Arcade Mania!

Arcade Mania!

Author: ブライアンアッシュクラフト

Publisher: Kodansha

Published: 2008-09-24

Total Pages: 200

ISBN-13:

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Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta (game center). Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game. The tour begins with UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classics from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about each game, all lavishly illustrated with photographs and game graphics.


Japan Arcade Mania !

Japan Arcade Mania !

Author: Brian Ashcraft

Publisher:

Published: 2009

Total Pages: 192

ISBN-13: 9782918272038

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" D'étages en étages et d'anecdotes en portraits, une excellente introduction aux salles d'arcade nippones ". Matthieu Hurel, gamekult.com. " Une invitation au voyage, un plongeon au coeur des salles d'arcade japonaises, ou image(s) et performance se cultivent avec une ferveur quasi-mystique ". Thierry Falcoz, rédacteur en chef vidéo, Nolife. " Plus encore qu'une plongée au coeur d'un monde que nous avons à peine effleuré en occident, ce tour des salles d'arcade nippones nous offre un regard enrichissant, à la fois pittoresque et lucide, sur une culture, des coutumes et un pays uniques ". Grégory Szryftgiser, Rahan, co-fondateur de Gameblof.fr.


Japanese Tattoos

Japanese Tattoos

Author: Brian Ashcraft

Publisher: Tuttle Publishing

Published: 2016-07-12

Total Pages: 163

ISBN-13: 146291859X

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Thinking of getting a Japanese-style tattoo? Want to avoid a permanent mistake? Japanese Tattoos is an insider's look at the world of Japanese irezumi (tattoos). Japanese Tattoos explains the imagery featured in Japanese tattoos so that readers can avoid getting ink they don't understand or, worse, that they'll regret. This photo-heavy book will also trace the history of Japanese tattooing, putting the iconography and kanji symbols in their proper context so readers will be better informed as to what they mean and have a deeper understanding of irezumi. Tattoos featured will range from traditional tebori (hand-poked) and kanji tattoos to anime-inspired and modern works--as well as everything in between. For the first time, Japanese tattooing will be put together in a visually attractive, informative, and authoritative way. Along with the 350+ photos of tattoos, Japanese Tattoos will also feature interviews with Japanese tattoo artists on a variety of topics. What's more, there will be interviews with clients, who are typically overlooked in similar books, allowing them to discuss what their Japanese tattoos mean to them. Those who read this informative tattoo guide will be more knowledgeable about Japanese tattoos should they want to get inked or if they are simply interested in Japanese art and culture.


Japanese Schoolgirl Confidential

Japanese Schoolgirl Confidential

Author: Brian Ashcraft

Publisher: Tuttle Publishing

Published: 2014-05-13

Total Pages: 208

ISBN-13: 1462914098

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"The schoolgirl is the main driver of Japan's Gross National Cool, and Brian Ashcraft's book is the best source for those hoping to understand why." —Chris Baker, WIRED Magazine Japanese Schoolgirl Confidential takes you beyond the realm of everyday girls to the world of the iconic Japanese schoolgirl craze that is sweeping the globe. For years, Japanese schoolgirls have appeared in hugely-popular anime and manga series such as Dragon Ball, Sailor Moon, The Melancholy of Haruhi Suzumiya, and Blood: The Last Vampire. These girls are literally showing up everywhere—in movies, magazines, video games, advertising, and music. WIRED Magazine has kept an eye on the trends emerging from these stylish teens, following kick-ass schoolgirl characters in videogames like Street Fighter and assassin schoolgirls in movies like Quentin Tarantino's Kill Bill. By talking to Japanese women, including former and current J-Pop idols, well-known actresses, models, writers, and artists—along with famous Japanese film directors, historians and marketers—authors Brian Ashcraft and Shoko Ueda (who have both contributed to WIRED's "Japanese Schoolgirl Watch" columns) reveal the true story behind Japan's schoolgirl obsessions. You'll learn the origins of the schoolgirls' unusual attire, and how they are becoming a global brand used to sell everything from kimchi to insurance. In Japanese Schoolgirl Confidential, you'll discover: Sailor-suited pop-idols Cult movie vixens Schoolgirl shopping power The latest uniform fashions Japanese schoolgirls are a symbol of girl empowerment. Japanese Schoolgirl Confidential shows why they are so intensely cool. Don't miss this essential book on the Japanese youth culture craze that is driving today's pop culture worldwide. "Whether your preferred schoolgirl is more the upstanding heroine Sailor Moon or the vengeful, weapon-wielding Gogo Yubari of Quentin Tarantino's Kill Bill, Vol. 1, you'll come away well versed." —Publishers Weekly


Hardcore Gaming 101 Presents: Japanese Video Game Obscurities

Hardcore Gaming 101 Presents: Japanese Video Game Obscurities

Author: Kurt Kalata

Publisher: Unbound Publishing

Published: 2019-11-14

Total Pages: 243

ISBN-13: 178352765X

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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.


Video Games Around the World

Video Games Around the World

Author: Mark J. P. Wolf

Publisher: MIT Press

Published: 2015-05-01

Total Pages: 715

ISBN-13: 0262527162

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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


The Untold History of Japanese Game Developers

The Untold History of Japanese Game Developers

Author: John Szczepaniak

Publisher: Createspace Independent Publishing Platform

Published: 2015-11-04

Total Pages: 0

ISBN-13: 9781518655319

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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.


Japanese Whisky

Japanese Whisky

Author: Brian Ashcraft

Publisher: Tuttle Publishing

Published: 2018-05-29

Total Pages: 417

ISBN-13: 1462920454

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"In his new book, journalist Brian Ashcraft digs into the short but colorful history of the Japanese liquor and the process that differentiates Japan's labels from their Western cousins. Plus, whisky authority Yuji Kawasaki shares tasting notes for more than a hundred bottles."--Travel + Leisure Japanese whisky has been around for less than a century, but is now winning all the major international awards. How did this happen and what are the secrets of the master distillers? This whisky book divulges these secrets for the first time. Japanese Whisky features never-before-published archival images and interviews chronicling the forgotten stories of Japan's pioneering whisky makers. It reveals the unique materials and methods used by the Japanese distillers including mizunara wood, Japanese barley, and novel production methods unique to Japan. It also examines the close cultural connections between Japanese scotch and whisky drinkers and their favorite tipples. For the first time in English, this book presents over a hundred independently scored tastings from leading Japanese whisky blogger, Yuji Kawasaki, shedding new light on Japan's most famous single malts as well as grain whiskies and blends. Japan expert Brian Ashcraft and photographer Idzuhiko Ueda crisscrossed Japan visiting all the major makers to talk about past and present whisky distillers, blenders and coopers. Japanophiles, whisky lovers, travelers, and history buffs will all find something fascinating within these pages, including: Tasting notes and scores of every major Japanese whisky brand A complete account of the unique production methods and ingredients Information about visiting distilleries in Japan Hundreds of color photos documenting the history and modern practices of Japanese whisky Exclusive interviews and previously unpublished personal accounts from leading industry figures Japanese Whisky not only explains how the country's award-winning whiskies are made, but also the complete whisky history and culture, so readers can truly appreciate the subtle Japanese whiskies they're drinking and buying. Kanpai!


Space and Play in Japanese Videogame Arcades

Space and Play in Japanese Videogame Arcades

Author: Jérémie Pelletier-Gagnon

Publisher: Taylor & Francis

Published: 2024-05-07

Total Pages: 195

ISBN-13: 1040029140

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This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.