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.

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.

Studies in Occultism; A Series of Reprints from the Writings of H. P. Blavatsky No. 1: Practical Occultism-Occultism versus the Occult Arts-The Blessings of Publicity


Helena Petrovna Blavatsky - 2006
    You may find it for free on the web. Purchase of the Kindle edition includes wireless delivery.

Clipping Through: One Mad Week In Video Games


Leigh Alexander - 2014
    The veteran game journalist takes you inside the curious experience of life and work in video games -- through the lens of one week spent at the incredible Game Developers Conference.Available in epub, mobi (kindle compatible), microsoft word, and pdf formats.

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.

Zelda Fitzgerald: The Biography


University Press Biographies - 2017
    The chafing restrictions of a typical upbringing in upper-class, small town Alabama simply did not apply to Zelda, who was described as an unusual child and permitted to roam the streets with little supervision. Zelda refused to blossom into a typical 'Southern belle' on anyone's terms but her own and while still in high school enjoyed the status of a local celebrity for her shocking behavior. Everybody in town knew the name Zelda Sayre. Queen of the Montgomery social scene, Zelda had a different beau ready and willing to show her a good time for every day of the week. Before meeting F. Scott Fitzgerald, Zelda's life was a constant pursuit of pleasure. With little thought for the future and no responsibilities to speak of, Zelda committed herself fully to the mantra that accompanied her photo in her high school graduation book: "Why should all life be work, when we all can borrow. Let's think only of today, and not worry about tomorrow." But for now Zelda was still in rehearsal for her real life to begin, a life she was sure would be absolutely extraordinary. Zelda Sayre married F. Scott Fitzgerald on the 3rd of April 1920 and left sleepy Montgomery behind in order to dive headfirst into the shimmering, glamourous life of a New York socialite. With the publication of Scott's first novel, This Side of Paradise, Zelda found herself thrust into the limelight as the very epitome of the Flapper lifestyle. Concerned chiefly with fashion, wild parties and flouting social expectations, Zelda and Scott became icons of the Jazz Age, the personification of beauty and success. What Zelda and Scott shared was a romantic sense of self-importance that assured them that their life of carefree leisure and excess was the only life really worth living. Deeply in love, the Fitzgeralds were like to sides of the same coin, each reflecting the very best and worst of each other. While the world fell in love with the image of the Fitzgeralds they saw on the cover of magazines, behind the scenes the Fitzgerald's marriage could not withstand the tension of their creative arrangement. Zelda was Scott's muse and he mercilessly mined the events of their life for material for his books. Scott claimed Zelda's memories, things she said, experiences she had and even passages from her diary as his possessions and used them to form the basis of his fictional works. Zelda had a child but the domestic sphere offered no comfort or purpose for her. The Flapper lifestyle was not simply a phase she lived through, it formed the very basis of her character and once the parties grew dull, the Fitzgeralds' drinking became destructive and Zelda's beauty began to fade, the world held little allure for her. Zelda sought reprieve in work and tried to build a career as a ballet dancer. When that didn't work out she turned to writing but was forbidden by Scott from using her own life as material. Convinced that she would never leave her mark on the world as deeply or expressively as Scott had, Zelda retreated into herself and withdrew from the people she knew in happier times. The later years of Zelda's life were marred by her detachment from reality as, diagnosed with schizophrenia, Zelda spent the last eighteen years of her life living in and out of psychiatric hospitals. As Scott's life unraveled due to alcohol abuse, Zelda looked back on the years they had spent together, young and wild and beautiful, as the best of her life. She may have been right but she was wrong about one thing, Zelda did leave her mark on the world and it was a deep and expressive mark that no one could have left but her. Zelda Fitzgerald: The Biography

Iceland 101: Over 50 Tips & Things to Know Before Arriving in Iceland


Rúnar Þór Sigurbjörnsson - 2017
    The dos and don'ts of travelling and staying in Iceland. Five chapters with multiple tips in each one explain what is expected of you as a traveller - as well as some bonus tips on what you can do.

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.

Critical Path: How to Review Videogames for a Living


Dan Amrich - 2012
    This includes how to write compelling reviews, how to pitch yourself as a writer, how to tackle some tricky ethical quandaries, and yes, even how to get free games. Based on Dan Amrich’s own experience as a game journalist for more than 15 years, it’s advice that can serve you for your entire career, from press start to game over.

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.

Miracle at Merion: The Inspiring Story of Ben Hogan's Amazing Comeback and Victory at the 1950 U.S. Open


David B. Barrett - 2010
    The crowning moment of Hogan’s comeback was his dramatic victory in the1950 U.S. Open at Merion Golf Club near Philadelphia, where his battered legs could barely carry him on the 36-hole final day.Miracle at Merion tells the stirring story of Hogan’s triumph over adversity—the rarely-performed surgery that saved his life, the months of rehabilitation when he couldn’t even hit a golf ball, his stunning return to competition at the Los Angeles Open, and,finally, the U.S. Open triumph that returned him to the pinnacle of the game.While Hogan was severely injured in the accident, fracturing his pelvis, collarbone, rib, and ankle, his life wasn’t in danger until two weeks later when blood clots developed in his leg, necessitating emergency surgery. Hogan didn’t leave the hospital until April and didn’t even touch a golf club until August. It wasn’t until November,more than nine months after the accident, that he was able to go to the range to hit balls. Hogan’s performance at the Los Angeles Open in early January convinced Hollywood to make a movie out of his life and comeback (Follow the Sun, starring Glenn Ford).Five months later, Hogan completed his miraculous comeback by winning the U.S. Open in a riveting 36-hole playoff against Lloyd Mangrum and George Fazio, permanently cementing his legacy as one of the sport’s true legends.

Churchill and the Avoidable War: Could World War II Have Been Prevented?


Richard M. Langworth - 2015
    Churchill, 1948: World War II was the defining event of our age—the climactic clash between liberty and tyranny. It led to revolutions, the demise of empires, a protracted Cold War, and religious strife still not ended. Yet Churchill maintained that it was all avoidable. Here is a transformative view of Churchill’s theories, prescriptions, actions, and the degree to which he pursued them in the decade before the war. It shows that he was both right and wrong: right that Hitler could have been stopped; wrong that he did all he could to stop him. It is based on what really happened—evidence that has been “hiding in public” for many years, thoroughly referenced in Churchill’s words and those of his contemporaries. Richard M. Langworth began his Churchill work in 1968 when he organized the Churchill Study Unit, which later became the Churchill Centre. He served as its president and board chairman and was editor of its journal Finest Hour from 1982 to 2014. In November 2014, he was appointed senior fellow for Hillsdale College’s Churchill Project. Mr. Langworth published the first American edition of Churchill’s India, is the author of A Connoisseur’s Guide to the Books of Sir Winston Churchill, and is the editor of Churchill by Himself, The Definitive Wit of Winston Churchill, The Patriot’s Churchill, All Will Be Well: Good Advice from Winston Churchill, and Churchill in His Own Words. His next book is Winston Churchill, Urban Myths and Reality. In 1998, Richard Langworth was appointed a Commander of the Most Excellent Order of the British Empire by HM The Queen “for services to Anglo-American understanding and the memory of Sir Winston Churchill.”

Bioshock and Philosophy: Irrational Game, Rational Book


Luke Cuddy - 2015
    BioShock and Philosophy: Irrational Game, Rational Book presents expert reflections by philosophers (and Bioshock connoisseurs) on this critically acclaimed and immersive fan-favorite. Reveals the philosophical questions raised through the artistic complexity, compelling characters and absorbing plots of this ground-breaking first-person shooter (FPS) Explores what BioShock teaches the gamer about gaming, and the aesthetics of video game storytelling Addresses a wide array of topics including Marxism, propaganda, human enhancement technologies, political decision-making, free will, morality, feminism, transworld individuality, and vending machines in the dystopian society of Rapture Considers visionary game developer Ken Levine's depiction of Ayn Rand's philosophy, as well as the theories of Aristotle, de Beauvoir, Dewey, Leibniz, Marx, Plato, and others from the Hall of Philosophical Heroes

Stay Awhile and Listen : How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire


David L. Craddock - 2013
    Two opposing cultures. One multi-billion-dollar video-game empire. Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire - Book 1 invites readers to discover the origin of Blizzard North, a studio built by gamers, for gamers, and Blizzard Entertainment, a convergence of designers driven to rule their industry. Composed from exhaustive research and hundreds of personal interviews, the Stay Awhile and Listen series divulges the fated meeting that brought the two Blizzards together, the clashes that tore them apart, and their transformation from grassroots democracy to corporate empire. At the center of it all—Diablo, a hack-and-slash adventure through the darkest recesses of Hell that changed online gaming forever.

The Lost Colony Murder on the Outer Banks: Seeking Justice for Brenda Joyce Holland (True Crime)


John Railey - 2021