Book picks similar to
The Legend of Zelda: Twilight Princess (Wii Version) - Prima's Official Strategy Guide by David Hodgson
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The Geeks' Guide to World Domination: Be Afraid, Beautiful People
Garth Sundem - 2009
TURN ON. GEEK OUT.Sorry, beautiful people. These days, from government to business to technology to Hollywood, geeks rule the world. Finally, here’s the book no self-respecting geek can live without–a guide jam-packed with 314.1516 short entries both useful and fun. Science, pop-culture trivia, paper airplanes, and pure geekish nostalgia coexist as happily in these pages as they do in their natural habitat of the geek brain.In short, dear geek, here you’ll find everything you need to achieve nirvana. And here, for you pathetic nongeeks, is the last chance to save yourselves: Love this book, live this book, and you too can join us in the experience of total world domination. • become a sudoku god• brew your own beer• build a laser beam• classify all living things• clone your pet• exorcise demons• find the world’s best corn mazes• grasp the theory of relativity• have sex on Second Life• injure a fish• join the Knights Templar• kick ass with sweet martial-arts moves• learn ludicrous emoticons• master the Ocarina of Time• pimp your cubicle• program a remote control• quote He-Man and Che Guevara• solve fiendish logic puzzles• touch Carl Sagan • unmask Linus Torvalds• visit Beaver Lick, Kentucky• win bar bets• write your name in ElvishJoin us or die, you will.Begun, the Geek Wars have
The Stephen King Companion
George Beahm - 1989
A behind-the-scenes look at his home, family and reviews on his fictional novels. Numerous illustrations.
The Ultimate Encyclopedia of Mythology: An A-Z Guide to the Myths and Legends of the Ancient World
Arthur Cotterell - 1990
The myths and legends of the ancient worlds, from Greece, Rome and Egypt to the Norse and Celtic lands, through Persia and India to China and the Far East, the Ultimate Encyclopedia of Mythology is a comprehensive A to Z of the classic stories of gods and goddesses, heroes and mythical beasts, wizards and warriors.
Silent Hero: A Tribute to the Legend of Zelda
Christine E. Schulze - 2010
Darkness creeps along the fringes of not only Hyrule, but also of Termina and Twilight. These three realms, intimately linked, can only be rescued by...A young boy who cannot speak but whose courage will emanate louder than any evil he faces.A princess as timeless as the shadowy realm from which she returns.These two Heroes against three great enemies: Ganondorf, Majora, and the young, ambitious Zaruman, who connects both guardians and enemies of the three realms in ways which the heir of Link could never imagine....In a race against time, and in a mission which breaks the boundaries of time, Hero and Princess must combine courage and wisdom to collect the notes of a powerful requiem. They must use their knowledge of the ancient legends to press forward and resurrect a mighty weapon from Hyrule’s past. Aided by a strange voice, Great Fairies, and their own intuition, will they succeed like the Hero who came before them?Can darkness and light converge without creating shadow?* Author's Note, July 5, 2012:This is the updated version of "Silent Hero;" after reading through and gaining some feedback from readers, I found several minor but certain plot holes; I apologize to my readers and hope they will find these fixed. "Silent Hero" is still the same story, only with the kinks worked out now.Feel free to read more on my decision to re-edit the book and my process on my blog, "The Golden Healer," as found on Blogspot.Thanks to all my readers, God bless, and may you be inspired!~ Christine E. Schulze
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.
The Internet is a Playground
David Thorne - 2010
The complete collection of articles and emails from 27bslash6 such as Overdue Account, Party in Apartment 3 and Strata Agreement plus articles too litigious to be on the website.
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.
Press Start to Play
Daniel H. WilsonSeanan McGuire - 2015
The humble, pixelated games of the ‘70s and ‘80s have evolved into the vivid, realistic, and immersive form of entertainment that now rivals all other forms of media for dominance in the consumer marketplace. For many, video games have become the cultural icons around which pop culture revolves.PRESS START TO PLAY is an anthology of stories inspired by video games: stories that attempt to recreate the feel of a video game in prose form; stories that play with the concepts common (or exclusive) to video games; and stories about the creation of video games and/or about the video games—or the gamers—themselves.These stories will appeal to anyone who has interacted with games, from hardcore teenaged fanatics, to men and women who game after their children have gone to bed, to your well-meaning aunt who won’t stop inviting you to join her farm-based Facebook games.At the helm of this project are Daniel H. Wilson—bestselling novelist and expert in artificial intelligence—and John Joseph Adams—bestselling, Hugo Award-nominated editor of more than a dozen science fiction/fantasy anthologies and series editor of Best American Science Fiction & Fantasy (volume one forthcoming from Houghton Mifflin in 2015). Together, they have drawn on their wide-ranging contacts to assemble an incredibly talented group of authors who are eager to attack the topic of video games from startling and fascinating angles.Under the direction of an A.I. specialist and a veteran editor, the anthology will expose readers to a strategically chosen mix of stories that explore novel video game concepts in prose narratives, such as save points, kill screens, gold-farming, respawning, first-person shooters, unlocking achievements, and getting “pwned.” Likewise, each of our authors is an accomplished specialist in areas such as science fiction, fantasy, and techno-thrillers, and many have experience writing for video games professionally.Combining unique viewpoints and exacting realism, this anthology promises to thrill generations of readers, from those who grew up with Atari 2600s to the console and PC gamers of today.
Zero Hour
S.D. Perry - 2004
Bravo Team scrambles into action. On the way to the scene, Bravo's helicopter crashes. Although everyone survives, what they discover next is gruesome: an overturned military transport truck riddled with corpses -- and that's only the beginning of their nightmare. Bravo Team is about to discover the evil that is growing all around them, and rookie member Rebecca Chambers is beginning to wonder what she's gotten herself into.
National Geographic Field Guide to the Birds of North America
National Geographic Society - 1983
Now in its 4th Edition, revisions include 250 updated range maps, and new classification information National Geographic is reissuing the Field Guide to the Birds of North America in the 4th edition, focusing on its accuracy and easy use in the field. This is the ultimate birders field guide - sturdy, easy to carry and use, and featuring the most complete information among bird guides. It features all species known to breed in North America, including those that are regular visitors to our continent or that drop in occasionally - more than 800 in all. The edition is lavishly illustrated with specially commissioned full-colour illustrations, plus newly updated range maps and detailed descriptions. A superb new index allows birders in the field to quickly identify a species.
Gray's Anatomy
Henry Gray - 1858
About The Author: Henry Gray, F.R.S., Fellow of the royal college of Surgeons: Lecturer on anatomy at St. George?s Hospital Medical School. Table Of Contents: Descriptive and Surgical Anatomy The Articulations Muscles and Fasclae The Blood-vascular system The Lymphatics The Nervous system The Organs of special sense The Organs of Digestion The Organs of voice and respiration The urinary organs The Male Organs of Generation The Female Organs of Generation The Surgical Anatomy of Hernia Surgical Anatomy of the Perinaeum General Anatomy or Histology Embryology
Earth (The Book): A Visitor's Guide to the Human Race
Jon StewartJ.R. Havlan - 2010
Where do we come from? Who created us? Why are we here? These questions have puzzled us since the dawn of time, but when it became apparent to Jon Stewart and the writers of The Daily Show that the world was about to end, they embarked on a massive mission to write a book that summed up the human race: What we looked like; what we accomplished; our achievements in society, government, religion, science and culture -- all in a tome of approximately 256 pages with lots of color photos, graphs and charts. After two weeks of hard work, they had their book. EARTH (The Book) is the definitive guide to our species. With their trademark wit, irreverence, and intelligence, Stewart and his team will posthumously answer all of life's most hard-hitting questions, completely unburdened by objectivity, journalistic integrity, or even accuracy. Also available as an ebook and as an audiobook.
H.G. Wells: Seven Novels
H.G. Wells - 1934
G. Wells, along with Jules Verne, is credited with inventing science fiction. This new volume collects Wells' best-loved and most critically acclaimed works. In each, the author grounds his fantastical imagination in scientific fact and conjecture while lacing his narrative with vibrant action, not merely to tell a “ripping yarn,” but to offer a biting critique on the world around him. “The strength of Mr. Wells,” wrote Arnold Bennett, “lies in the fact that he is not only a scientist, but a most talented student of character, especially quaint character. He will not only ingeniously describe for you a scientific miracle, but he will set down that miracle in the midst of a country village, sketching with excellent humor the inn-landlady, the blacksmith, the chemist’s apprentice, the doctor, and all the other persons whom the miracle affects.”