Pokemon: Essential Handbook


Cris Silvestri - 2012
    Handbooks, sticker books, create & trace, readers, and more.It's everything you ever wanted to know about every Pokemon -- all in one place! This revised and updated edition of the 2008 bestseller has stats and facts kids need to know about all 646 Pokemon. The book includes 64 new pages focusing on the 153 new Pokemon that just debuted in the Pokemon Black & White videogames.The revised & updated Ultimate Handbook is an absolute must-have for Pokemon fans. It's sure to be a bestseller with kids of all ages.

The Ultimate Guide to Video Game Writing and Design


Flint Dille - 2006
    Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Charles Manson: The Man Who Murdered the Sixties


David J. Krajicek - 2019
    Freshly paroled, he stumbled into San Francisco in 1967 just as thousands of impressionable young people were streaming into town for the Summer of Love.Posing as a musician-come-guru-come-Christ-figure, Manson built a commune cult of hippies, consisting mainly of troubled young women. But what made this group set out on the four-week killing spree that claimed seven lives? Former Journalism Professor, David J. Krajicek, seeks to discover just that.

The Digital Photography Book


Scott Kelby - 2006
    

On Writing and Worldbuilding, Volume I


Timothy Hickson - 2019
    In On Writing and Worldbuilding, we will discuss specific and applicable ideas to consider, from effective methods of delivering exposition and foreshadowing, to how communication, commerce, and control play into the fall of an empire.

The Jedi Path: A Manual for Students of the Force


Daniel Wallace - 2010
    The inner platform rises, revealing this exclusive edition of The Jedi Path.This ancient training manual, crafted by early Jedi Masters, has educated and enlightened generations of Jedi. It explains the history and hierarchy of the Jedi Order, and what Jedi must know to take their place as defenders of the peace in the galaxy — from mastery of the Force to the nuances of lightsaber combat.Passed down from Master to Padawan, the pages of this venerable text have been annotated by those who have held it, studied it, and lived its secrets. From Yoda and Luke Skywalker to Count Dooku and Darth Sidious, they have shaped the content of the book by leaving mementos tucked within the pages, tearing out pages, and adding their personal experiences as tangible reminders of the lessons they’ve learned.Through wars and rebellion, only a single copy of this manual has survived. It is now passed on to you.The ancient Masters who wrote the text: Fae Coven, Grand Master and head of the Jedi Council; Crix Sunburris, Jedi Ace starfighter pilot; Restelly Quist, Jedi Chief Librarian; Skarch Vaunk, Jedi Battlemaster and lightsaber expert; Bowspritz, Jedi Biologist and expert on the Living Force; Sabla-Mandibu, Jedi Seer and Holocron expert; Morrit Ch’gally, Jedi Recruiter; Gal-Stod Slagistrough, Jedi leader of the Agricultural Corps.Jedi who added personal commentary: Yoda, Thame Cerulian, Count Dooku, Qui-Gon Jinn, Obi-Wan Kenobi, Anakin Skywalker, Ahsoka Tano, Darth Sidious, and Luke Skywalker.Removable features: A letter tracing the book’s history, a severed Padawan braid, a metal Jedi Credit medallion, a Jedi starfighter patch, a burned poster of the Jedi Code, a map of the Jedi Temple, a lightsaber diagram sketched on the back of a napkin from Dex’s Diner, and a note on the missing pages torn from the book by a Sith.Created in collaboration with Lucasfilm — along with an acclaimed Star Wars author and revered Star Wars illustrators — this volume provides new insights into the history and lore of the Jedi Order while introducing never-before-seen ships, creatures, characters, and details about how one trains to become a Jedi.

Byrne's New Standard Book of Pool and Billiards


Robert Byrne - 1978
    “The definitive work on pool and billiards” (National Billiard News) by champion player Robert Byrne Now updated throughout and expanded with new material on strategy in eight- and nine-ball, trick shots, and billiard memorabilia, Byrne's New Standard Book of Pool and Billiards is the classic guide to cue games—complete with detailed diagrams and photographs to help improve play at every level.

Go: A Complete Introduction to the Game


Cho Chikun - 1997
    Today, go is becoming increasingly popular in the western world as more and more people discover its beauty, elegance, and strategic depth.This book is the best and most authorative introduction to this ancient and fascinating game. Written specifically for the western reader by one of the strongest players in the world, it presents the rules, tactics, and strategy of this unique game in a step-by-step, easy to understand way.Besides showing you how to play, it contains essays about the world of go which will broaden your knowledge and understanding as well as pique your interest. From history to modern tournament play, from traditional playing sets to computer go, you'll find it in these pages.

Mouse Guard Roleplaying Game


David Petersen - 2015
    This updated edition of the Origins Award-winning game contains new art, additional Action, Weapon, and Condition cards, and a revised and updated rule book.

The Twilight Saga: The Official Illustrated Guide


Stephenie Meyer - 2011
     This comprehensive handbook-essential for every Twilight Saga fan-is full-color throughout with nearly 100 gorgeous illustrations and photographs and with exclusive new material, character profiles, genealogical charts, maps, extensive cross-references, and much more.

The Legend of Zelda and Theology


Jonathan L. Walls - 2011
    Far from stopping there, The Legend of Zelda series has continued to release top-shelf games adored by critics and fans alike. Zelda, like all of our greatest fairy tales, legends and myths, presents that elusive and exclusive kind of enlightenment that only the fantastic can provide. In this collection, various contributors explore the connections between this cultural zeitgeist and theology.

Gold: The Final Science Fiction Collection


Isaac Asimov - 1995
    The second section contains the grand master's ruminations on the SF genre itself. And the final section is comprised of Asimov's thoughts on the craft and writing of science fiction.

Stephen King's The Dark Tower: The Complete Concordance


Robin Furth - 2003
    Begun more than thirty years ago, seven books and more than three thousand pages make up this bestselling, epic fantasy series. Previously published in two separate volumes, The Complete Concordance is the definitive encyclopedic reference book that provides readers with everything they need to navigate their way through the series. With hundreds of characters, Mid-World geography, High Speech lexicon, and extensive cross-references, this comprehensive handbook is essential for any Dark Tower fan.Characters and Genealogies-Magical Objects and Forces-Mid-World and Our World Places-Portals and Magical Places-Mid-, End-, and Our World Maps-Timeline for the Dark Tower Series-Mid-World Dialects-Mid-World Rhymes, Songs, and Prayers-Political and Cultural References-References to Stephen King's Other Work

Clapton


Ray Coleman - 1988
    Traces the long career of the popular rock guitarist, discusses the influences of his music, and assesses each of his albums.