Book picks similar to
Chrono Cross - Official Strategy Guide by Dan Birlew
game-guides
video-games
hard-copy
video
30 Chic Days at Home: Self-care tips for when you have to stay at home, or any other time when life is challenging
Fiona Ferris - 2020
One minute we were living life and doing our thing, the next, most of us were advised to stay at home for a month or more.
Einstein for Everyone
Robert L. Piccioni - 2010
Nor do you need to be a great scientist to appreciate the exciting discoveries and intriguing mysteries of our universe. Dr. Robert piccioni brings the excitement of modern scientific discoveries to general audiences. He makes the key facts and concepts understandable without "dumbing" them down. He presents them in a friendly, conversational manner and includes many personal anecdotes about the people behind the science. With 33 images and over 100 graphics, this book explains the real science behind the headlines and sound bites. Learn all about:our universe: how big? how old? what came before?the big bang, black holes and supernovaequantum mechanics and uncertaintyhow the immense and the minute are connectedwhat is special about general relativityhow mankind can become earth's best friend
The Art of Point-and-Click Adventure Games
Steve Jarrett - 2018
It will also contain extensive and exclusive interviews with the key developers, designers and artists behind some of the most beloved games and characters in the history of the medium. The book starts with a foreword by Gary Whitta (PC Gamer magazine/Rogue One: A Star Wars Story).Interviewees for the book include (in no particular order) Tim Schafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Noah Falstein, Mark Ferrari, Dave Gibbons, Jane Jensen, Simon Woodroffe, Steve Stamatiadis, Louis Castle, Gregg Barnett, Al Lowe, Brian Moriarty, Charles Cecil and Paul Cuisset - plus plenty more…As you can see from the list, the book covers titles such as King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Flight of the Amazon Queen, Simon the Sorcerer and of course other classics, such as The Secret of Monkey Island, The Dig, Maniac Mansion and Full Throttle. All of the most famous and iconic point-and-click adventures are going to be covered, as well as some lesser-known games and home-brew efforts.
Make It Fizz: A Guide to Making Bathtub Treats
Holly Port - 2014
Chock full of easy to understand instructions and full color pictures for the 24 recipes included, you are sure to succeed with this book, regardless of your skill level. With a few simple ingredients, and a little bit of time, you’ll be making bath bombs in an afternoon. You’re in good hands with this quick and easy guide to showing you not only the basics, but also more fun and challenging recipes like the Fizzy Pops, designed to look like tasty cake pop treats. Taking it a step further she has also included cupcake bath bombs with a sugar scrub topping. Who wouldn't love to make these? This book can be a project for yourself, a gift for a friend, or an enhancement to your knowledge in the world of bath and body crafts. Whatever the purpose, the reader will enjoy!
365 Things People Believe That Aren't True
James Egan - 2014
Dinosaurs had feathers.The appendix isn’t useless but there are nine body-parts that are.Coliseum gladiators were obese and staged their fights.The first robot was built 2,400 years ago.The Bible never says what The Devil looks like.Leprosy doesn’t exist.This book corrects many misconceptions people have about the human body, books, dinosaurs, words, disorders, quotes, religion, and unsolved mysteries (that have actually been solved.)Read on to find out the real reason why movies were made, how angels are actually described in the Bible, discover what happened to the ancient Mayans, and the answer to the ultimate question: which came first - The chicken or the egg?
Game Programming Gems
Mark DeLoura - 2000
But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspiring programmers, there is a detailed tutorial to work through before attempting the code, and suggestions for possible modifications and optimizations are included as well.
Building Chicken Coops: Storey Country Wisdom Bulletin A-224
Gail Damerow - 1999
There are now more than 170 titles in this series, and their remarkable popularity reflects the common desire of country and city dwellers alike to cultivate personal independence in everyday life.
Concrete Countertops
Fu-Tung Cheng - 2002
Concrete Countertops is an essential book for architects, homeowners and contractors who want to learn how to design, form, mix, pour, color, trowel, inlay and finish decorative concrete countertops. Homeowners will be inspired by the 350 color photographs that bring this exciting medium to life.
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.
Ten Candles
Stephen Dewey - 2015
It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.
Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)
Margaret WeisRobert J. Schwalb - 2016
Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.
The Big Book of Stock Trading Strategies
Matthew R. Kratter - 2017
Then use it to make money for the rest of your life. Ready to get started trading stocks, but don't know where to begin? In this book, I have collected the most popular trading strategies from my previous books:The Rubber Band Stocks StrategyThe Rocket Stocks StrategyThe Day Sniper Trading Strategy Imagine what it would be like if you started each morning without stress, knowing exactly which stocks to trade. Knowing where to enter, where to take profits, and where to set your stop loss. In this book, you will learn:How to spot a stock that is about to explode higherWhy it's sometimes a smart idea to buy a stock that everyone hatesHow to screen for the best stocks to tradeInsider tricks used by professional tradersThe one thing you must never do if a stock gaps to new highsHow to tell if you are in a bull market, or a bear marketAnd much, much more It's time to stop gambling with your hard-earned money. Join the thousands of smart traders who have improved their trading with the strategies in this book. Amazon best-selling author and retired hedge fund manager, Matthew Kratter will teach you the secrets that he has used to trade profitably for the last 20 years. These strategies are powerful, and yet so simple to use. Even if you are a complete beginner, these strategies will have you trading stocks in no time. And if you ever get stuck, you can always reach out to the author by email (provided inside of the book), and he will help you. Get started today Scroll to the top of this page and click BUY NOW.
Official Dsa Theory Test for Car Drivers
Driving Standards Agency - 2012
It is written in an easy-to-remember way which links the theory back to your practical driving experience to help you really understand.
All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture
Harold Goldberg - 2011
But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
The Art of Halo
Eric Trautmann - 2004
This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers–and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at Bungie Studios.• Meet the brains behind Bungie, the birthplace of Halo• Feast your eyes on a panorama of all-new artwork from its spectacular sequel Halo 2–one of the most eagerly-awaited games of 2004• Discover the art of game design from the inside out, in interviews with–and illustrations by–the Halo creative team• Learn the secrets of designing gear from the artists themselves• Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script• Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and moreIt’s all here–the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect”–in one virtuoso volume!