Devil May Cry Series


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I Am 1up


Book Description

1UP (One United Power) is a name which provokes different emotions within the Graffiti scene: respect, admiration, envy, competitiveness and inspiration. It was almost 10 years ago that 1UP first appeared on the scene, producing work throughout Berlin - from small tags in the subways to large-scaled pieces on walls, skyscrapers or trains. Since they first arrived, no surface in Berlin has been guaranteed to be safe from their creative prowess.




The First Smithsonian Collection


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Outstanding Academic Title, Choice, 2015 Winner, Ewell Newman Award of the American Historical Print Collectors Society, 2016 In 1849 the Smithsonian purchased the Marsh Collection of European engravings. Not only the first collection of any kind to be acquired by the new Institution, it was also the first public print collection in the nation, and it presented an important symbol of cultural authority. The prints formed part of the library of Vermont Congressman George Perkins Marsh (1801-1882), a member of the Smithsonian’s Board of Regents. The uncertainty of the Smithsonian's mission in the early years complicated its motivation for purchasing the collection, especially given Marsh’s position as a Regent in financial difficulty. After a serious fire in 1865, portions of the collection were deposited at the Library of Congress and the Corcoran Gallery of Art. Efforts to reclaim it began in the 1880s, as a new generation of Smithsonian staff expanded the National Museum, but they achieved only mixed success. Through the story of the Marsh Collection, the book explores the cultural values attributed to prints in the 19th century, including their prominent role in expositions and their influence on visual culture at a time when collecting styles were moving from an individual’s private contemplation of artworks to wider public venues of exposition in museums and reception by multiple audiences. The history of this first Smithsonian collection enlivens an important stage in the development of American cultural identity and in the formation of the Smithsonian as a national institution.




I Am Error


Book Description

The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.




Computer Gaming World


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Dungeons & Dragons Art & Arcana


Book Description

An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.




The Great Book of Hollow-cast Figures


Book Description

Presents thousands of hollow-cast figures, military and non-military, covering the period from 1893-1967. The book features a history of the figures, an A-Z of manufacturers, product inventories and a guide to rarity. British aluminium and composition products are also included.







The Origin of Finger-Printing


Book Description

This work presents a concise record of the origin of the fingerprint method of personal identification, from its discovery in Bengal in 1858 to its public demonstration there in 1877. The writer William James Herschel is credited with being the first European to notice the value of fingerprints for identification. He advocated that fingerprints were unique and permanent, documenting his own fingerprints over his lifetime to ascertain permanence.




Russian Silver in America


Book Description

Surveys Russian silver production, its changing forms, styles, imagery and techniques over more than 250 years.