Dragontales
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Dragontales
Dragontales was a series of gamebooks written by Rhondi A. Vilott Salsitz as "Rhondi Vilott" and published by Signet in the 1980s. The books place the reader in the role of a young man or woman in various fantasy countries inhabited by a variety of extravagant creatures. The books were meant for readers somewhat older than those of most gamebooks, as romance is a common element, as are allusions to physical development in the books' heroines. An interesting feature of the ''Dragontales'' series was that each odd-numbered book in the series had a white cover and featured a female protagonist, while each even-numbered book had a black cover and a male protagonist. The first book was licensed and made into a visual novel video game by Hanako Games Hanako Games is an independent video game development company founded by Georgina Bensley that develops PC games mostly involving female protagonists centered on fantasy- and anime-inspired style. Games on the site include '' Fatal Hea ...
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Hanako Games
Hanako Games is an independent video game development company founded by Georgina Bensley that develops PC games mostly involving female protagonists centered on fantasy- and anime-inspired style. Games on the site include '' Fatal Hearts'', '' Cute Knight'', ''Summer Session'', and ''Science Girls''. The website provides free demos for all of the games along with downloadable wallpapers. ''Hanako Games'' is an affiliate of ''Winter Wolves'', ''Tycoon Games'' and ''sakevisual''. In 2015, Hanako Games started to publish visual novel games that were not originally written by them, and release them under the name ''Hanabira''. The first game ''Sword Daughter'' was released on January 5, 2015. Originally, the story was a gamebook of the ''Dragontales'' series by Rhondi A. Vilott Salsitz and was first published in the 1980s. In 2016, the game ''A Littly Lily Princess'' was released under the label of Hanabira. It is visual novel game with raising sim elements and based on the novel '' ...
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Gamebooks
A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Each narrative typically does not follow paragraphs in a linear or ordered fashion. Gamebooks are sometimes called choose your own adventure books or CYOA after the influential ''Choose Your Own Adventure'' series originally published by US company Bantam Books. Gamebooks influenced hypertext fiction. Production of new gamebooks in the West decreased dramatically during the 1990s as choice-based stories have moved away from print-based media, although the format may be experiencing a resurgence on mobile and ebook platforms. Such digital gamebooks are considered interactive fiction or visual novels. Description Gamebooks range from branching-plot novels, which require the reader to make choices but are otherwise like regular novels at one end, to what amounts to "solit ...
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New American Library
The New American Library (also known as NAL) is an American publisher based in New York, founded in 1948. Its initial focus was affordable paperback reprints of classics and scholarly works as well as popular and pulp fiction, but it now publishes trade and hardcover titles. It is currently an imprint of Penguin Random House; it was announced in 2015 that the imprint would publish only nonfiction titles. History 20th century New American Library (NAL) began life as Penguin U.S.A. and as part of Penguin Books of England. Because of complexities of exchange control and import and export regulations—Penguin made the decision to terminate the association, and the company was renamed the New American Library of World Literature in 1948 when Penguin Books' assets (excluding the Penguin and Pelican trademarks) were bought by Victor Weybright and Kurt Enoch (formerly head of Albatross Books). Enoch served as president of New American Library from 1947 to 1965. He later served as h ...
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Visual Novel
A , often abbreviated as VN, is a form of digital semi-interactive fiction. Visual novels are often associated with and used in the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustrations and a varying degree of interactivity. The format is more rarely referred to as novel game, a retranscription of the ''wasei-eigo'' term , which is more often used in Japanese. Visual novels originated in and are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006. In Japanese, a distinction is often made between visual novels (NVL, from "novel"), which consist primarily of narration and have very few interactive elements, and adventure games (AVG or ADV, from "adventure"), which incorporate problem-solving and other types of gameplay. This distinction is normally lost outside Japan, as both visual novels and adventure games are commonly referred to as "visual n ...
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Gamebooks
A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Each narrative typically does not follow paragraphs in a linear or ordered fashion. Gamebooks are sometimes called choose your own adventure books or CYOA after the influential ''Choose Your Own Adventure'' series originally published by US company Bantam Books. Gamebooks influenced hypertext fiction. Production of new gamebooks in the West decreased dramatically during the 1990s as choice-based stories have moved away from print-based media, although the format may be experiencing a resurgence on mobile and ebook platforms. Such digital gamebooks are considered interactive fiction or visual novels. Description Gamebooks range from branching-plot novels, which require the reader to make choices but are otherwise like regular novels at one end, to what amounts to "solit ...
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Fantasy Gamebooks
Fantasy is a genre of speculative fiction involving magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and drama. From the twentieth century, it has expanded further into various media, including film, television, graphic novels, manga, animations and video games. Fantasy is distinguished from the genres of science fiction and horror by the respective absence of scientific or macabre themes, although these genres overlap. In popular culture, the fantasy genre predominantly features settings that emulate Earth, but with a sense of otherness. In its broadest sense, however, fantasy consists of works by many writers, artists, filmmakers, and musicians from ancient myths and legends to many recent and popular works. Traits Most fantasy uses magic or other supernatural elements as a main plot element, theme, or setting. Magic, magic practitioners ( so ...
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