Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games


David L. Craddock - 2015
    Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys.Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks introduces you to the visionaries behind some of the most popular roguelikes of all time, and shows how their creations paved the way for the blockbuster video games of today—and beyond.

Dungeons & Dragons Core Rulebook Gift Set


Jonathan Tweet - 2003
    In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.

Treat Your Poker Like a Business


Dusty Schmidt - 2009
    But this isn't the ability to which he attributes his success. Instead, Schmidt says his multi-million dollar achievements are due to his ability to apply old-fashioned business concepts to the game of poker. Six years into his career, Schmidt's resume is legendary: Nearly 10 million hands and 15,000 hours played. Mind-blowing win rates spanning massive sample sizes. $5 million won, and never a losing month. With "Treat Your Poker Like A Business," Schmidt teaches other online poker players to monetize their abilities as he did. He shows readers how to manage bankroll, rationalize variance, move up in stakes, avoid tilt, create new sources of revenue, and most importantly, become more profitable. Just as "Moneyball" did for baseball, "Treat Your Poker Like A Business" gives players an entirely new way to gain a competitive advantage.

Fun Inc.: Why games are the 21st Century's most serious business


Tom Chatfield - 2010
    Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.

The Burning Wheel: Character Burner


Luke Crane - 2004
    The Burning Wheel is an award winning fantasy roleplaying game in which player take on the roles of vibrant, dynamic characters whose very beliefs propel the story forward.

Ask Iwata: Words of Wisdom from Satoru Iwata, Nintendo's Legendary CEO


Satoru Iwata - 2021
    In my mind, I am a game developer. But in my heart, I am a gamer." —Satoru IwataSatoru Iwata was the former Global President and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world’s best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the "Iwata Asks" series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development and design philosophies of one of the most beloved figures in gaming history.

Pure Baseball


Keith Hernandez - 1994
    Hernandez provides commentary on two ball games in the 1993 season : a Philles-Braves match-up and an extra innings battle between the Tigers and the Yankees. [He] examines the overall strategies of the game and offers good analyses of fielding techniques, base stealing, lineups, umpiring etiquette, double-steal rundowns, hit-and-runs, signals, infield shifts and more. His most intense and incisive analysis, however, is saved for the psychology of the pitcher-hitter duels. No matter where you are watching, you will never again see the game in the same way."-- Playboy"Keith Hernandez, it turns out, is even smarter than we thought he was in the Mets' glory years. All the subtleties of baseball are revealed as the two games unfold. Mr. Hernandez's opinions and pet-peeves--intentional walks, early-inning sacrifices, throwing fastballs to prevent stolen bases, large gaps in the outfield, pitchers who 'nibble. nibble, nibble,"--are well thought out and clearly articulated. [He] is particularly strong in analyzing the cat-and-mouse game played between pitchers and hitters as the count shifts the odds back and forth."-- New York Times Book Review "An MVP of a guide to the national pastime from savvy 17-year veteran of the major leagues who remains an ardent fan in retirement. Hernandez came up with an angle that works to near perfection: tellingly detailed start-to-finish accounts of two games played midway through the 1993 baseball season."-- Kirkus Reviews(starred)

Til Valhalla: An Ember War Novel


Richard Fox - 2019
    Valhalla awaits the worthy. On the battlefield of the future, armored mechs can turn the tide of any battle. With a nation under threat, a single small force of Armor joins the fight to hold the line against a merciless horde bent on total domination. Chief Amos Roy—a young soldier haunted by the loss of his brother to the enemy—is thrust into the fight before he’s ready. War is a harsh teacher, and his fellow Armor are just as wary of him as they are the foe. When the enemy unleashes a mobile battle station with the power to annihilate cities, Roy must prove himself to veteran Armor that he’s worthy to fight beside them. Can battle forge a team that will stop the enemy’s super weapon? For here the Armor will find the Iron in their hearts and the spirit to win any war. Even if nothing but embers of defiance remains. Til Valhalla is a military science fiction novel written by the Dragon Award winning and Nebula Nominated Richard Fox. Read it now! Q&A This is part of the Ember War universe? Til Valhalla is a prequel to the first series, and if you’ve not read an Ember War book yet, you’re in luck! You can start here with no worries. Will this book have characters we know from the main series? Yes, but only in cameos. The story follows all new heroes in their fight to save Australia.

GURPS Powers


Sean Punch - 2005
    . . or Destroy It!GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the fly—two crucial concepts for comic-book superheroics.GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover. If you've got a high-powered campaign—or high-powered players—you want GURPS Powers!

Monster of the Week


Michael Sands - 2012
    There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.

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.

Achtung Schweinehund!: A Boy's Own Story of Imaginary Combat


Harry Pearson - 2007
    Not real conflict but war as it has filtered down to generations of boys and men through toys, comics, games, and movies. Harry Pearson belongs to the great battalion of men who grew up playing with toy soldiers—refighting World War II—and then stopped growing up. Inspired by the photos of the gallant pilot uncles that decorated the wall above his father's model-making table, by toys such as Action Man (according to Pearson—not a doll) and board games such as Escape from Colditz, dressed in Clarks' commando shoes and with the Airfix Army in support, he battled in the fields and on the beaches, in his head and on the living room floor, and across his bedroom ceiling. And 30 years later he still is. This hilariously self-deprecating memoir is a celebration of those glory days, a boy's own story of the urge to play, to conquer, and to adopt very bad German accents, shouting "Donner und Blitzen!" at every opportunity. This is a tale of obsession, glue, and plastic kits. It is the story of one boy's imaginary war and where it led him.

Reading Poker Tells


Zachary Elwood - 2012
    This is the first book in his poker tells trilogy, following by Verbal Poker Tells (2014) and Exploiting Poker Tells (2017). This book will teach you how professional poker players analyze the facial expressions, body posture, physical gestures, and verbal statements of opponents in a live poker game. More importantly, it will give you a mental framework for thinking about and remembering poker tells by emphasizing how common situations can be similar or can be different (for example, the big difference between a Post-Bet situation and a Waiting-For-Action situation). Reading Poker Tells also contains other tips on general poker psychology, including methods for deceiving and manipulating opponents, and ways to stay "unreadable". Many people have said that the greatest value they got from this book was in being able to eliminate some common tells that they were unknowingly displaying.

Atari Inc.: Business is Fun


Marty Goldberg - 2012
    - Business is Fun, the book that goes behind the company that was synonymous with the popularization of 'video games.'Nearly 8 years in the making, Atari Inc. - Business is Fun is comprised of thousands of researched documents, hundreds of interviews, and access to materials never before available.An amazing 800 pages (including nearly 300 pages of rare, never before seen photos, memos and court documents), this book details Atari's genesis from an idea between an engineer and a visionary in 1969 to a nearly $2 billion dollar juggernaut, and ending with a $538 million death spiral during 1984. A testament to the people that worked at this beloved company, the book is full of their personal stories and insights. Learn about topics like:* All the behind the scenes stories surrounding the creation of the company's now iconic games and products.* The amazing story of Atari's very own "Xerox PARC" research facility up in the foothills of the Sierra Mountains* The full recounting of Steve Jobs's time at Atari, with comments from the people he worked with on projects and the detailed story of the creation of Atari Breakout, including input by Steve Wozniak on his development of the prototype, and how it couldn't be used and another Atari engineer would have to make the final production Breakout arcade game instead.* The creation of "Rick Rats Big Cheese Restaurants" which later became "Chuck E. Cheese's"* How Atari Inc. faltered and took down an entire industry with it before being put on the chopping block.If you've ever wanted to learn about the truth behind the creation of this iconic company told directly by the people who made FUN for a living, then this is the book for you!