Search results for: mobile-suit-gundam-the-origin-6

Mobile Suit Gundam The Origin 6

Author : Yashuhiko Yoshikazu
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Explains the beginning of Mobile Suit Gundam and details Char's rise through the Zeon ranks and his role in the conflict between the Federation and the Colonies.

Mobile Suit Gundam The Origin

Author : Yoshikazu Yasuhiko
File Size : 52.40 MB
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In a brutal civil war, half of humanity has been wiped out, while Zeon's army of Zaku mobile suits is the ultimate decisive weapon. With the Federation's first Gundam out of action, teen Amuro Ray miraculously stumbles on a second unit - the awesome RX-78 Gubdan. Now, in control of a machine with unparalleled destructive power, will Amuro's actions save the colony's survivors or destroy them? A sci-fi epic set in space, Mobile Suit Gundam: The Origin retells the beginning of one of the biggest manga franchises ever created, more than 25 years after the series debuted.


Author : Yoshikazu Yasuhiko
File Size : 78.75 MB
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Series Description: A retelling of the classic Mobile Suit Gundam TV series in manga form by the series' own character designer and animation director, Yoshikazu Yasuhiko. The book contains black-and-white and full-color examples of Yasuhiko's gorgeous linework. In a civil war, half of humanity is wiped out, and Zeon's army of Zaku mobile suits is the decisive weapon. With the Federation's first Gundam out of action, Amuro miraculous stumbles on a second unit! Now, in control of a machine with unparalleled destructive power, will Amuro's actions save the colony's survivors or destroy them?


Author : Rayna Denison
File Size : 47.82 MB
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Anime: A Critical Introduction maps the genres that have thrived within Japanese animation culture, and shows how a wide range of commentators have made sense of anime through discussions of its generic landscape. From the battling robots that define the mecha genre through to Studio Ghibli's dominant genre-brand of plucky shojo (young girl) characters, this book charts the rise of anime as a globally significant category of animation. It further thinks through the differences between anime's local and global genres: from the less-considered niches like nichijo-kei (everyday style anime) through to the global popularity of science fiction anime, this book tackles the tensions between the markets and audiences for anime texts. Anime is consequently understood in this book as a complex cultural phenomenon: not simply a “genre,” but as an always shifting and changing set of texts. Its inherent changeability makes anime an ideal contender for global dissemination, as it can be easily re-edited, translated and then newly understood as it moves through the world's animation markets. As such, Anime: A Critical Introduction explores anime through a range of debates that have emerged around its key film texts, through discussions of animation and violence, through debates about the cyborg and through the differences between local and global understandings of anime products. Anime: A Critical Introduction uses these debates to frame a different kind of understanding of anime, one rooted in contexts, rather than just texts. In this way, Anime: A Critical Introduction works to create a space in which we can rethink the meanings of anime as it travels around the world.

Children s Books in Print 2007

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Understanding Manga and Anime

Author : Robin E. Brenner
File Size : 51.97 MB
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Looks at the history, creators, and vocabulary of manga and anime; details common genres; and covers the issues associated with the collection development of manga and anime titles.

Mechademia 9

Author : Frenchy Lunning
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If the source of manga and anime is physically located in Japan, the temptation for many critics and scholars is to ask what aspects of Japanese culture and history gave rise to these media. This ninth volume of Mechademia—an annual collection of critical work on anime and manga—challenges the tendency to answer the question of origins by reductively generalizing and essentializing “Japaneseness.” The essays brought together in Mechademia 9 lead us to understand the extent to which “Japan” might be seen as an idea generated by anime, manga, and other texts rather than the other way around. What is it that manga and anime produce that no other medium can precisely duplicate? Is anime its own medium or a genre of animation—or something in between? And how must we adapt existing critical modes in order to read these new kinds of texts? While the authors begin with similar questions about the roots of Japanese popular culture and media, they invoke a wide range of theoretical work in the search for answers, including feminist criticism, disability studies, poststructuralist textual criticism, postcolonialism, art history, film theory, phenomenology, and more. Richly provocative and insightful, Mechademia 9 both enacts and resists the pursuit of fixed starting points, inspiring further creative investigation of this global artistic phenomenon. Contributors: Stephen R. Anderson; Dale K. Andrews, Tohoku Gakuin U; Andrew Ballús; Jodie Beck; Christopher Bolton, Williams College; Kukhee Choo, Tulane U; Ranya Denison, U of East Anglia; Lucy Fraser; Fujimoto Yukari, Meiji U, Japan; Forrest Greenwood; Imamura Taihei; Seth Jacobowitz, Yale U; Kim Joon Yang; Thomas Lamarre, McGill U; Margherita Long, U of California, Riverside; Matsumoto Nobuyuki, Tokyo National Museum; Laura Miller, U of Missouri–St. Louis; Alexandra Roedder; Paul Roquet, Stanford U; Brian Ruh; Shun’ya Yoshimi, U of Tokyo; Alba G. Torrents.

The All New Tenchi Muyo Vol 6

Author : Hitoshi Okudo
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High school drop-out Tenchi tries to survive life with his five alien, female boarders: Jurai princesses Ayeka and Sasami, mad scientist Washu, ditzy space cop Mihoshi, space pirate Ryoko, and the bioorganic spaceship Ryo-oh-ki.

Militarizing Outer Space

Author : Alexander C.T. Geppert
File Size : 78.55 MB
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Militarizing Outer Space explores the dystopian and destructive dimensions of the Space Age and challenges conventional narratives of a bipolar Cold War rivalry. Concentrating on weapons, warfare and vio​lence, this provocative volume examines real and imagined endeavors of arming the skies and conquering the heavens. The third and final volume in the groundbreaking ​European Astroculture trilogy, ​Militarizing Outer Space zooms in on the interplay between security, technopolitics and knowledge from the 1920s through the 1980s. Often hailed as the site of heavenly utopias and otherworldly salvation, outer space transformed from a promised sanctuary to a present threat, where the battles of the future were to be waged. Astroculture proved instrumental in fathoming forms and functions of warfare’s futures past, both on earth and in space. The allure of dominating outer space, the book shows, was neither limited to the early twenty-first century nor to current American space force rhetorics.

Jeu Namco Bandai Games

Author : Source Wikipedia
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Ce contenu est une compilation d'articles de l'encyclopedie libre Wikipedia. Pages: 29. Chapitres: Naruto Shipp den: Ultimate Ninja Storm 2, Tales of Vesperia, Tales of Symphonia: Dawn of the New World, Tales of Hearts, Queen's Blade, Dragon Ball: Raging Blast, Tekken 5: Dark Resurrection, Fragile Dreams: Farewell Ruins of the Moon, Enslaved: Odyssey to the West, Ridge Racer 7, Eternal Sonata, Kid Senshi Gundam: Giren no Yab - Axis no Ky i V, Naruto: Ultimate Ninja Heroes, Naruto: Ultimate Ninja Storm, Ace Combat 6: Fires of Liberation, Mobile Suit Gundam: Gundam vs. Gundam Next, Kid Gekidan Haro Ichiza: Gundam Mahjong + Z - Sara ni Deki Ruyouni Nattana!, Battle Stadium D.O.N, Kid Gekidan Haro Ichiza: Gundam Mahjong DS - Oyaji nimo Agarareta koto nai noni!, Majin and the Forsaken Kingdom, Mobile Ops: The One Year War, Dynasty Warriors: Gundam 2, Mobile Suit Gundam SEED: Federation vs. Z.A.F.T. II, SD Gundam: G Generation Portable, Splatterhouse, Kid Senshi Gundam 00, Naruto Shipp den: Ultimate Ninja Heroes 3, Kid Senshi Gundam: Senj no Kizuna, Mobile Suit Gundam: Target in Sight, Gundam Battle Chronicle, Gundam Battle Royale, Gundam Battle Tactics, Kid Senshi Gundam: Extreme Vs., Mario Kart Arcade GP, Gundam Battle Universe, Gundam Assault Survive, Kid Senshi Gundam: Senki Record U.C. 0081, SD Gundam: G Generation Wars, Dragon Ball Z: Ultimate Tenkaichi, SD Gundam: G Generation - Cross Drive, SD Gundam: Scad Hammers, Dragon Ball Z: Attack of the Saiyans, Mobile Suit Gundam: MS Sensen 0079, Tales of Xillia, Emblem of Gundam, Xenosaga Episode III: Also sprach Zarathustra, Dragon Ball: Origins, Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress, Dragon Ball: Origins 2, Tales of Graces F, Pac-Man Party, Naruto Shipp den: Ultimate Ninja Storm Generation, We Ski, .hack//Link, Ridge Racer Unbounded, Pac-Man World Rally. Extrait: Naruto Shipp den: Ultimate Ninja Storm 2 est un jeu video adapte du manga Naruto, sur PlayStation 3 et Xbox 360, ...

The Anime Movie Guide

Author : Helen McCarthy
File Size : 54.7 MB
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The phenomenally popular "Power Rangers", the most mainstream offshoot of "anime", or Japanese animation, is just the tip of the iceberg. There are hundreds of these virtually astonishing films, appealing to people of all ages and tastes. This guide features detailed listings of feature films and direct-to-video features, arranged by title, year of release, and subject, that have been released since 1983. Illustrations throughout.

Game Informer Magazine

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Author : Toni Johnson-Woods
File Size : 43.63 MB
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Once upon a time, one had to read Japanese in order to enjoy manga. Today manga has become a global phenomenon, attracting audiences in North America, Europe, Africa, and Australia. The style has become so popular, in fact, that in the US and UK publishers are appropriating the manga style in a variety of print material, resulting in the birth of harlequin mangas which combine popular romance fiction titles with manga aesthetics. Comic publishers such as Dark Horse and DC Comics are translating Japanese "classics", like Akira, into English. And of course it wasn't long before Shakespeare received the manga treatment. So what is manga? Manga roughly translates as "whimsical pictures" and its long history can be traced all the way back to picture books of eighteenth century Japan. Today, it comes in two basic forms: anthology magazines (such as Shukan Shonen Jampu) that contain several serials and manga 'books' (tankobon) that collect long-running serials from the anthologies and reprint them in one volume. The anthologies contain several serials, generally appear weekly and are so thick, up to 800 pages, that they are colloquially known as phone books. Sold at newspaper stands and in convenience stores, they often attract crowds of people who gather to read their favorite magazine. Containing sections addressing the manga industry on an international scale, the different genres, formats and artists, as well the fans themselves, Manga: An Anthology of Global and Cultural Perspectives is an important collection of essays by an international cast of scholars, experts, and fans, and provides a one-stop resource for all those who want to learn more about manga, as well as for anybody teaching a course on the subject.

Focus On 100 Most Popular Fantasy Anime and Manga

Author : Wikipedia contributors
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Imag in ing the War in Japan

Author : David C. Stahl
File Size : 59.59 MB
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This study examines how various Japanese authors and other artists seeking artistic representation of traumatic Asia Pacific War experience have drawn upon their imaginative powers to create affect-charged images of the extreme violence, psychological damage and ideological contradiction surrounding the conflict.

Manga and the Representation of Japanese History

Author : Roman Rosenbaum
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"This edited collection explores how graphic art and in particular Japanese manga represent Japanese history. The articles explore the representation of history in manga from disciplines that include such diverse fields as literary studies, politics, history, cultural studies, linguistics, narratology, and semiotics. Despite this diversity of approaches all academics from these respective fields of study agree that manga pose a peculiarly contemporary appeal that transcends the limitation imposed by traditional approaches to the study and teaching of history. The representation of history via manga in Japan has a long and controversial historiographical dimension. Thereby manga and by extension graphic art in Japanese culture has become one of the world's most powerful modes of expressing contemporary historical verisimilitude. The strategy of combining the narrative elements of writing with graphic art, the extensive narrative story-manga and its Western equivalent of the graphic novel, reflects the relatively new soft power of 'global' media, which have the potential to display history in previously unimagined ways. Boundaries of space and time in manga become as permeable as societies and cultures across the world. Each of the articles in this book investigates the authorship of history by looking at various different attempts to render Japanese history through the popular cultural media of the story-manga. As Carol Gluck, Tessa Morris-Suzuki, Susan Napier and others have shown, it has never been easyto encapsulate the complex narrative of emperor-based cyclical Japanese historical periods. The contributors to this volume elaborate how manga and by extension graphic art rewrites, reinvents and re-imagines the historicity and dialectic of bygone epochs in postwar/contemporary Japan. "--

The Slings Arrows Comic Guide

Author : Frank Plowright
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Reviews and analyses of over 5000 titles from the 1930s to date. ... Every comic of note from the past fifty years is included in this comprehensive guide to American comics. From the underground to children's comics, autobiography to fantasy.

Anime Classics Zettai

Author : Brian Camp
File Size : 58.74 MB
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For anime connoisseurs, beginners, and the curious, the best of the best!

The Rough Guide to Videogames

Author : Kate Berens
File Size : 60.4 MB
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The Rough Guide to Videogames is the ultimate guide to the world’s most addictive pastime. Both a nostalgic look at the past and a celebration of the latest in joystick-wrecking wonders, this book covers the full story from the first arcade machines to the latest digital delights. Easy access to 75 of the greatest games of all time, from Civilization and Pro Evolution Soccer to We Love Katamari and World of Warcraft. The guide profiles the stories behind the software giants, famous creators and the world’s favourite characters, including Mario, Lara Croft and Sonic the Hedgehog. All the gadgets and devices for consoles, hand-helds, phones and PCs are explored as well as the wider world of gaming, from websites and movies to books.

Sh jo Across Media

Author : Jaqueline Berndt
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Since the 2000s, the Japanese word shōjo has gained global currency, accompanying the transcultural spread of other popular Japanese media such as manga and anime. The term refers to both a character type specifically, as well as commercial genres marketed to female audiences more generally. Through its diverse chapters this edited collection introduces the two main currents of shōjo research: on the one hand, historical investigations of Japan’s modern girl culture and its representations, informed by Japanese-studies and gender-studies concerns; on the other hand, explorations of the transcultural performativity of shōjo as a crafted concept and affect-prone code, shaped by media studies, genre theory, and fan-culture research. While acknowledging that shōjo has mediated multiple discourses throughout the twentieth century—discourses on Japan and its modernity, consumption and consumerism, non-hegemonic gender, and also technology—this volume shifts the focus to shōjo mediations, stretching from media by and for actual girls, to shōjo as media. As a result, the Japan-derived concept, while still situated, begins to offer possibilities for broader conceptualizations of girlness within the contemporary global digital mediascape.