i am 8-bit: Art Inspired by Classic Videogames of the '80s


Jon M. Gibson - 2006
    Frogger. Super Mario Bros. These classic videogames are burned into the collective consciousness of an entire generation, thanks to countless hours spent at pizza parlors and bowling alleys across the country. Now artists such as Gary Baseman, Tim Biskup, and Ashley Wood put their memories to paper, canvas, and wood to create original works of art inspired by the art of the videogame. Chuck Klosterman shares his thoughts in his distinctively insightful and entertaining style in a foreword on how videogames created a new playground for artistic expression. With more than 100 thought-provoking, amusing, and simply fun pieces of original art, i am 8-bit is a pixilated stroll down memory lane.

Hey! Listen!: A journey through the golden era of video games


Steve McNeil - 2019
    He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'.Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment.This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt?Joysticks at the ready. Let's Play!

OS X Lion: the Ars Review


John Siracusa - 2011
    

Coral Sea 1942


Richard Freeman - 2013
     In May 1942, the Japanese were poised to take Port Moresby in New Guinea. At all costs the Americans had to stop them. Admiral Frank Fletcher was dispatched with two aircraft carriers - Yorktown and Lexington - with orders to destroy the Japanese invasion force. The fate of the Pacific was in the balance. 'Coral Sea 1942' tells the dramatic story of that conflict. The battle spread over five days as each side desperately searched for the other. At first, all Fletcher could find were side shows. He smashed a secondary invasion at Tulagi. He sank the light carrier Shōhō protecting the invasion fleet. But only on the fifth day did he find his real prey: the carriers Shōkaku and Zuikaku. The Zuikaku fled to hide under thick cloud, while the Shōkaku was pounded by American bombers and torpedo planes. Crippled, she too fled. Meanwhile the Japanese carrier planes mounted attack after attack on the Yorktown and Lexington. The latter was mortally damaged by volcanic-sized explosions in her fuel tanks. But the great Coral Sea victory came at a price. Pilots died in dog-fights; crippled planes fell into the sea; damaged planes crashed onto carrier flight decks; and pilots found themselves stranded on remote islands. But the battle was an American triumph. Japan entered it as an aggressor at the peak of her imperial power. She left the battle with her dominance shattered. The tide had turned. 'Coral Sea 1942' is a brilliantly concise and insightful guide to one of the greatest naval battles of the 20th-century. Richard Freeman graduated in mathematics before following a career in distance education. He now writes on naval history. His other books include ‘Britain’s Greatest Naval Battle’ and ‘A Close Run Thing: The Navy and the Falkland War’. Endeavour Press is the UK's leading independent publisher of digital books.

Star Wars The Old Republic Explorer's Guide: Prima Official Game Guide


Mike Searle - 2011
    This spoiler-free atlas will help you navigate every planet while you experience your story on your terms. The Star Wars The Old Republic Explorer's Guide includes:• Comprehensive atlases for all planets: Alderaan, Coruscant, Hoth, Tatooine, and more• No walkthrough means no spoliers• Locations of hidden Datacrons to augment your stats• Hundreds of maps packed with critical information to guide you through your adventure• Enemy locations and levels revealed so you can better prepare to explore every planet• Learn about every basic class and pick one that is right for you• Exclusive concept art

Guinness World Records Gamer's Edition 2008


Guinness World Records - 2008
    Guinness World Records Gamer's Edition features record-breaking computer- and video-game accomplishments from around the world, including high scores, biggest tournaments, largest cash prizes, and the most successful games.

Conquer Basic Spanish: A Short Introduction To Beginners Spanish, Including Spanish Grammar, Verbs and Vocabulary (Learn Spanish Book 4)


Linda Plummer - 2014
    I'm sure it will be ...

A Casual Revolution: Reinventing Video Games and Their Players


Jesper Juul - 2009
    These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.

The Scottish Clans - Over 300 Clans Featured


Donald Cuthill - 2011
    Discover the events that have shaped your Clan and hear about the people who form part of your Scottish ancestry.

Murders of Merseyside


Tom Slemen - 2011
    In this compelling study of true crime, Liverpool's most popular author Tom Slemen recounts some of the most intriguing and baffling murders of Merseyside such as:• The baffling case of the Victorian canned corpse• The magistrate's beautiful granddaughter who was killed by a crazed admirer• The condemned man who was hanged twice• Frederick Deeming - the Rainhill psychopath who wiped out his own family and danced on their grave with his next victim• The bizarre link between a South Seas cult and the housewife who was stabbed fourteen times in her Knotty Ash home by a killer who struck under the cover of a fog• The unsolved case of the superintendent and his son who died of gunshot wounds under mysterious circumstances - in a police station• The enigmatic murder of Julia Wallace - and a very credible solution• The only assassination of a British prime minister - by a Liverpool businessman Plus many more fascinating murder cases.This fascinating book is a must for all readers of true crime in general and Liverpudlians and Merseysiders in particular.

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture


David Kushner - 2003
    Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.

How to Do Things with Videogames


Ian Bogost - 2011
    Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

Press Reset: Ruin and Recovery in the Video Game Industry


Jason Schreier - 2021
    In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games -- Bioshock Infinite, Epic Mickey, Dead Space, and more -- on to the shocking closures of the studios that made them, PRESS RESET tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games -- and whether the business of making games can change before it's too late.

Commodork: Sordid Tales from a BBS Junkie


Rob O'Hara - 2006
    As suddenly as they gained popularity, they were made obsolete by the next big thing - a newfangled system called the Internet. Commodork: Sordid Tales from a BBS Junkie takes its readers on an exciting journey through the BBS era. Through the author's personal tales and adventures, readers will discover more about these amazing times and what it was like to grow up online. With tales of copyfests, BBS parties and random acts of online debauchery, those who were there will find themselves reminiscing, while those who weren't will enjoy learning about life ""before the 'net."" You know, back when we used to modem uphill, both ways in the snow.

I'm Working on That: A Trek from Science Fiction to Science Fact


William Shatner - 1996
    Over five decades, Star Trek's celebration of mankind's technical achievements and positive view of the future have earned it an enduring place in our global culture. Its scientific vision has also had a profound effect on the past thirty years of technological breakthroughs. Join William Shatner, the original captain of the Starship Enterprise, as he reveals how Star Trek has influenced and inspired some of our greatest scientific minds -- the people behind the future we will all share. In interviews with dozens of scientists we learn about the inventions that will revolutionise our lives and the discoveries that will make it truly possible to explore the last great frontier -- space. As one Nobel Laureate commented on being shown a wood and plastic model of the engine core from a Star Trek: The Next Generation starship: I'm working on that. From the technicalities of warp speed to real-life replicators to the likelihood of our being able to beam across continents, this always-informative book takes us on a fascinating and eye-opening voyage to