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.

The Daily Show (The Audiobook): An Oral History as Told by Jon Stewart, the Correspondents, Staff and Guests


Chris Smith - 2016
    For almost seventeen years, The Daily Show with Jon Stewart brilliantly redefined the borders between television comedy, political satire, and opinionated news coverage. It launched the careers of some of today's most significant comedians, highlighted the hypocrisies of the powerful, and garnered 23 Emmys. Now the show's behind-the-scenes gags, controversies, and camaraderie will be chronicled by the players themselves, from legendary host Jon Stewart to the star cast members and writers-including Samantha Bee, Stephen Colbert, John Oliver, Steve Carell, Lewis Black, Jessica Williams, John Hodgman, and Larry Wilmore-plus some of The Daily Show's most prominent guests and adversaries: John and Cindy McCain, Glenn Beck, Tucker Carlson, and many more.This oral history takes the reader behind the curtain for all the show's highlights, from its origins as Comedy Central's underdog late-night program hosted by Craig Kilborn to Jon Stewart's long reign to Trevor Noah's succession, rising from a scrappy jester in the 24-hour political news cycle to become part of the beating heart of politics-a trusted source for not only comedy but also commentary, with a reputation for calling bullshit and an ability to effect real change in the world. Through years of incisive election coverage, Jon Stewart's emotional monologue in the wake of 9/11, his infamous confrontation on Crossfire, passionate debates with President Obama and Hillary Clinton, feuds with Bill O'Reilly and Fox, the Indecisions, Mess O'Potamia, and provocative takes on Wall Street and racism, The Daily Show has been a cultural touchstone. Now, for the first time, the people behind the show's seminal moments come together to share their memories of the last-minute rewrites, improvisations, pranks, romances, blow-ups, and moments of Zen both on and off the set of one of America's most groundbreaking shows.

Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons


Michael Witwer - 2015
    Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008.Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.

Maphead: Charting the Wide, Weird World of Geography Wonks


Ken Jennings - 2011
    Much as Brainiac offered a behind-the-scenes look at the little-known demimonde of competitive trivia buffs, Maphead finally gives equal time to that other downtrodden underclass: America's map nerds.In a world where geography only makes the headlines when college students are (endlessly) discovered to be bad at it, these hardy souls somehow thrive. Some crisscross the map working an endless geographic checklist: visiting all 3,143 U.S. counties, for example, or all 936 UNESCO World Heritage Sites. Some pore over million-dollar collections of the rarest maps of the past; others embrace the future by hunting real-world cartographic treasures like "geocaches" or "degree confluences" with GPS device in hand. Some even draw thousands of their own imaginary maps, lovingly detailing worlds that never were.Ken Jennings was a map nerd from a young age himself, you will not be surprised to learn, even sleeping with a bulky Hammond atlas at the side of his pillow, in lieu of the traditional Teddy bear. As he travels the nation meeting others of his tribe--map librarians, publishers, "roadgeeks," pint-sized National Geographic Bee prodigies, the computer geniuses behind Google Maps and other geo-technologies--he comes to admire these geographic obsessives. Now that technology and geographic illiteracy are increasingly insulating us from the lay of the land around us, we are going to be needing these people more than ever. Mapheads are the ones who always know exactly where they are--and where everything else is as well.

Disney's Land: Walt Disney and the Invention of the Amusement Park That Changed the World


Richard Snow - 2019
    Not his brother Roy, who ran the company’s finances; not the bankers; and not his wife, Lillian. Amusement parks at that time, such as Coney Island, were a generally despised business, sagging and sordid remnants of bygone days. Disney was told that he would only be heading toward financial ruin. But Walt persevered, initially financing the park against his own life insurance policy and later with sponsorship from ABC and the sale of thousands and thousands of Davy Crockett coonskin caps. Disney assembled a talented team of engineers, architects, artists, animators, landscapers, and even a retired admiral to transform his ideas into a soaring yet soothing wonderland of a park. The catch was that they had only a year and a day in which to build it. On July 17, 1955, Disneyland opened its gates…and the first day was a disaster. Disney was nearly suicidal with grief that he had failed on a grand scale. But the curious masses kept coming, and the rest is entertainment history. Eight hundred million visitors have flocked to the park since then. In Disney’s Land, Richard Snow brilliantly presents the entire spectacular story, a wild ride from vision to realization, and an epic of innovation and error that reflects the uniqueness of the man determined to build “the happiest place on earth” with a watchmaker’s precision, an artist’s conviction, and the desperate, high-hearted recklessness of a riverboat gambler.

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.

Extra Lives: Why Video Games Matter


Tom Bissell - 2010
    He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

The World of Critical Role


Liz Marsham - 2020
    These pages chronicle how a circle of friends who all happen to be talented voice actors built the most-watched tabletop role-playing livestream of all time.Discover dazzling new illustrations and richly written insights into the locations, characters, and adventures featured in the hundreds of episodes across Critical Role’s two campaigns, Vox Machina and the Mighty Nein. Go behind the scenes with archival photos and exclusive interviews with Dungeon Master Matt Mercer and the entire Critical Role cast as they explore their characters’ most triumphant moments and darkest hours. And celebrate the massive community of Critters who support and expand the show’s world through a highlighted tour of the crafts, cosplay, and art they create every day. Featuring a foreword from the cast, lush illustrations, and the inside story you won’t find anywhere else, this book is your indispensable guide to Critical Role. The adventure begins!

The Way I Heard It


Mike Rowe - 2019
    It’s a delightful collection of mysteries. A mosaic. A memoir. A charming, surprising must-read.Mike Rowe’s The Way I Heard It collects thirty-five fascinating stories “for the curious mind with a short attention span.” Five-minute mysteries about people you know, filled with facts that you didn’t. Movie stars, presidents, Nazis, and bloody do-gooders—they’re all here, waiting to shake your hand, hoping you’ll remember them. Delivered with Mike’s signature blend of charm, wit, and ingenuity, their stories are part of a larger mosaic—a memoir crammed with recollections, insights, and intimate, behind-the-scenes moments drawn from Mike’s own remarkable life and career.

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.

Come Fly the World: The Jet-Age Story of the Women of Pan Am


Julia Cooke - 2021
    Julia Cooke’s intimate storytelling weaves together the real-life stories of a memorable cast of characters, from Lynne Totten, a science major who decided life in a lab was not for her, to Hazel Bowie, one of the relatively few black stewardesses of the era, as they embraced the liberation of their new jet-set life. Cooke brings to life the story of Pan Am stewardesses’ role in the Vietnam War, as the airline added runs from Saigon to Hong Kong for planeloads of weary young soldiers straight from the battlefields, who were off for five days of R&R, and then flown back to war. Finally, with Operation Babylift—the dramatic evacuation of 2,000 children during the fall of Saigon—the book’s special cast of stewardesses unites to play an extraordinary role on the world stage.

The Great Pretender: The Undercover Mission That Changed Our Understanding of Madness


Susannah Cahalan - 2019
    Forced to remain inside until they'd "proven" themselves sane, all eight emerged with alarming diagnoses and even more troubling stories of their treatment. Rosenhan's study broke open the field of psychiatry, closing down institutions and changing mental health diagnosis forever. But, as Cahalan's new research shows, very little in this saga is exactly as it seems. What really happened behind those closed asylum doors, and what does it mean for our understanding of mental illness today?

The Lady from the Black Lagoon: Hollywood Monsters and the Lost Legacy of Milicent Patrick


Mallory O'Meara - 2019
    But for someone who should have been hailed as a pioneer in the genre there was little information available. For, as O’Meara soon discovered, Patrick’s contribution had been claimed by a jealous male colleague, her career had been cut short and she soon after had disappeared from film history. No one even knew if she was still alive.As a young woman working in the horror film industry, O’Meara set out to right the wrong, and in the process discovered the full, fascinating story of an ambitious, artistic woman ahead of her time. Patrick’s contribution to special effects proved to be just the latest chapter in a remarkable, unconventional life, from her youth growing up in the shadow of Hearst Castle, to her career as one of Disney’s first female animators. And at last, O’Meara discovered what really had happened to Patrick after The Creature’s success, and where she went.A true-life detective story and a celebration of a forgotten feminist trailblazer, Mallory O’Meara’s The Lady from the Black Lagoon establishes Patrick in her rightful place in film history while calling out a Hollywood culture where little has changed since.

As You Wish: Inconceivable Tales from the Making of The Princess Bride


Cary Elwes - 2014
    Ranked by the American Film Institute as one of the top 100 Greatest Love Stories and by the Writers Guild of America as one of the top 100 screenplays of all time, The Princess Bride will continue to resonate with audiences for years to come.Cary Elwes was inspired to share his memories and give fans an unprecedented look into the creation of the film while participating in the twenty-fifth anniversary cast reunion. In As You Wish he has created an enchanting experience; in addition to never-before seen photos and interviews with his fellow cast mates, there are plenty of set secrets, backstage stories, and answers to lingering questions about off-screen romances that have plagued fans for years!With a foreword by Rob Reiner and a limited edition original poster by acclaimed artist Shepard Fairey, As You Wish is a must-have for all fans of this beloved film.

The Secret History of Wonder Woman


Jill Lepore - 2014
    A cultural history of Wonder Woman traces the character's creation and enduring popularity, drawing on interviews and archival research to reveal the pivotal role of feminism in shaping her seven-decade story.Examines the life of Wonder Woman creator William Moulton Marston and his polyamorous relationship with wife Elizabeth Holloway and mistress Olive Byrne, both of whom inspired and influenced the comic book character's creation and development.-Abstract from WorldCat