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The History of Nintendo (1889-1980) - From Playing Cards to Game & Watch by Florent Gorges
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Player's Handbook: Core Rulebook 1
Jonathan Tweet - 2000
Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc. Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists. Amazon.com ReviewThe Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters.Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D.
The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't
Nick Yee - 2014
Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled—but rarely recognized—tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.
Last Descendants
Matthew J. Kirby - 2016
Monroe, the IT guy at school, might finally bring Owen the means to clear his father's name by letting him use an Animus—a device that lets users explore the genetic memories buried within their own DNA. The experience brings Owen more than he bargained for. During a simulation, Owen uncovers the existence of an ancient and powerful relic long considered legend—the Trident of Eden. Now two secret organizations will stop at nothing to take possession of this artifact—the Brotherhood of Assassins and the Templar Order. It soon becomes clear to Owen that the only way to save himself is to find the Trident first.Under the guidance of Monroe, Owen and a group of other teenagers go into a memory they all share within their DNA: the 1863 Draft Riots in New York City. Owen and his companions will find themselves tested on the gritty streets of New York, and their experiences in the past will have far-reaching consequences in the present.
Maestro Mario: How Nintendo Transformed Videogame Music into an Art
Andrew Schartmann - 2013
for the NES contains some of the most recognizable tunes in popular culture, and yet it’s safe to say that only a handful of people have thought beyond the music’s entertaining surface. After all, what could possibly be art-worthy about an early Mario score? Or any early game sound for that matter?In search of answers to these questions, Andrew Schartmann takes us on a journey from the primitive “pongs” of arcade machines to the complex musical fabrics woven by composers of the NES era. Where does that distinctly Nintendo-flavored sound come from? What sets NES music apart from its predecessors? And how has that iconic ‘80s videogame sound “invaded” popular culture?
It's Not Easy Being Green: And Other Things to Consider
Jim Henson - 2005
"When I was young, it was my ambition to be one of the people who made a difference in this world. My hope is to leave the world a little better for my having been there. It's a wonderful life and I love it." Jim Henson "Yeah, well, I've got a dream too. But it's about singing and dancing and making people happy. That's the kind of dream that gets better the more people you share it with. And, well, I've found a whole bunch of friends who have the same dream. And, it kind of makes us like a family." Kermit the Frog, The Muppet Movie
A Brief History of Mathematics
Marcus du Sautoy - 2011
Professor Marcus du Sautoy shows how these masters of abstraction find a role in the real world and proves that mathematics is the driving force behind modern science. He explores the relationship between Newton and Leibniz, the men behind the calculus; looks at how the mathematics that Euler invented 200 years ago paved the way for the internet and discovers how Fourier transformed our understanding of heat, light and sound. In addition, he finds out how Galois’ mathematics describes the particles that make up our universe, how Gaussian distribution underpins modern medicine, and how Riemann’s maths helped Einstein with his theory of relativity. Finally, he introduces Cantor, who discovered infinite numbers; Poincaré, whose work gave rise to chaos theory; G.H. Hardy, whose work inspired the millions of codes that help to keep the internet safe, and Nicolas Bourbaki, the mathematician who never was. The BBC Radio 4 series looking at the people who shaped modern mathematics, written and presented by Marcus du Sautoy. 1 CDs, 150 minutes
Marvel Comics: The Untold Story
Sean Howe - 2012
Spider-Man, the Fantastic Four, Captain America, the Incredible Hulk, the Avengers, Iron Man, Thor, the X-Men, Daredevil—these superheroes quickly won children's hearts and sparked the imaginations of pop artists, public intellectuals, and campus radicals. Over the course of a half century, Marvel's epic universe would become the most elaborate fictional narrative in history and serve as a modern American mythology for millions of readers.Throughout this decades-long journey to becoming a multibillion-dollar enterprise, Marvel's identity has continually shifted, careening between scrappy underdog and corporate behemoth. As the company has weathered Wall Street machinations, Hollywood failures, and the collapse of the comic book market, its characters have been passed along among generations of editors, artists, and writers—also known as the celebrated Marvel "Bullpen." Entrusted to carry on tradition, Marvel's contributors—impoverished child prodigies, hallucinating peaceniks, and mercenary careerists among them—struggled with commercial mandates, a fickle audience, and, over matters of credit and control, one another.For the first time, Marvel Comics reveals the outsized personalities behind the scenes, including Martin Goodman, the self-made publisher who forayed into comics after a get-rich-quick tip in 1939; Stan Lee, the energetic editor who would shepherd the company through thick and thin for decades; and Jack Kirby, the World War II veteran who'd co-created Captain America in 1940 and, twenty years later, developed with Lee the bulk of the company's marquee characters in a three-year frenzy of creativity that would be the grounds for future legal battles and endless debates.Drawing on more than one hundred original interviews with Marvel insiders then and now, Marvel Comics is a story of fertile imaginations, lifelong friendships, action-packed fistfights, reformed criminals, unlikely alliances, and third-act betrayals— a narrative of one of the most extraordinary, beloved, and beleaguered pop cultural entities in America's history.
Field of Compassion: How the New Cosmology Is Transforming Spiritual Life
Judy Cannato - 2010
Cannato illuminates the Christian concepts of grace, empathy, and the kingdom of God by examining them in light of cutting-edge scientific theory.
Inside Ballet Technique: Separating Anatomical Fact from Fiction in the Ballet Class
Valerie Grieg - 1994
A Dance Book Club main selection, this guide offers a general explanation of anatomy, kinesiology, and technique for ballet dancers, students, and teachers.
Undercurrents: The Hidden Wiring of Modern Music
The Wire - 2002
As listeners have grown increasingly eclectic and adventurous in their tastes, The Wire has emerged as the most authoritative source on modern music.In Undercurrents some of the best music writers of our time uncover the hidden wiring of the past century's most influential music. Ian Penman discusses how the microphone transformed the human voice and made phantom presences of great singers such as Billie Holiday, Robert Johnson, and Brian Wilson. Christoph Cox demonstrates how the pioneers of live electronic music, the West Coast ensemble Sonic Arts Union, redefined virtuosity for the electronic age. Philip Smith and Peter Shapiro examine Harry Smith's Smithsonian Anthology of American Folk Music, which led to a massive reappraisal of musical values that went far beyond the folk music revival.Music explored in Undercurrents ranges through avant rock, jazz, hiphop, electronica, global music, and contemporary "classical."
The Book of General Ignorance
John Lloyd - 2006
It’ll have you scratching your head wondering why we even bother to go to school.Think Magellan was the first man to circumnavigate the globe, baseball was invented in America, Henry VIII had six wives, Mount Everest is the tallest mountain? Wrong, wrong, wrong, and wrong again. You’ll be surprised at how much you don’t know! Check out THE BOOK OF GENERAL IGNORANCE for more fun entries and complete answers to the following:How long can a chicken live without its head?About two years.What do chameleons do?They don’t change color to match the background. Never have; never will. Complete myth. Utter fabrication. Total Lie. They change color as a result of different emotional states.How many legs does a centipede have?Not a hundred.How many toes has a two-toed sloth?It’s either six or eight.Who was the first American president?Peyton Randolph.What were George Washington’s false teeth made from?Mostly hippopotamus.What was James Bond’s favorite drink?Not the vodka martini.
The Well-Played Game: A Player's Philosophy
Bernie DeKoven - 1978
De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
The Africa Book: A Journey Through Every Country in the Continent
Matt Phillips - 2007
Herds of wild animals crossing acacia-dotted plains, remote cultures that time seems to have forgotten, the monumental vestiges of crumbled empires, as well ast he dire realities of war, disease and famine - Africa is all this and much more. From Cape Town's gleaming shopping arcades to the remote tribal settlements on Lake Turkana's shores, The Africa Book draws together a definitive collection of the sights, sounds and tastes of this spellbinding continent.Here's how to start - open at any page and begin your own journey. Float down the Nile in a felucca, visit the mountain gorillas of Rwanda, catch mbalax fever on Dakar's glittering dance floors, relax under the palms on Zanzibar's powdery white beaches. Let Lonely Planet's photographers, authors and travelers lead you through five regions, 54 countries and inspire you to embark on the journey of your life.
The World's Greatest Serial Killers (World's Greatest)
Nigel Cawthorne - 1999