NAVY SEAL: Self Discipline: How to Become the Toughest Warrior: Self Confidence, Self Awareness, Self Control, Mental Toughness


Jason Lopez - 2016
    These are the men, and one day soon the women, who stand out from their peers as being part of one of the most elite military groups in the world. They have proven that they have what it takes but the question is, do you? Walk with us through the training regimen of the most feared and respected military force in the world as we take you through initial training to graduation day. Along the way you’ll learn some lessons about integrity, perseverance, and honor. You don’t have to be a SEAL to take these lessons and apply them to your daily life. You just need the right motivation and we’re here to give it to you. Here’s just a few thing you’ll learn about: • The Navy SEAL Fitness regimen • How to train your mind for everyday battle • Being aware of what’s happening around you • How the tough keep mentally strong Do you think you have what it takes to be a Navy SEAL? You might not be boot camp ready but when you’re done with Navy SEAL Self-Discipline you’ll be ready to take on life! What are you waiting for? Grab your copy today and start on the path to a new, more confident you! DOWNLOAD NOW! Scroll up to Buy with One-Click!

EarthBound


Ken Baumann - 2014
    An RPG for the Super NES that flopped when it first arrived to the U.S., EarthBound grew in fan support and critical acclaim over the years, eventually becoming the All-Time Favorite Game of thousands, among them author Ken Baumann.Featuring a heartfelt foreword from the game's North American localization director, Marcus Lindblom, Baumann's EarthBound is a joyful tornado of history, criticism, and memoir.Baumann explores the game’s unlikely origins, its brilliant creator, its madcap plot, its marketing failure, its cult rise from the ashes, and its intersections with Japanese and American culture, all the while reflecting back on the author's own journey into the terrifying and hilarious world of adults.

Killing Is Harmless: A Critical Reading of Spec Ops: The Line


Brendan Keogh - 2012
    

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

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.

Once Upon Atari: How I made history by killing an industry


Howard Scott Warshaw - 2020
    

Next Level Magic: A Guide to Mastering the Magic the Gathering™ Card Game


Patrick Chapin
    Next Level Magic is a comprehensive course on realizing your goals in playing Magic the Gathering.

The Intrepid Woman's Guide to Van Dwelling: Practical Information to Customize a Chic Home on Wheels & Successfully Transition to an Awesome Mobile Lifestyle


Jess Ward - 2015
    Are you gutsy enough to try it? Rouse your inner gypsy/rebel with this intimate introduction to van dwelling. It’s stocked with DIY tips and tricks for turning a vehicle into a home (on any budget) and emotional resources to gracefully sidestep the psychological pitfalls of such an unconventional lifestyle. With concrete advice and personal reflection from an experienced solo van dweller, this guide thoroughly covers the basics of everyday life in a van with a refreshing twist of self-empowerment and a whole lotta sass.Topics covered inside: -- vehicle selection-- DIY ideas for customizing your mobile abode-- ventilation-- parking tips-- showering and toilet needs-- safety for solos-- earning an income-- mental health as a van dweller...and much more!

WHITE HOUSE USHER: Stories from the Inside


Christopher Beauregard Emery - 2017
    government—an usher in the White House. For more than 200 years, a small office has operated on the State Floor of the White House Executive Residence. Known as the Usher's Office, whose mission is to accommodate the personal needs of the first family, and to make the White House feel like a home. The Usher's Office is the managing office of the Executive Residence and its staff of 90-plus. The staff consists of butlers, carpenters, grounds personnel, electricians, painters, plumbers, florists, maids, housemen, cooks, chefs, storekeepers, curators, calligraphers, doormen, and administrative support. Ushers work closely with the first family, senior staff, Social Office, Press Office, Secret Service Agency, and military leaders to carry out White House functions: luncheons, dinners, teas, receptions, meetings, conferences, and more. Chris Emery was only the 18th White House Usher since 1891, and had the honor and privilege to serve presidential families for three years during the Reagan administration, four years for President H. W. Bush, and 14 months under President Clinton. His vignettes recreate intimate White House happenings from an insider’s viewpoint. Chris Emery was the only White House Usher to be terminated in the 20th century. Turn the pages to find out which first lady fired him... “With his book, White House Usher: Stories from the Inside, former usher Chris Emery gives his readers a peek inside what happens upstairs at the White House. Chris’ anecdotes tell a rich story of how America’s house really is the First Families’ home. I loved my trip down memory lane.” - Former First Lady Barbara Bush (October 2017)

Console Wars: Sega, Nintendo, and the Battle that Defined a Generation


Blake J. Harris - 2014
    Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made


Jason Schreier - 2017
    In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

Replay: The History of Video Games


Tristan Donovan - 2010
    Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms.

Arcade Mania: The Turbo-Charged World of Japan's Game Centers


Brian Ashcraft - 2008
    Another thing that makes Japan unique in the gaming world is the prevalence of game arcades. While the game arcade scene has died in the U.S., there are 9,500 "game centers" in Japan with more than 445,000 game machines. Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta. Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game, starting with the UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classic games from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about the history, background and characteristics of each game, all lavishly illustrated with photographs and game graphics. This book is a must-have for gamers everywhere.

Lost Boys of Hannibal: Inside America's Largest Cave Search


John Wingate - 2017
    Three modern day Tom Sawyers, with no caving expertise but an abundance of bravado, made Hannibal ground zero for a terrifying calamity that would leave its traumatic mark for half a century. Joel Hoag, his brother Billy, and their friend Craig Dowell vanished after exploring a vast and complex maze cave system that had been exposed by highway construction. Fifty years later, their fate remains the ultimate unsolved mystery.

The Legend of Zelda: Breath of the Wild: The Complete Official Guide


Piggyback - 2017
    100% Complete Strategy to master The Legend of Zelda: Breath of the WildAT-A-GLANCE WALKTHROUGHS: Annotated maps and screenshots show you the way through every quest and all Shrines of Trials.TOTALLY COMPREHENSIVE: All side quests, all  Shrines of Trials and all information about collectable items – each mapped out and ready for you to discover and complete! Also includes optional challenges, mini-games, unlockables, Easter eggs, and more.PUZZLE MASTER: Every single puzzle and riddle unraveled with clear, visual solutions.EXPERT COMBAT STRATEGY: Practical, reproducible tactics to crush your enemies, even the toughest bosses.COMPREHENSIVE REFERENCE: Exhaustive appraisals of all items and monsters – including key parameters that are hidden in the game.FREE MAP POSTER: covering the entire game world.QUALITY CONTROL: carefully designed to avoid unnecessary story spoilers.