Teach Yourself to Play Guitar: A Quick and Easy Introduction for Beginners


David M. Brewster - 2004
    Teach Yourself to Play Guitar has been created specifically for the student with no music-reading background. With lesson examples presented in today's most popular tab format, which also incorporates simple beat notation for accurate rhythm execution, Teach Yourself to Play Guitar offers the beginning guitarist not only a comprehensive introduction to essential guitar-playing fundamentals, but a quick, effective, uncomplicated and practical alternative to the multitude of traditional self-instructional method books. It also: covers power chords, barre chords, open position scales and chords (major and minor), and single-note patterns and fills; includes lesson examples and song excerpts in a variety of musical styles rock, folk, classical, country and more; familiarizes the student with fretboard organization, chord patterns, hand and finger positions, and guitar anatomy by way of easy-to-interpret diagrams, photos and illustrations; provides complete, concise explanations while keeping text to a minimum; and prepares the student for the option of further guitar instruction.

The Making of Karateka


Jordan Mechner - 2012
    This first volume is a candid account of the personal, creative and technical struggles that led to his breakthrough success with Karateka, which topped bestseller charts in 1985, and planted the seeds of his next game, Prince of Persia.

Pro Tools 101: An Introduction to Pro Tools 10


Frank D. Cook - 2009
    Now updated for Pro Tools 10 software, this new edition from the definitive authority on Pro Tools covers everything you need to know to complete a Pro Tools project. Learn to build sessions that include multitrack recordings of live instruments, MIDI sequences, and virtual instruments. Through hands-on tutorials, develop essential techniques for recording, editing, and mixing. The included DVD-ROM offers tutorial files and videos, additional documentation, and Pro Tools sessions to accompany the projects in the text.

Rivers' Edge: The Weezer Story


John D. Luerssen - 2004
    Welcome to Weezer’s weird world, steered by brainchild Rivers Cuomo — perhaps the world’s most unlikely rock star. Exhaustively researched, Rivers’ Edge documents the rise of the band from Cuomo’s beginnings as a failure on Hollywood’s hair metal scene to his reinvention of himself as the undeniable ruler of Weezer. Luerssen uncovers what really happened during Weezer’s strange hiatus and subsequent re-emergence in 2000, which was one of the most successful comebacks in music history. Through key interviews with friends, associates, members of Weezer, and bandmates in their solo projects, Rivers’ Edge is a must-own for any Weezer fan.

No Encore!: Musicians Reveal Their Weirdest, Wildest, Most Embarrassing Gigs


Drew Fortune - 2019
    The embarrassment is palatable, but perseverance is the most touching part of these stories. These awful things that happened don't interrupt the dream. The dream of performing and stardom. The dream of connecting with an audience. No Encore! is a glimpse into the analog past; a trip to a distant world when artists made albums and suites of songs you listened in order." —Bret Easton Ellis   “They hated us and started throwing cups, bottles, change, chairs, and anything that wasn’t nailed down.” —Dean Ween This hilarious, sometimes horrifying, collection spans four decades and chronicles the craziest, druggiest, and most embarrassing concert moments in music history—direct from the artists who survived them.  “In the midst of my insanity, I thought it would be a very romantic gesture to go into Fiona Apple’s dressing room and write a message on her wall in my own blood.” —Dave Navarro From wardrobe malfunctions to equipment failures, from bad decisions to even worse choices, this is a riveting look into what happens when things go wrong onstage and off. “Ozzy had a sixty-inch teleprompter with the song lyrics, and that got stolen, along with microphones, snare drums and cymbals. Our drummer at the time was stabbing people in the neck with his drumstick.” —Zakk Wylde No Encore! is an unflinchingly honest account of the shows that tested the dedication to a dream—from Alice Cooper’s python having a violent, gastric malfunction on stage to Lou Barlow’s disastrous attempt to sober up at Glastonbury, from Shirley Manson’s desperate search for a bathroom to the extraordinary effort made to awaken Al Jourgenson as Ministry was taking the stage. As Hunter S. Thompson famously wrote, “Buy the ticket, take the ride.”  “I go to exit the venue, and there’s 25 people marching towards us. It’s about 3:00 AM, and they weren’t there to be nice. They were carrying bats, boards, chains, hammers, and they were coming for us.” —Dee Snider

John Lennon, My Brother


Julia Baird - 1988
    

The Untold History of Japanese Game Developers: Gold Edition


John Szczepaniak - 2014
    Konami's secret games console, the origin of Game Arts and Quintet, unusual events at Telenet, stories on Falcom, politics behind Enix's game programming contests, a tour of the Love-de-Lic and WARP offices (with layout sketches). Every interviewee is asked about unreleased titles. Foreword by GAMESIDE magazine's editor-in-chief, Yusaku Yamamoto. INTERVIEWEES INCLUDE: Hitoshi YONEDA / Tatsuo NOMURA / Katsutoshi EGUCHI / Toru HIDAKA / Roy OZAKI / Kouichi YOTSUI / Masaaki KUKINO / Yoshitaka Murayama / Harry Inaba / Ryukushi07 / Kotaro UCHIKOSHI / ZUN / Yoshiro KIMURA / Kouji YOKOTA / Jun Nagashima / Yuzo KOSHIRO / Masamoto MORITA / Akira TAKIGUCHI / Masakuni MITSUHASHI / Kohei IKEDA / Hiroshi SUZUKI / Tomonori SUGIYAMA / Yutaka ISOKAWA / Yasuhito SAITO / Takaki KOBAYASHI / Keite ABE / Keiji INAFUNE / Makoto GOTO

1001 Video Games You Must Play Before You Die


Tony MottMitch Krpata - 2010
    The video game has arrived as entertainment and as an art form. This is the first serious critical evaluation ever published of the best video games and is a testament to the medium’s innovativeness and increasing emphasis on aesthetics. Organized chronologically and for all platforms (PC, Xbox, PlayStation, etc.) and covering all genres from the bold (Grand Theft Auto and Halo) and dark (Resident Evil and Silent Hill) to the spiritual (Final Fantasy) and whimsical (Legend of Zelda), the book traces the video game from the rough early days of Pong to the latest visual fantasia.

Power-Up: How Japanese Video Games Gave the World an Extra Life


Chris Kohler - 2004
    Just some of the features readers will find in this book include:Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.Explanations on why Japanese video games are unique and why they resonate so well with young American players.Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!In addition, the future of the Japanese gaming industry is also explored.This product is available for sale worldwide.

Man, Play and Games


Roger Caillois - 1958
      In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules.   Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions.            Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.

The Tetris Effect: The Game that Hypnotized the World


Dan Ackerman - 2016
    But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space? A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made. In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits.The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone.

Gridlock: Crossword Puzzles and the Mad Geniuses Who Create Them


Matt Gaffney - 2006
    Tens of millions of Americans solve crossword puzzles regularly, but few know a thing about their genesis. Who writes crosswords, how--and for God's sake, why? Matt Gaffney is one of two dozen people who earns a living as a cruciverbalist. In Gridlock he provides an insider's look at the people who put that puzzle in your paper every day. With verve and gusto, Gaffney traces his own starving-artist struggle to find paying puzzle gigs, including marketing hip crosswords to the Gen-X market. He then moves on to topics like the effect of computers on crossword writing, including a man versus machine battle he stages to see who writes better crosswords; the ever-evolving crossword puzzle book market, where a top-selling series now has books shaped like a toilet seat; and a trip to the American Crossword Puzzle Tournament, where the "Cru" (collective slang noun meaning "the crossword puzzle writing community") hangs out in person once a year. Gridlock also features an interview with crossword rock star Will Shortz.

It's Always Summer Somewhere: A Matter of Life and Cricket


Felix White - 2021
    His passion for the game is at the fore on the BBC 's number one cricket podcast and 5Live show, Tailenders, which he co-presents with Greg James and Jimmy Anderson. It's Always Summer Somewhere is his funny, heartbreaking and endlessly engaging love letter to the game.Felix takes us through his life growing up in South West London and describes how his story is forever punctuated and given meaning by cricket. Through his own exploits as a slow left arm spinner of 'lovely loopy stuff', to the tragic illness of his mother, life with The Maccabees and his cricket redemption, Felix touches on both the comedic and the tragic in equal measure. Throughout, there's the ever-present roller coaster of following the England cricket team. The exploits of Tufnell (another bowler of 'lovely loopy stuff'), Atherton, Hussain et al, are given extra import through the eyes of a cricket-obsessed youth. Felix meets them at each signposted moment to find out what was really behind those moments that gave cricket fans everywhere sporting memories that would last forever, sending the book into an exploration of grief, transgenerational displacement and how the people we've known and things we've loved culminate and take expression in our lives. It's Always Summer Somewhere is an incredibly honest detail of a life lived with cricket. It offers a sense of genuine empathy and understanding not just with cricket fans, but sports and music fans across the world, in articulating our reasons for pouring so much meaning into something that we simply cannot control.Culminating in the heart-stopping World Cup Final in 2019, the book finally answers that question fans have so often asked...what is it about this game?

How Games Move Us: Emotion by Design


Katherine Isbister - 2016
    But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Festival Man


Geoff Berner - 2013
    Follow the flailing escapades of maverick music manager Campbell Ouiniette at the Calgary Folk Festival, as he leaves a trail of empty liquor bottles, cigarette butts, bruised egos, and obliterated relationships behind him. His top headlining act has abandoned him for the Big Time. In a fit of self-delusion or pure genius (or perhaps a bit of both), Ouiniette devises an intricate scam, a last hurrah in an attempt to redeem himself in the eyes of his girlfriend, the music industry, and the rest of the world. He reveals his path of destruction in his own transparently self-justifying, explosive, profane words, with digressions into the Edmonton hardcore punk rock scene, the Yugoslavian Civil War, and other epicentres of chaos.