sort of way. Hundreds of optional items, costumes, genre and setting events, all presented in a way to easily bring them into the game! Combines the original Japanese core book and two supplements into one huge, complete edition of the game in English. A $75 value! |
a guide to japanese role playing games: Fate Leonard Balsera, Fred Hicks, Rob Donoghue, 2013-07-03 Grab your plasma rifles, spell components, and jetpacks! Name your game; Fate Core is the foundation that can make it happen. Fate Core is a flexible system that can support whatever worlds you dream up. Have you always wanted to play a post-apocalyptic spaghetti western with tentacle monsters? Swords and sorcery in space? Wish there was a game based on your favorite series of books, film, or television, but it never happened? Fate Core is your answer. Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives. The type of drama they experience is up to you. But wherever they go, you can expect a fun storytelling experience full of twists...of fate. GAME INFORMATION Number of players: 3-6 Age of players: 12+ Length: 2-8 hours Type of Game: Roleplaying Game Languages Available: English Suggested Retail: $25.00 Game Designers: Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson |
a guide to japanese role playing games: The Guide to Classic Graphic Adventures Kurt Kalata, 2011 Reviews of over 300 graphic adventure games, focusing on games from prominent publishers such as LucasArts, Sierra On-Line, and Legend Entertainment but covering games from independent developers as well. Reviews primarily cover games published 1984-2000. Interviews with game creators/developers Al Lowe, Corey Cole, Bob Bates, and Josh Mandel are included. |
a guide to japanese role playing games: Kagegami High Ewen Cluney, 2017-03-16 Kagegami High is a private girls-only school on a small island off the coast of Tokyo. It is a place for learning, menacing government agencies, strange religious practices from the dawn of Japanese history, and moral and physical development, all in a secluded location, free from wicked outside influences. It's supposed to be a very good, very elite school. You remember hearing that somewhere, though you're not sure where. You got in, though you're not sure when you applied, how you passed the entrance exam, how your family is paying for it, or how exactly you got here. There are a lot of things you're not sure about, but is that really so different from before? What you have before you is a comedic role-playing game where you take on the role of schoolgirls at a strange, surreal high school where every conspiracy, every urban legend, is true, though not necessarily in the way you'd expect. The simple rules and copious random tables bring Kagegami High and the island of Kageshima to life, letting you have countless strange, surreal, and hilarious adventures there. To play you will need some friends, pencils and paper, and six-sided dice (with one die of a different color to be the Weird Die). |
a guide to japanese role playing games: No Thank You Evil Shanna Germain, 2015-10-31 |
a guide to japanese role playing games: Daimyo Of 1867 Tadashi Ehara, 2010-03-24 Daimyo of 1867 Samurai Warlords of Shogun Japan Daimyo of 1867 provides a comprehensive catalog of samurai warlords in feudal Japan. Included are detailed information on every one of the 277 daimyo clans in the year 1867, towards the end of the samurai era. Every daimyo is listed with the image of the mon family crest, han fief name, revenue size, rank at the Shogun's castle in Edo, prior ancestry, and other clan information. Many clan domain descriptions are embellished with photos of their castles, history of notable ancestors, and information about any branch families. Maps of castles and their surroundings are provided wherever possible. The information is organized as an handbook for creating more realistic backgrounds for role-playing games, boardgames, miniatures games, and computer games. It is also useful for those writing historical novels, screenplays, graphic novels, comic books, anim, and other creative works. Background information includes geography, history, major roads, social structure, religion, monetary system, and government structure. A gamers guide is provided with suggestions for scenarios, descriptions of martial arts training, ronin, vengeance, the use of ninja, and the naming of a daimyo's son at a coming-of-age ceremony. There is also a special section with lists of samurai-themed games. Among the daimyo you will find: - Asano Naganori, the daimyo whose seppuku led to the revenge of the 47 ronin Kudo Suketsun, who sparked the famous vendetta of the Soga Brothers, which took 18 years to complete - Ooka Tadasuk, a minor judge with legendary wisdom, who eventually became daimyo - Yagyu Munenori, the Shogun's sensei for swordsmanship, a hatamoto who became daimyo - Oda Nobunaga, a minor daimyo who began the final unification of Japan after a century of civil war, and who is the inspiration for the video game series Nobunaga's Ambition - Tokugawa Ieyasu, a minor daimyo who became Shogun, and established a dynasty that would rule the Land of the Rising Sun for two-and-a-half centuries, until the end of the samurai era. Profusely illuminated with hundreds of photos and images of maps, woodcut prints, and paintings. Suggested for mature readers. |
a guide to japanese role playing games: Disneyland Randy Bright, 1989-01-01 |
a guide to japanese role playing games: Battle for Dream Island N/A Various, 2019 |
a guide to japanese role playing games: Gaia's Seed Kurt Bunker, 2022-03 |
a guide to japanese role playing games: The Routledge Handbook of Role-Playing Game Studies José P. Zagal, Sebastian Deterding, 2024-06-27 This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like worldbuilding, immersion, and player-character relations, as well as explore actual play and streaming, diversity, equity, inclusion, jubensha, therapeutic uses of RPGs, and storygames, journaling games, and other forms of text-based RPGs. Each chapter includes definitions of key terms and recommended readings to help students and scholars new to RPG studies find their way into this interdisciplinary field. A comprehensive reference volume ideal for students and scholars of game studies and immersive experiences and those looking to learn more about the ever-growing, interdisciplinary field of RPG studies. |
a guide to japanese role playing games: Fight, Magic, Items Aidan Moher, 2022-10-04 Take a journey through the history of Japanese role-playing games—from the creators who built it, the games that defined it, and the stories that transformed pop culture and continue to capture the imaginations of millions of fans to this day. The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history—and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to become the best, not only in Japan, but in North America, too. Moher starts with the origin stories of two classic Nintendo titles, Final Fantasy and Dragon Quest, and immerses readers in the world of JRPGs, following the interconnected history from through the lens of their creators and their stories full of hope, risk, and pixels, from the tiny teams and almost impossible schedules that built the foundations of the Final Fantasy and Dragon Quest franchises; Reiko Kodama pushing the narrative and genre boundaries with Phantasy Star; the unexpected team up between Horii and Sakaguchi to create Chrono Trigger; or the unique mashup of classic Disney with Final Fantasy coolness in Kingdom Hearts. Filled with firsthand interviews and behind-the-scenes looks into the development, reception, and influence of JRPGs, Fight, Magic, Items captures the evolution of the genre and why it continues to grab us, decades after those first iconic pixelated games released. |
a guide to japanese role playing games: The Video Games Guide Matt Fox, 2013-01-17 The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms. |
a guide to japanese role playing games: Role-Playing Games of Japan Björn-Ole Kamm, 2020-08-28 This book engages non-digital role-playing games—such as table-top RPGs and live-action role-plays—in and from Japan, to sketch their possibilities and fluidities in a global context. Currently, non-digital RPGs are experiencing a second boom worldwide and are increasingly gaining scholarly attention for their inter-media relations. This study concentrates on Japan, but does not emphasise unique Japanese characteristics, as the practice of embodying an RPG character is always contingently realised. The purpose is to trace the transcultural entanglements of RPG practices by mapping four arenas of conflict: the tension between reality and fiction; stereotypes of escapism; mediation across national borders; and the role of scholars in the making of role-playing game practices. |
a guide to japanese role playing games: Story Mode Julialicia Case, Eric Freeze, Salvatore Pane, 2024-01-25 Against the backdrop of a hyper-competitive AAA industry and the perception that it is a world reserved for top programmers and hard-core 'gamers', Story Mode offers an accessible entry-point for all into writing and designing complex and emotionally affecting narrative video games. The first textbook to combine game design with creative writing techniques, this much-needed resource makes the skills necessary to consume and create digital and multi-modal stories attainable and fun. Appealing to the growing calls for greater inclusivity and access to this important contemporary apparatus of expression, this book offers low-cost, accessible tools and instruction that bridge the knowledge gap for creative writers, showing them how they can merge their skill-set with the fundamentals of game creation and empowering them to produce their own games which push stories beyond the page and the written word. Broken down into 4 sections to best orientate writers from any technological background to the strategies of game production, this book offers: - Contextual and introductory chapters exploring the history and variety of various game genres. - Discussions of how traditional creative writing approaches to character, plot, world-building and dialogue can be utilised in game writing. - An in-depth overview of game studies concepts such as game construction, interactivity, audience engagement, empathy, real-world change and representation that orientate writers to approach games from the perspective of a designer. - A whole section on the practical elements of work-shopping, tools, collaborative writing as well as extended exercises guiding readers through long-term, collaborative, game-centred projects using suites and tools like Twine, Audacity, Bitsy, and GameMaker. Featuring detailed craft lessons, hands-on exercises and case studies, this is the ultimate guide for creative writers wanting to diversify into writing for interactive, digital and contemporary modes of storytelling. Designed not to lay out a roadmap to a successful career in the games industry but to empower writers to experiment in a medium previously regarded as exclusive, this book demystifies the process behind creating video games, orienting readers to a wide range of new possible forms and inspiring them to challenge mainstream notions of what video games can be and become. |
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