Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures


Kurt KalataKevin J. Anderson - 2011
    A huge step beyond the text-oriented games that preceded it, the genre took the world by storm, and proved immensely popular with computers over the next decade. A combination of storytelling and puzzle solving, they provided the ability to explore a world and experience a narrative without the need for twitchy reflexes demanded of arcade games. This nearly comprehensive book includes reviews for over 250 games from the golden age of the graphic adventure genre, running from 1984 to roughly 2000, focusing on promiminent publishers such as: -LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready, Callahan's Crosstime Saloon) -And several other popular and not-so-popular series and games (Zork, Myst, Broken Sword, The Longest Journey, Simon the Sorcerer, The Last Express, and dozens of others) -Also includes interviews with several adventure game developers, including Al Lowe (creator of Leisure Suit Larry), Corey Cole (creator of Quest for Glory), Bob Bates (founder of Legend Entertainment) and Josh Mandel (writer and designer for Sierra).

The Leviathan in the State Theory of Thomas Hobbes: Meaning and Failure of a Political Symbol


Carl Schmitt - 1938
    First published in 1938, The Leviathan in the State Theory of Thomas Hobbes used the Enlightenment philosopher’s enduring symbol of the protective Leviathan to address the nature of modern statehood. A work that predicted the demise of the Third Reich and that still holds relevance in today’s security-obsessed society, this volume will be essential reading for students and scholars of political science. “Carl Schmitt is surely the most controversial German political and legal philosopher of this century. . . . We deal with Schmitt, against all odds, because history stubbornly persists in proving many of his tenets right.”—Perspectives on Political Science “[A] significant contribution. . . . The relation between Hobbes and Schmitt is one of the most important questions surrounding Schmitt: it includes a distinct, though occasionally vacillating, personal identification as well as an association of ideas.”—Telos

Zoopolis: A Political Theory of Animal Rights


Sue Donaldson - 2011
    Most animal rights theory focuses on the intrinsic capacities or interests of animals, and the moral status and moral rights that these intrinsic characteristics give rise to. Zoopolis shifts the debate from the realmof moral theory and applied ethics to the realm of political theory, focusing on the relational obligations that arise from the varied ways that animals relate to human societies and institutions. Building on recent developments in the political theory of group-differentiated citizenship, Zoopolisintroduces us to the genuine political animal. It argues that different types of animals stand in different relationships to human political communities. Domesticated animals should be seen as full members of human-animal mixed communities, participating in the cooperative project of sharedcitizenship. Wilderness animals, by contrast, form their own sovereign communities entitled to protection against colonization, invasion, domination and other threats to self-determination. Liminal animals who are wild but live in the midst of human settlement (such as crows or raccoons) should beseen as denizens, resident of our societies, but not fully included in rights and responsibilities of citizenship. To all of these animals we owe respect for their basic inviolable rights. But we inevitably and appropriately have very different relations with them, with different types ofobligations. Humans and animals are inextricably bound in a complex web of relationships, and Zoopolis offers an original and profoundly affirmative vision of how to ground this complex web of relations on principles of justice and compassion.

American Cult


Robyn Chapman - 2021
    Almost two hundred years later, a charismatic preacher founded a utopian community in Oneida, New York, that practiced socialism and free love. In the 1960s and ’70s, a new generation of seekers gathered in vegetarian restaurants in Los Angeles, Satanic coffee shops in New Orleans, and fortified communes in Philadelphia. And in the twenty-first century, gurus use self-help seminars and get-rich-quick schemes to evangelize to their flocks.Across the decades, Americans in search of divine truths have turned to unconventional prophets for the answers. Some of these prophets have demanded their faith, fortunes, and even their very lives. In American Cult, over twenty cartoonists explore the history of these groups with clarity and empathy—looking beyond the scandalous headlines to find the human stories within.Featuring the talents of Lara Antal, Brian “Box” Brown, Ryan Carey, Rosa Colón Guerra, Mike Dawson, Lisa Rosalie Eisenberg, Mike Freiheit, Emi Gennis, Andrew Greenstone, Janet Harvey, Josh Kramer, Jesse Lambert, Ellen Lindner, Lonnie Mann, Ben Passmore, Jim Rugg, Robert Sergel, Vreni Stollberger, Steve Teare, and J.T. Yost.

Nature's God: The Heretical Origins of the American Republic


Matthew Stewart - 2014
    Drawing deeply on the study of European philosophy, Matthew Stewart brilliantly tracks the ancient, pagan, and continental ideas from which America’s revolutionaries drew their inspiration. In the writings of Spinoza, Lucretius, and other great philosophers, Stewart recovers the true meanings of “Nature’s God,” “the pursuit of happiness,” and the radical political theory with which the American experiment in self-government began.

Liberty's Dawn: A People's History of the Industrial Revolution


Emma Griffin - 2013
    The Industrial Revolution brought not simply misery and poverty. On the contrary, Griffin shows how it raised incomes, improved literacy, and offered exciting opportunities for political action. For many, this was a period of new, and much valued, sexual and cultural freedom. This rich personal account focuses on the social impact of the Industrial Revolution, rather than its economic and political histories. In the tradition of best-selling books by Liza Picard, Judith Flanders, and Jerry White, Griffin gets under the skin of the period and creates a cast of colorful characters, including factory workers, miners, shoemakers, carpenters, servants, and farm laborers.

Dr. Feelgood: The Story of the Doctor Who Influenced History by Treating and Drugging Prominent Figures Including President Kennedy, Marilyn Monroe, and Elvis Presley


Richard A. Lertzman - 2013
    Kennedy code-named "Dr. Feelgood," developed a unique "energy formula" that altered the paths of some of the twentieth century's most iconic figures, including President and Jackie Kennedy, Marilyn Monroe, Frank Sinatra, and Elvis. JFK received his first injection (a special mix of "vitamins and hormones," according to Jacobson) just before his first debate with Vice President Richard Nixon. The shot into JFK's throat not only cured his laryngitis, but also diminished the pain in his back, allowed him to stand up straighter, and invigorated the tired candidate. Kennedy demolished Nixon in that first debate and turned a tide of skepticism about Kennedy into an audience that appreciated his energy and crispness. What JFK didn't know then was that the injections were actually powerful doses of a combination of highly addictive liquid methamphetamine and steroids.Author and researcher Rick Lertzman and New York Times bestselling author Bill Birnes reveal heretofore unpublished material about the mysterious Dr. Feelgood. Through well-researched prose and interviews with celebrities including George Clooney, Jerry Lewis, Yogi Berra, and Sid Caesar, the authors reveal Jacobson's vast influence on events such as the assassination of JFK, the Cuban Missile Crisis, the Kennedy-Khrushchev Vienna Summit, the murder of Marilyn Monroe, the filming of the C. B. DeMille classic The Ten Commandments, and the work of many of the great artists of that era. Jacobson destroyed the lives of several famous patients in the entertainment industry and accidentally killed his own wife, Nina, with an overdose of his formula.

Bad Medicine: Doctors Doing Harm Since Hippocrates


David Wootton - 2006
    Yet, David Wootton argues, from the fifth century BC until the 1930s, doctors actually did more harm than good. In this controversial new account of the history of medicine, he asks just how much good it has done us over the years, and how much harm it continues to do today.

History of Suicide: Voluntary Death in Western Culture


Georges Minois - 1995
    Minois begins his survey with classical Greece and Rome, where suicide was acceptable—even heroic—under some circumstances. With the rise of Christianity, however, suicide was unequivocally condemned as self-murder and an insult to God. With the Renaissance and its renewed interest in classical culture, suicide reemerged as a philosophical issue. Minois finds examples of changing attitudes in key Renaissance texts by Bacon, Montaigne, Sidney, Donne, and Shakespeare.By 1700, the term suicide had replaced self-murder and the subject began to interest the emerging scientific disciplines. Minois follows the ongoing evaluation of suicide through the Enlightenment and the Romantic periods, and he examines attitudes that emerge in nineteenth- and twentieth-century science, law, philosophy, and literature. Minois concludes with comments on the most recent turn in this long and complex history—the emotional debate over euthanasia, assisted suicide, and the right to die.

From Student to Scholar: A Candid Guide to Becoming a Professor


Steven M. Cahn - 2008
    Cahn's advice on the professorial life covers an extensive range of critical issues: how to plan, complete, and defend a dissertation; how to navigate a job interview; how to improve teaching performance; how to prepare and publish research; how to develop a professional network; and how to garner support for tenure. He deals with such hurdles as a difficult dissertation advisor, problematic colleagues, and the pressures of the tenure clock. Whether you are beginning graduate study, hoping to secure an academic position, or striving to build a professorial career, Cahn's insights are invaluable to traversing the thickets of academia.

Gamer Theory


McKenzie Wark - 2007
    Gamespace is where and how we live today. It is everywhere and nowhere; the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field; where we get ahead on our strengths or not at all.Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.

Understanding Video Games: The Essential Introduction


Simon Egenfeldt-Nielsen - 2007
    This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.

Forces of Habit: Drugs and the Making of the Modern World


David T. Courtwright - 2001
    What drives the drug trade, and how has it come to be what it is today? A global history of the acquisition of progressively more potent means of altering ordinary waking consciousness, this book is the first to provide the big picture of the discovery, interchange, and exploitation of the planet's psychoactive resources, from tea and kola to opiates and amphetamines.

Away Down South: A History of Southern Identity


James C. Cobb - 2005
    In this insightful book, writtenwith dry wit and sharp insight, James C. Cobb explains how the South first came to be seen--and then came to see itself--as a region apart from the rest of America.As Cobb demonstrates, the legend of the aristocratic Cavalier origins of southern planter society was nurtured by both northern and southern writers, only to be challenged by abolitionist critics, black and white. After the Civil War, defeated and embittered southern whites incorporated theCavalier myth into the cult of the Lost Cause, which supplied the emotional energy for their determined crusade to rejoin the Union on their own terms. After World War I, white writers like Ellen Glasgow, William Faulkner and other key figures of Southern Renaissance as well as their AfricanAmerican counterparts in the Harlem Renaissance--Cobb is the first to show the strong links between the two movements--challenged the New South creed by asking how the grandiose vision of the South's past could be reconciled with the dismal reality of its present. The Southern self-imageunderwent another sea change in the wake of the Civil Rights movement, when the end of white supremacy shook the old definition of the Southern way of life--but at the same time, African Americans began to examine their southern roots more openly and embrace their regional, as well as racial, identity. As the millennium turned, the South confronted a new identity crisis brought on by global homogenization: if Southern culture is everywhere, has the New South become the No South?Here then is a major work by one of America's finest Southern historians, a magisterial synthesis that combines rich scholarship with provocative new insights into what the South means to southerners and to America as well.

Level Up!: The Guide to Great Video Game Design


Scott Rogers - 2010
    Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!