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This is esports (and How to Spell it): An Insider’s Guide to the World of Pro Gaming
Paul "ReDeYe" Chaloner - 2020
Paul "Redeye" Chaloner is quite simply a legend of the esports scene. And now, he will use all his years of experience to write the definitive book on the modern world of esports. What is it? What is life like in an esports team? Just how much corruption and cheating goes on behind it all? And what's it like to stand in front of thousands of people, broadcasting to millions over the world, as one team sits on the brink of earning millions? "Redeye" will reveal all.What is competitive gaming, and where did it come from? What makes it so exciting? The bitter esports team and country rivalries, the scandals, the money, the last-minute Hail Mary plays; it's all here, brought to you with the trademark wit--and access--of the industry's most respected and experienced broadcaster. He'll even tell you how to spell it. This is the world of esports according to its most famous presenter.
American Legends: The Life of James Cagney
Charles River Editors - 2013
*Includes Cagney's own quotes about his life and career. *Includes a bibliography for further reading. *Includes a table of contents. "You don't psych yourself up for these things, you do them...I'm acting for the audience, not for myself, and I do it as directly as I can." – James Cagney A lot of ink has been spilled covering the lives of history’s most influential figures, but how much of the forest is lost for the trees? In Charles River Editors’ American Legends series, readers can get caught up to speed on the lives of America’s most important men and women in the time it takes to finish a commute, while learning interesting facts long forgotten or never known. When the American Film Institute assembled its top 100 actors of all time at the close of the 20th century, one of the Top 10 was James Cagney, an actor whose acting and dancing talents spawned a stage and film career that spanned over 5 decades and once compelled Orson Welles to call him "maybe the greatest actor to ever appear in front of a camera." Indeed, his portrayal of “The Man Who Owns Broadway”, George M. Cohan, earned him an Academy Award in the musical Yankee Doodle Dandy, and as famed director Milos Forman once put it, "I think he's some kind of genius. His instinct, it's just unbelievable. I could just stay at home. One of the qualities of a brilliant actor is that things look better on the screen than the set. Jimmy has that quality." Ultimately, it was portraying tough guys and gangsters in the 1930s that turned Cagney into a massive Hollywood star, and they were the kind of roles he was literally born to play after growing up rough in Manhattan at the turn of the 20th century. In movies like The Public Enemy (which included the infamous “grapefruit scene”) and White Heat, Cagney convincingly played criminals that brought Warner to the forefront of Hollywood and the gangster genre. Cagney also helped pave the way for younger actors in the genre, like Humphrey Bogart, and he was so good that he found himself in danger of being typecast. While Cagney is no longer remembered as fondly or as well as Bogart, he was also crucial in helping establish the system in which actors worked as independent workers free from the constraints of studios. Refusing to be pushed around, Cagney was constantly involved in contract squabbles with Warner, and he often came out on top, bucking the conventional system that saw studios treat their stars as indentured servants who had to make several films a year. American Legends: The Life of James Cagney examines the life and career of one of Hollywood’s most iconic actors. Along with pictures of important people, places, and events, you will learn about Cagney like never before, in no time at all.
I Am Error: The Nintendo Family Computer / Entertainment System Platform
Nathan Altice - 2015
In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
Who I Am and What I Want
David Shrigley - 2003
In this mock autobiographical collection his mischievous drawings capture life's anxieties and ambitions from the mundane to the surreal. Here, at last, is The Truth about beer, doctors, shadow puppets, lunch, dolphins, boredom, and supernatural forces. Seductively strange and addictively amusing, this edgy little book welcomes the uninitiated and rewards the faithful.
Darksiders II: Death's Door
Roger Robinson - 2006
Chasing the creature across magical realms and even through time, Death takes on a heart-pounding adventure that reveals some of the greatest mysteries of the games!
Def Jam, Inc.: Russell Simmons, Rick Rubin, and the Extraordinary Story of the World's Most Influential Hip-Hop Label
Stacy Gueraseva - 2005
Few could or would have predicted that the improvised raps and raw beats busting out of New York City's urban underclass would one day become a multimillion-dollar business and one of music's most lucrative genres. Among those few were two visionaries: Russell Simmons, a young black man from Hollis, Queens, and Rick Rubin, a Jewish kid from Long Island. Though the two came from different backgrounds, their all-consuming passion for hip-hop brought them together. Soon they would revolutionize the music industry with their groundbreaking label, Def Jam Records. Def Jam, Inc. traces the company's incredible rise from the NYU dorm room of nineteen-year-old Rubin (where LL Cool J was discovered on a demo tape) to the powerhouse it is today; from financial struggles and scandals-including The Beastie Boys's departure from the label and Rubin's and Simmons's eventual parting-to revealing anecdotes about artists like Slick Rick, Public Enemy, Foxy Brown, Jay-Z, and DMX. Stacy Gueraseva, former editor in chief of Russell Simmons's magazine, Oneworld, had access to the biggest players on the scene, and brings you real conversations and a behind-the-scenes look from a decade-and a company-that turned the music world upside down. She takes you back to New York in the '80s, when late-night spots such as Danceteria and Nell's were burning with young, fresh rappers, and Simmons and Rubin had nothing but a hunch that they were on to something huge. Far more than just a biography of the two men who made it happen, Def Jam, Inc. is a journey into the world of rap itself. Both an intriguing business history as well as a gritty narrative, here is the definitive book on Def Jam-a must read for any fan of hip-hop as well as all popular-culture junkies.
Why Didn't You Get Me Out?: A POW's Nightmare in Vietnam
Frank Anton - 1997
Now, more than thirty years later, he tells the story of how his own government failed him...For give hellish years, American soldier Frank Anton was held as a POW in Vietnam. Subject to disease, starvation, and physical and psychological torture, Anton and his fellow prisoners held out hope that the U.S. government would find and rescue them.When he was finally freed in 1973, Anton returned to the United States bruised and battered. And the most devastating blow of all had yet to even be struck. Upon his release, Anton and debriefed by the government and saw both aerial photographs of the prison camps where he was held and a close-us picture of himself walking the grueling Ho Chi Minh Trail. The government had known all along where and when Anton and his fellow soldiers were being held--and made no attempt to rescue them.now, in this harrowing first-person account and shocking expose, Frank Anton recounts his years as a POW and the aftermath--devoting his life to understanding why and how his own government left him and others to suffer and possibly die in the Vietnamese prison camps. And the answers he's uncovered will forever astound and disturb you.With eight pages of dramatic photosA main selection of the Military Book Club
Game Project Completed: How Successful Indie Game Developers Finish Their Projects
Thomas Schwarzl - 2014
They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.
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
The Making of Prince of Persia: Journals 1985-1993--Illustrated Edition
Jordan Mechner - 2020
Unveiling
Suzanne M. Wolfe - 2004
As she uncovers layers of grime on what could prove to be a lost Flemish masterpiece, Rachel finds that layers of her own soul—layers that she would rather have kept hidden—are being stripped away.Imbued with historical and artistic detail, Unveiling will appeal to readers of A.S. Byatt’s Possession and Tracy Chevalier’s Girl with a Pearl Earring. Beautifully written, it brings the venerable city of Rome vividly to life and illuminates the power of art, imagination, and beauty to speak directly to the heart.
Welcome To Dong Tam (Jayhawk Two One Book 1)
Michael Trout - 2014
This is the first in a series of true stories about a young helicopter pilot’s tour of duty in Vietnam.
Swear Word Coloring Book: The Jungle Adult Coloring Book featured with Sweary Words & Animals
Rainbow Coloring - 2016