Thrall


Mary SanGiovanni - 2011
    Tucked away in the wilds of the northwestern corner of the state, Thrall has always been a very strange place to live. The town was a poison that affected people's minds, their souls, their bodies, and their perspectives. So Jesse abandoned his friends and the one woman he loved, and left everything behind.Seven years later, Jesse has found a reason to return — a reason that, in spite of his best attempts otherwise, he can't ignore. His old love, Mia Dalianis, has left him a voicemail message begging him to come back, if not for her, then for the daughter Jesse never knew he had. Jesse needs to go back. He's been running for a long time — from relationships, friendships, everything he is afraid of and feels guilty over. He realizes that the nightmares will never stop until he goes to Thrall. With help from Nadia Richards and some old surviving friends from Thrall, Jesse intends to find his daughter or die trying. He goes looking for redemption, but what he discovers about his old hometown may destroy him and everyone he's ever cared about.Black Voltage Series #7

Super Mario: How Nintendo Conquered America


Jeff Ryan - 2011
     Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: * Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. * Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. * The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii. Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.

Amateur Night at the Bubblegum Kittikat


Victoria Fedden - 2013
    Forced to return to her family in South Florida, a place where she never felt she fit in, Victoria moved into her parents' guest room and reluctantly took a job hostessing at The Bubblegum Kittikat, South Florida's "klassiest" gentlemen's club. This hilarious memoir recounts how working in a strip club helped her recover from her breakup while giving her life and herself a much needed makeover. Amateur Night at the Bubblegum Kittikat demonstrates what miracles can happen when you stop judging yourself and others and step far out of your comfort zone (in five inch Lucite heels).

Pinball Wizards: Jackpots, Drains, and the Cult of the Silver Ball


Adam Ruben - 2017
    The strangest thing about pinball is that it persists, and not just as nostalgia. Pinball didn’t just stick around—it grew and continues to evolve with the times. Somehow, in today’s iPhone world, a three-hundred-pound monstrosity of wood and cables has survived to enjoy yet another renaissance. Pinball is more to humor writer Adam Ruben than a fascinating book topic—it’s a lifelong obsession. Ruben played competitive pinball for years, rising as high as the 80th-ranked player in the world. Then he had children. Now, mired in 9,938th place—darn kids—Ruben tries to stage a comeback, visiting pinball museums, gaming conventions, pinball machine designers, and even pinball factories in his attempt to discover what makes the world’s best players, the real wizards, so good. Along the way, Ruben examines the bigger story of pinball's invention, ascent, near defeat, resurgence, near defeat again, and struggle to find its niche in modern society.

Gamify: How Gamification Motivates People to Do Extraordinary Things


Brian Burke - 2014
    Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail.This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.

Lawyer X


Patrick Carlyon - 2020
    It took the police a decade to curtail the violence and bring down criminal kingpins Carl Williams, Tony Mokbel and their accomplices. When the police finally closed the case file, just how they really won the war, with the help of an unlikely police informer, would become a closely guarded secret and its exposure, the biggest legal scandal of our time.Lawyer X is the scandalous, true story of how a promising defence barrister from a privileged background broke all the rules - becoming both police informer and her client's lover - sharing their secrets and shaping the gangland war that led to sensational arrests and convictions. The story of how Nicola Gobbo became Lawyer X, and why, is a compelling study in desperation and determination.Lawyer X is the definitive story of Melbourne's gangland wars and its most glamorous and compelling central character, based on the ground-breaking work of investigative journalists Anthony Dowsley and Patrick Carlyon, who broke the story for the Herald Sun in 2014, and their five-year struggle to reveal the truth about the identity of Lawyer X.

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.

Freed To Lead: F3 and the Unshackling of the Modern-day Warrior


David Redding - 2014
    The workouts are simple – no gimmicks, trends, or fancy gear – and participants take turns leading. No one pays a dollar, yet every man involved will tell you that F3 keeps him in the best shape of his adult life. In Freed To Lead, F3 co-founders Dredd and OBT tell the story of how F3 began on New Year’s Day 2011 at a Charlotte, N.C., middle school and how its dramatic growth showed they had launched something more than just a workout group. Through anecdote and metaphor, they show how F3’s Three Fs – Fitness, Fellowship, and Faith – cure the “SadClown Syndrome” that plagues too many men and offer a solution to our society’s leadership vacuum.

The New Hot: Cruising Through Menopause with Attitude and Style


Meg Mathews - 2020
    Rejecting the idea that we should live in fear, suffer silently, or medicate ourselves unnecessarily through this hormonal shift, Mathews set out to get answers and advice from the medical establishment, alternative therapists, and her many friends in the midst of "the change." When she launched the Megs Menopause website, it quickly became the trending online destination for pre- and menopausal women all over the world.Now, in The New Hot, Mathews offers the results of all her research and discussions: the latest information about hormone treatments (hormone replacement therapy and bioidentical hormone therapy), her best tips and techniques for coping with menopausal symptoms (there are officially thirty-four possible symptoms; Mathews has dealt with thirty-two!), and dishy, girlfriend-to-girlfriend advice about what to really expect when you're aging. Entertaining, stylish, and informative, The New Hot will be the resource women everywhere are talking about, learning from, and recommending to one another.

How to Do Things with Videogames


Ian Bogost - 2011
    Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

WRONG! Retro Games, You Messed Up Our Comic Book Heroes! (Awesomely Nerdy Nitpicks 1)


Chris Baker - 2014
    This ebook documents the most egregious – and most hilarious – offenders from the moment Superman flew onto the Atari 2600 in 1978 all the way through 1992, when Konami's classic X-Men sucked in quarter after quarter in arcades. NEARLY 80 SUPERHERO GAMES Some you've played. Some you haven't. And quite a few you never even knew existed in the first place. Some high-/lowlights: Purple Dark Knight vs. Green Joker in Batman: The Video Game (NES) Proven instances of "slapping a license" on an already-developed game Games that stripped Wolverine and He-Man of their most iconic weaponry A questionable transportation method for the Man of Steel in Superman (NES) A Transformers game from the creator of Pitfall! The strangest comic book license ever to hit the Sega Genesis The most unnecessary tie-in to a superhero animated series of all time The Danger Mouse Trilogy That one lonely Thundercats game ANSWERS TO BURNING QUESTIONS YOU DIDN'T EVEN KNOW TO ASK Who is "the Princess Peach of superhero games"? Who was the first Marvel character to be featured in three games? And what's the single gaming appearance he's had since 1985? Which super-character is most consistently misrepresented in games? What common superhero gaming feature was pioneered by LJN's otherwise absolutely horrible X-Men NES game? Which hero's primary gaming nemesis is someone he still has yet to even meet in the comics? What do an NES game and a major restaurant chain agree is Wolverine's favorite food? Why is Carnage getting naked on my SNES?! GAMING PLATFORMS YOU LOVED...OR DIDN'T KNOW EXISTED Atari 2600 | Intellivision | Commodore 64 | Nintendo Entertainment System | Game Boy | Super NES | Sega Master System | Genesis | Game Gear | Lynx | ZX Spectrum | MSX | PC-DOS | MORE! YOUR FAVORITE HEROES (AND SOME YOU'VE NEVER HEARD OF) From Marvel! Spider-Man | Wolverine and the X-Men | Hulk | Captain America, Iron Man, Hawkeye, Vision, and a bunch of other Avengers | Punisher | Human Torch and the Thing from the Fantastic Four | Silver Surfer | Howard the Duck From DC! Superman | Batman | Flash | Swamp Thing From Other Comic Publishers! Conan | Flash Gordon | Judge Dredd | Ex-Mutants From Toy Lines and Cartoons! Transformers | Teenage Mutant Ninja Turtles | He-Man and the Masters of the Universe | Bartman and Radioactive Man from The Simpsons | G.I.

Little Old Dog Sanctuary - Happily Ever After


Hope Morgan - 2014
    They only accept dogs from high kill, rural shelters. There are thousands of sad books about animal cruelty, abuse and abandonment culminating with an emphasis on blame, shame and guilt. This is not one of those books. Find out why. Read it today. “Dog lovers, this is a great book and one you will enjoy.” – Mile High Dog Magazine

Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time


Bill Loguidice - 2009
    Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Crazy Pharm: Wildest Customer Stories


Mr. Pills - 2015
    Pills’ Pharmacy Hub comes a book about some of the wildest customers that pharmacists have dealt with in retail pharmacy. Journey into the world of retail pharmacy with 80 hilarious short stories: a world where people are not that bright but always think they are right, and where the word patience doesn’t exist. A world with druggies coming up with some not-so-clever schemes to get their fix. A world where people think throwing ice cream in your face is an acceptable way to get your attention. A world with a new twist at every turn--just when you think you’ve seen everything, someone always finds a way to surprise you.