[PDF] Donkey Kong Country Returns 3d 3ds eBook

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Donkey Kong Country Returns 3D

Author : Prima Games
Publisher : Prima Games
Page : 0 pages
File Size : 13,98 MB
Release : 2013-05-24
Category : Donkey Kong (Game)
ISBN : 9780804161497

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Donkey Kong Country Returns 3D Prima Official Game Guide includes: · Labeled maps for all levels · Locations revealed for each hidden item · Tips on how to defeat each enemy in the game · Details on how to unlock all the secrets

Donkey Kong - Country returns 3D [3DS]

Author :
Publisher :
Page : pages
File Size : 26,63 MB
Release : 2013
Category :
ISBN :

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Jump'n'Run für 1 bis 2 Spieler. Gorilla Donkey Kong muss zusammen mit seinem Freund Diddy Kong die Tiki Taks stoppen, die sämtliche Bananen der Inselwelt zu rauben drohen. In 9 abwechslungsreichen Welten muss der Affe rennen, hüpfen, klettern und teilweise sogar fliegen, um Extraherzen, Bananen, Buchstaben, Puzzlestücke und vieles mehr zu finden und natürlich die zahlreichen Gegner durch Rollen oder Springen aus dem Weg räumen. 472.

Super Mario Encyclopedia: The Official Guide to the First 30 Years

Author : Nintendo
Publisher : Dark Horse Comics
Page : 260 pages
File Size : 20,31 MB
Release : 2018-10-23
Category : Games & Activities
ISBN : 1630089451

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Power Up! Super Mario Encyclopedia is jam-packed with content from all seventeen Super Mario games--from the original Super Mario Bros. to Super Mario 3D World. Track the evolution of the Goomba, witness the introduction of Yoshi, and relive your favorite levels. This tome also contains an interview with producer Takashi Tezuka, tips to help you find every coin, star, sun, and mushroom--even explanations of glitches! With information on enemies, items, obstacles, and worlds from over thirty years of Mario, Super Mario Encyclopedia is the definitive resource for everything Super Mario!

Super Mario Encyclopedia: The Official Guide to the First 30 Years Limited Edition

Author : Nintendo
Publisher : Dark Horse Comics
Page : 260 pages
File Size : 45,8 MB
Release : 2018-10-23
Category : Games & Activities
ISBN : 1506708072

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Power-Up! This limited edition comes with an embossed slipcase specially designed to look like the iconic Super Mario Question Mark Block! Inside, you'll find one of four covers--Super Mushroom, Fire Flower, Super Star, or 1-Up Mushroom--each accentuated with shimmering holofoil! Buyers will receive one of four covers, chosen randomly (Super Mushroom, Fire Flower, Super Star, or 1-Up Mushroom), each in the "Question Mark Block" slipcase. Specific cover image cannot be requested or guaranteed. Each cover variant is printed in equal quantities. Super Mario Encyclopediais jam-packed with content from all seventeen Super Mario games--from the original Super Mario Bros. to Super Mario 3D World. Track the evolution of the Goomba, witness the introduction of Yoshi, and relive your favorite levels. This tome also contains an interview with producer Takashi Tezuka, tips to help you find every coin, star, sun, and mushroom--even explanations of glitches! With information on enemies, items, obstacles, and worlds from over thirty years of Mario, Super Mario Encyclopedia is the definitive resource for everything Super Mario!

Jumping for Joy

Author : Chris Scullion
Publisher : White Owl
Page : 170 pages
File Size : 46,51 MB
Release : 2022-09-08
Category : Games & Activities
ISBN : 1526790165

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The platformer is one of the most well-loved video game genres ever, having entertained players for over 40 years. Jumping For Joy is a celebration of everything platform games have to offer, spanning their entire history. The first part of the book is a complete guide to every platform game starring Mario, Nintendo’s mascot and the most popular video game character of all time. With nearly 80 games featured in this section, it’s the definitive history of a true gaming hero. There are always two sides to every story, though, so the second part of the book focuses on every one of the 50+ platformers starring Sonic the Hedgehog, Mario’s former rival. After this it’s the book’s main course: a huge 100-page section detailing 50 other iconic and notable platform games covering the entire history of gaming, from the days of the Atari 2600 and ZX Spectrum all the way up to the Nintendo Switch, PS5 and Xbox Series X/S. Whether you’re a long-time veteran of platform gaming or a newcomer who wants to learn more about one of the most entertaining genres in video games, this is the perfect book for you. And there are some bad jokes in there too, if that’s your thing.

Video Games Around the World

Author : Mark J. P. Wolf
Publisher : MIT Press
Page : 715 pages
File Size : 21,85 MB
Release : 2015-05-22
Category : Games & Activities
ISBN : 0262328496

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Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

100 Greatest Console Video Games

Author : Brett Weiss
Publisher : Schiffer + ORM
Page : 778 pages
File Size : 37,15 MB
Release : 2014-10-28
Category : History
ISBN : 1507300379

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Production histories, reviews, gameplay details, and more Video games from many companies and platforms, placed in context with games today Numerous quotes about the games from industry professionals

Seeing Red

Author : Jose P. Zagal
Publisher : MIT Press
Page : 185 pages
File Size : 15,9 MB
Release : 2024-05-14
Category : Games & Activities
ISBN : 0262361841

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The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy. With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was "in the red" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming. Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device's technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform's library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy's release, having been superseded by polygonal 3D graphics. The platform's meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience's perception of those capabilities. Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play.