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Game Narrative Review Overview Characters
Game Narrative Review Game Title: Chrono Trigger Platform: Super NES (re-released on Playstation [Final Fantasy Chronicles] and Nintendo DS) Genre: RPG Release Date: 1995 Developer: Square Publisher: Square Game Writer/Creative Director/Narrative Designer: Masato Kato (writer) Author of this review: Michael Brannan Overview After an accident at the Millenial Faire sends a young girl he just met into the past, Crono must travel across time to repair the timeline and eventually stop the destruction of Earth by an ancient planetary parasite known as Lavos. Along the way, Crono teams up with people from across time including a noble knight who was turned into a frog, a sentient robot from the future, and a powerful warrior woman from the Mesozoic era. Crono and company unravel the mystery behind Lavos and its origins, discover the secrets of magic, and change the world in every time period they visit before finally confronting Lavos and preventing its global destruction. Characters Crono – A young man from the village of Truce in 1000 AD. Crono carries a katana, sports an outrageous spiky hairdo, and despite never saying a word, displays an intense loyalty to his friends and a seemingly endless amount of courage. Lavos – An ancient planetary parasite that struck the earth some 65 million years ago, Lavos slowly absorbs the planet’s energy and manipulates people and events throughout time. Without Crono’s intervention, Lavos surfaces and destroys nearly all life on the planet in the year 1999 in order to prepare its “children” for their eventual departure to continue the cycle on other planets. -
MACIEL, Gabriela Albuquerque.Pdf
Universidade Federal de Pernambuco Centro Acadêmico do Agreste Núcleo de Design Recomendações de Game Design para o Jogador Hardcore Adulto: Análise dos Aspectos de Desafio, Narrativos, Audiovisuais e de Interface de Dois Jogos Selecionados Gabriela Albuquerque Maciel Orientador | Manoel Guedes Alcoforado Neto Caruaru 2011 P á g i n a | 2 Gabriela Albuquerque Maciel Recomendações de Game Design para o Jogador Hardcore Adulto: Análise dos Aspectos de Desafio, Narrativos, Audiovisuais e de Interface de Dois Jogos Selecionados Orientador | Manoel Guedes Alcoforado Neto Monografia apresentada como requisito parcial para obtenção do título de Bacharel em Design da Universidade Federal de Pernambuco, Centro Acadêmico do Agreste. Área de concentração: Game Design Caruaru 2011 P á g i n a | 3 Catalogação na fonte Bibliotecária Simone Xavier CRB4 - 1242 M152r Maciel, Gabriela Albuquerque. Recomendações de Game Design para o jogador Hardcore adulto: análise dos aspectos de desafio, narrativos, audiovisuais e de interface de Chrono Trigger e Super Mario World / Gabriela Albuquerque Maciel. – Recife: A autora, 2012. 114f.. : il. ; 30 cm. Orientador: Manoel Guedes Alcoforado Neto. Monografia (Trabalho de Conclusão de Curso) – Universidade Federal de Pernambuco, CAA. Design, 2012. Inclui bibliografia. 1. Jogos por computador. 2. Audiovisual. 3. Jogos eletrônicos. I. Alcoforado Neto, Manoel Guedes (Orientador). II. Titulo. 740 CDD (23.ed.) UFPE (CAA 2012-33) P á g i n a | 4 UNIVERSIDADE FEDERAL DE PERNAMBUCO CAA – CENTRO ACADÊMICO DO AGRESTE NÚCLEO DE DESIGN Recomendações de Game Design para o Jogador Hardcore Adulto: Análise dos Aspectos de Desafio, Narrativos, Audiovisuais e de Interface de Dois Jogos Selecionados Monografia apresentada como requisito parcial para obtenção do título de Bacharel em Design da Universidade Federal de Pernambuco, Centro Acadêmico do Agreste, submetida à aprovação pela banca examinadora composta pelos seguintes membros: _________________________________________________ Prof. -
Do Modern Stories Need Interactivity? A
DO MODERN STORIES NEED INTERACTIVITY? A COMPARISON OF STORYTELLING METHODS IN MEDIA by Josiah T Lebowitz A Thesis Presented in Partial Fulfillment of the Requirements for the Degree Master of Science University of Advancing Technology December 2009 © Josiah Lebowitz, 2009 DO MODERN STORIES NEED INTERACTIVITY? A COMPARISON OF STORYTELLING METHODS IN MEDIA by Josiah T Lebowitz has been approved December 2009 APPROVED: KATHLEEN DUNLEY, Ph.D., Chair MICHAEL EILERS, Advisor KEN ADAMS, Advisor ACCEPTED AND SIGNED: __________________________________________ KATHLEEN DUNLEY, Ph.D. Abstract As interactive player-driven stories gain popularity, some believe that they will overshadow more traditional linear stories. To test that belief, the key types of traditional and player-driven storytelling are explained, as is their past and present use in print, film, and video games. To further explain the issue, the key arguments for and against both traditional and player-driven stories are also presented. Building on this information, a survey was conducted to gauge public preference for various types of storytelling in all three mediums. The methodology, results, and implications of the survey are stated and discussed in order to bring about a reasonable response to the initial question of which type of storytelling will dominate. Dedication To all the authors, for creating a universe of stories that is every bit as vast, interesting, and exciting as our own. iii Acknowledgments Professor Kathleen Dunley, for all her help and support during the thesis process. Professor Ken Adams, for his feedback and being an all around awesome teacher. Professor Mike Eilers, for his feedback and being another awesome teacher. -
Chrono Trigger Walter Shen I. Game Information the Game Being
Chrono Trigger Walter Shen I. Game Information The game being reviewed is “Chrono Trigger,” which was both developed and published by Square Soft and was released in August 1995 for the Super Nintendo. The game was largely created by the “dream team” of producer Kazuhiko Aoki (“Final Fantasy” producer), character designer Akira Toriyama (of “Dragonball Z” fame), and supervisor Yuji Horii (“Dragon Quest” scenarist), along with supervisor Hironobu Sakaguchi. Composer Nobuo Uematsu (Final Fantasy composer) teamed up with Yasunori Mitsuda to provide the music for the game. The main programmers for Chrono Trigger were Keizo Kokubo and Katsuhisa Higuchi. II. Storyline and Game-play As an RPG (role-playing game), Chrono Trigger’s storyline is very important to the game. Luckily, its storyline is definitely one of the most outstanding aspects of the game. But to fully understand the storyline, one must first learn about the characters that the storyline revolves around. For almost every RPG-lover who has ever played Chrono Trigger, the Akira Toriyama- designed characters are among the most loved out of any game. The main character, Crono (referred to by some as “Chrono”), is a brave, young, and taciturn boy (he never talks in the game) with wild hair. The beautiful and adventurous Marle is secretly, in reality, Princess Nadia of Guardia Kingdom. Crono’s childhood friend Lucca is a scientific genius and inventor extraordinaire. Frog is a noble being from the Middle Ages who protects his kingdom even after having been turned into a frog. Ayla is a strong-willed prehistoric woman who can put up a very convincing argument with her fists. -
ADPTAÇÃO DE CHRONOTRIGGER PARA 3D&T
ADAPTAÇÃO DE CHRONOTRIGGER PARA 3D&T ( por Ne0 ) Introdução Primeiramente farei uma pequena introdução ao jogo Chrono Trigger ; ele foi lançado em 1995 pela Square para Super Nintendo , ele conta a história de alguns garotos que se deparam com um portal temporal e a possibilidade de salvar o futuro da terra. É uma saga épica, caso tenha chance vale a pena conferir. Regras Em Chrono Trigger ao criar o personagem deve-se obrigatoriamente escolher um dano personalizado , esses podem ser Água, Gelo, Fogo, Relâmpago, Trevas, qualquer outro dano será considerado não mágico, essa escolha é a primeira que o jogador deve fazer, pois em Chrono Trigger você não compra ataques especiais e nem magia, você as ganha de acordo com o tipo de dano escolhido. Essas magias são melhor explicadas no capitulo de personagem. Outra coisa relevante é escolher os tipos de arma que seu personagem usa, como Chrono Trigger envolve viagem no tempo as armas podem ser futurísticas, medievais, ou idade da pedra, mas sempre serão de um tipo, estes são divididos entre longo alcance (PdF) e curto alcance (Força). As de curto alcance são espadas ( katana, ninja-to , e outras de lâmina fina ), espadas largas ( montante, e outras ), foices, garras e qualquer ataque com os punhos e braços ; as de longo alcance são bestas e qualquer tipo de arma de fogo. O personagem também deve escolher a era a qual ele pertence. Dependendo da era em que o personagem vive ele não pode fazer um personagem que usa magias ou certas armas. 65,000,000 A.C. - Pré-história Uma época quando humanos e répteis lutavam pelo domínio da terra. -
Chrono Trigger
Staff Publisher M. Arakawa Editor in Chief Gail Tilden Production Manager Yoshio Tsuboike Senior Editor Leslie Swan Senior Writer Scott Pelland Writers Jason Rich Terry Munson Layout Workhouse Co., Ltd Hirotsugu Ogawa Production Coordinator Nancy Ramsey Designer Michael Sinkula Electronic Prepress Tim Anderson Billy Noland Michael Northam Van Williams Game Consultants Jenne Pierce Michael Benny Kee Matt Alderman RONO 4 RONO Part 2 Parti THE CHARACTERS Part 3 Character Guide THE EVENTS THE STEPS Event I Event 2 THE DATA Event 3 Items . THE CHARTS Event 4 Endings Event 5 Chart of Steps 10 Event 6 Chart of Events 12 Event 7 Techniques & Treasures ... 1 The Fated Hour The Final Battle .92 Character Guide J Crono C LIGHTNING SPINCUT HIM can twice the on Only one young lad has the ability to gain Crono do damage enemies using this Tech Skill with a the knowledge and skill needed to alter the twist. future and change the destiny of his planet Crono may be young and inexperienced at LIGHTNING 2 the start this adventure, but he’s a skilled of All enemies on the screen get swordsman who will soon learn to harness zapped with a jolt of electricity from this Single Tech attack. the power of Lightning Magic spells. CYCLONE Execute a whirling sword slash Resuscitate a character whose to damage multiple enemies HP is depleted, bringing him or her standing close together. back to life during a Battle. SLASH CONFUSE Crono cuts a wide swath with his Pounce on a selected enemy's trusty blade, leaving enemies head and slash with Crono’s shaking in their boots. -
Owner's Manual*
OWNER’S MANUAL* ® *NOT FOR RESALE 1 WARNING: READ BEFORE USING YOUR PLAYSTATION® GAME CONSOLE. A very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen PROLOGUE or while playing video games, including games played on the PlayStation game console, may One born of a dragon, induce an epileptic seizure in these individuals. Certain conditions may induce previously bearing darkness and light, undetected epileptic symptoms even in persons who have no history of prior seizures or epilepsy. shall rise to the heavens If you, or anyone in your family, has an epileptic condition, consult your physician prior to over the still land. playing. If you experience any of the following symptoms while playing a video game – dizziness, Bathing the moon in eternal altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary light, he brings a promise movement, or convulsions – IMMEDIATELY discontinue use and consult your physician before to Mother Earth with resuming play. bounty and grace. From the “Legend of Mysidia” WARNING TO OWNERS OF PROJECTION TELEVISIONS: Do not connect your PlayStation game console to a projection TV without first consulting the user CONTENTS manual for your projection TV, unless it is of the LCD type. Otherwise, it may permanently damage Getting Started and Saving . 2 your TV screen. Basic Controls . 4 World Guide . 5 USE OF UNOFFICIAL PRODUCT: Characters . 6 The use of unofficial products and peripherals may damage your PlayStation game console and The Main Menu . 10 invalidate your console warranty. -
Narrative Integration in 16-Bit Video Game Music
PRESS START: NARRATIVE INTEGRATION IN 16-BIT VIDEO GAME MUSIC A THESIS IN Musicology Presented to the Faculty of the University of Missouri-Kansas City in partial fulfillment of the requirements for the degree MASTER OF MUSIC By JUSTIN DANIEL SEXTRO B.M. Truman State University, 2012 Kansas City, Missouri 2015 ii PRESS START: NARRATIVE INTEGRATION IN 16-BIT VIDEO GAME MUSIC Justin Daniel Sextro, Master of Music University of Missouri-Kansas City, 2015 ABSTRACT Ever since Pong graced the screens of video arcades, one of the most influential interactions between technology and sound has been the video game console. Over the past decade, scholars have begun to recognize this interaction with the steady growth of scholarship on video game sound; however, one group of games, that of the 16-bit generation, has been overlooked. The 16-bit era, roughly spanning from 1988 to 1996, was a period of transition and innovation for the medium. The purpose of this research is to identify the elements of narrative integration of 16-bit video game music. To explore these elements, several games from the 16-bit era are examined. The first chapters discuss the common elements of narrative integration, including musical cohesion, identification, mood evocation, and musical codes. The last half of this research is devoted to in-depth discussion of five games; first, the story-driven genre, the Role Playing Game, is represented by Chrono Trigger and Earthbound. The final chapter gives context to the 16-bit era by looking at three games from The Legend of Zelda series. Narrative integration is discovered to be an evolutionary step in 16-bit video game music. -
The Mother Series: a Study of Gender
THE MOTHER SERIES: A STUDY OF GENDER IN ROLE-PLAYING VIDEO GAMES ____________ A Thesis Presented To the Faculty of California State University, Chico ____________ In Partial Fulfillment of the Requirements for the Degree Master of Arts in Art ____________ by © Vanessa Leong 2014 Spring 2014 THE MOTHER SERIES: A STUDY OF GENDER IN ROLE-PLAYING VIDEO GAMES A Thesis by Vanessa Leong Spring 2014 APPROVED BY THE DEAN OF GRADUATE STUDIES AND VICE PROVOST FOR RESEARCH: Eun K. Park, Ph.D. APPROVED BY THE GRADUATE ADVISORY COMMITTEE: Cameron Crawford, M.F.A. Asa Simon Mittman, Ph.D., Chair Graduate Coordinator Katie Whitlock, Ph.D. PUBLICATION RIGHTS No portion of this thesis may be reprinted or reproduced in any manner unacceptable to the usual copyright restrictions without the written permission of the author. iii ACKNOWLEDGMENTS I thank my fellow students in the Art Department for many shared years of art, culture, laughter, and learning. I am honored to have been a part of CSU, Chico in my educational journey. I would also like to thank the professors of Art and Art History, for without them I would have missed many enriching experiences. In particular, I extend thanks to Sheri Simons, Teresa Cotner, Elise Archias, and Summer Armstrong for helping me in various ways throughout my graduate years. I would also like to give many thanks to Matthew Looper for his enthusiastic teaching, warm personality, and his advice with regards to my academic path. I thank Katie Whitlock for her expertise on video games and her role on my committee, and also Jeff Underwood for guiding me through the video game design program.