Daigo the Beast


Book Description

Daigo Umehara. He is the most dominant fighting game champion in the world. But before he was Japan's first pro gamer, Daigo was one of many players battling their way through Japanese arcades during the golden age of fighting games. Find out how the player became the legend in DAIGO THE BEAST: UMEHARA FIGHTING GAMERS! In Volume 1: Shinya Ohnuki, a gamer with prodigious talent, is drawn into the wild and wonderful world of fighting games after a chance meeting with him. An enduring rivalry between Umehara and "Nuki" is born in the heat of battle!




Daigo the Beast


Book Description

He is the most dominant fighting game champion in the world. But before he was Japan's first pro gamer, Daigo was one of many players battling their way through Japanese arcades during the golden age of fighting games. Find out how the player became the legend in DAIGO THE BEAST: UMEHARA FIGHTING GAMERS! In Volume 2: In the 1990s, the young Daigo is rising above the fray on the challenging Akihabra arcade beat. But when his singular dedication to gaming faces the resistance of an unforgiving society, conflict begins to brew.




Daigo the Beast: Umehara Fighting Gamers! Volume 3


Book Description

Daigo Umehara. He is the most dominant fighting game champion in the world. But before he was Japan's first pro gamer, Daigo was one of many players battling their way through Japanese arcades during the golden age of fighting games. Find out how the player became the legend in DAIGO THE BEAST: UMEHARA FIGHTING GAMERS! In Volume 3: An arrogant fighter with an unusual character preference unleashes his fangs at a Kawasaki arcade. With a big mouth and a penchant for ignoring game theory, he seems to win without trying. But is he the real deal?




Playing to Win


Book Description

Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.




The Virtual Ninja Manifesto


Book Description

Navigating between society’s moral panics about the influence of violent videogames and philosophical texts about self-cultivation in the martial arts, The Virtual Ninja Manifesto asks whether the figure of the ‘virtual ninja’ can emerge as an aspirational figure in the twenty-first century. Engaging with the literature around embodied cognition, Zen philosophy and techno-Orientalism it argues that virtual martial arts can be reconstructed as vehicles for moral cultivation and self-transformation. It argues that the kind of training required to master videogames approximates the kind of training described in Zen literature on the martial arts. Arguing that shift from the actual dōjō to a digital dōjō represents only a change in the technological means of practice, it offers a new manifesto for gamers to signify their gaming practice. Moving beyond perennial debates about the role of violence in videogames and the manipulation of moral choices in gamic environments it explores the possibility that games promote and assess spiritual development.




Evo Moment 37


Book Description




Arcade Mania!


Book Description

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.




How to Be a Pro Gamer


Book Description

Ever thought you could be a contender in the fast-growing world of eSports, but weren't sure how to make it happen? This guide will take you step by step through everything you need to do to become a gaming pro Got caught playing Fortnite in English class? Fed up with your dad telling you you'll never make a living playing video games? Then this is the book for you How to Be a Pro Gamer shows you step by step how to get into the pro-gaming world. It tells you what you need to play, how you need to play it, and even how to get signed to a pro team. Featuring interviews and advice from the biggest and best eSports players from around the world, reviews of the top 10 eSports games, and a guide to game streaming with Twitch, this is the essential guide to getting the YOLO career you've always dreamed of.




Dragon's Crown Volume 2


Book Description

The Fighter, the Sorceress, the Elf, the Wizard, the Amazon, and the Dwarf. These six heroes have come together to quest for riches, for glory, and for the honour of the kingdom of Hydeland (Though really, it's mostly for the riches...) In the concluding chapter of this fantastic epic, our heroes face off against the demonic Gazer, the towering Golem, and finally the hulking Ancient Dragon! if they prevail, the party will obtain the most legendary of all relics- the Dragon's Crown!




The Red Thread


Book Description

Is there a Buddhist discourse on sex? In this innovative study, Bernard Faure reveals Buddhism's paradoxical attitudes toward sexuality. His remarkably broad range covers the entire geography of this religion, and its long evolution from the time of its founder, Xvkyamuni, to the premodern age. The author's anthropological approach uncovers the inherent discrepancies between the normative teachings of Buddhism and what its followers practice. Framing his discussion on some of the most prominent Western thinkers of sexuality--Georges Bataille and Michel Foucault--Faure draws from different reservoirs of writings, such as the orthodox and heterodox "doctrines" of Buddhism, and its monastic codes. Virtually untapped mythological as well as legal sources are also used. The dialectics inherent in Mahvyvna Buddhism, in particular in the Tantric and Chan/Zen traditions, seemed to allow for greater laxity and even encouraged breaking of taboos. Faure also offers a history of Buddhist monastic life, which has been buffeted by anticlerical attitudes, and by attempts to regulate sexual behavior from both within and beyond the monastery. In two chapters devoted to Buddhist homosexuality, he examines the way in which this sexual behavior was simultaneously condemned and idealized in medieval Japan. This book will appeal especially to those interested in the cultural history of Buddhism and in premodern Japanese culture. But the story of how one of the world's oldest religions has faced one of life's greatest problems makes fascinating reading for all.