Book picks similar to
Final Fantasy Anthology by David Cassady


game-guides
strategy-guides
games
video-game-guides

GURPS Magic


Steve Jackson - 2004
    Includes 300 new spells. There is information for the GM to create their own magic system. This book is a flexible magic system for playing the world of a favorite author or any type of wizard you can imagine.

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.

EarthBound (Legends of Localization #2)


Clyde Mandelin - 2016
    Get ready for hundreds of pages filled with surprising revelations, inside information, obscure trivia, and universal cosmic destruction. This legend of localization doesn’t stink!

Assassin's Creed: The Complete Visual History


Matthew Miller - 2015
    A sweeping and visually rich narrative covering the Crusades in medieval Jerusalem, the pirate-infested oceans of the Caribbean, the height of the French Revolution, and more, Assassin’s Creed immerses fans in the most dramatic periods in human history and brings to life some of its most intriguing and influential characters. This comprehensive book explores the history and legacy of Assassin’s Creed, its rich mythology, and the vivid artwork of the entire franchise, including works created for the graphic novels and downloadable content. With never-before-seen concept and character art, Assassin’s Creed: The Complete Visual History reveals the creative process behind the immersive historical settings as well as the development of such iconic characters as Altair, Ezio, Connor, and Arno, to name a few, chronicling how the franchise has evolved over the years while retaining its bold, signature look. Written by gaming journalist Matthew Miller and featuring commentary from key Ubisoft developers and artists, this comprehensive visual history offers unparalleled insight into one of the industry’s most acclaimed franchises. The ultimate word on the blockbuster gaming phenomenon, Assassin’s Creed: The Complete Visual History is a must read for fans of the franchise and those interested in discovering the astounding artistry behind the creation of a major contemporary video game series.

Project Arcade: Build Your Own Arcade Machine [With CDROM]


John St. Clair - 2004
    Construct joysticks, buttons, and trackballs; build the console and cabinet; install and configure the software; crank up the speakers; and wham Step across the time-space continuum and enjoy all those classic games, plus dozens of new ones, whenever you like. Start Here 1. Plan for your space and budget2. Design and build the cabinet3. Construct the controllers4. Build the console5. Pick an old game's brain6. Install the emulator7. Convince a PC it's a game8. Connect a monitor and speakers9. Add a marquee10. GO PLAY Includes diagrams, detailed instructions, essential software, and more CD-ROM Includes* Complete cabinet plans and diagrams* MAME32 software* Paint Shop Pro? evaluation version* Links to hundreds of arcade cabinet projects

Fodor's Caribbean Cruise Ports of Call (Full-color Travel Guide)


Fodor's Travel Publications Inc. - 1995
    John's, Antigua; Oranjestad, Aruba; Bridgetown, Barbados; Belize City, Belize; Bermuda; Kralendijk, Bonaire; Calica (Playa del Carmen), Mexico; Cartagena, Colombia; Colon, Panama; Costa Maya, Mexico; Willemstad, Curacao; Roseau, Dominica; Falmouth, Jamaica; Freeport-Lucaya, Bahamas; Grand Cayman, Cayman Islands; Grand Turk, Turks and Caicos Islands; St. George's, Grenada; Pointe-a-Pitre, Guadeloupe; Key West, Florida; La Romana, Dominican Republic; Fort-de-France, Martinique; Montego Bay, Jamaica; Nassau, Bahamas; Charlestown, Nevis; Ocho Rios, Jamaica; Progreso, Mexico; Puerto Limon, Costa Rica; Roatan, Honduras; Samana (Cayo Levantado), Dominican Republic; San Juan, Puerto Rico; Santo Domingo, Domican Republic; Santo Tomas de Castilla, Guatemala; Gustavia, St. Barthelemy; Fredericksted, St. Croix; Cruz Bay, St. John; Basseterre, St. Kitts; Castries, St. Lucia; Philipsburg, St. Maarten; Charlotte Amalie, St. Thomas; Kingstown, St. Vincent; Road Town, Tortola; and The Valley, Virgin Gorda· Covered ports of embarkation: Baltimore, Maryland; Charleston, South Carolina; Fort Lauderdale, Florida; Galveston, Texas; Houston, Texas; Jacksonville, Florida; Miami, Florida; New Orleans, Louisiana; New York, New York; Port Canaveral, Florida; San Juan, Puerto Rico; Tampa, Florida

The Rough Guide to Paris


Ruth Blackmore - 2003
    There are incisive accounts of all the sights, from the world renowned Louvre and Tour Eiffel to the well-kept secrets of Balzac's house and the Jardin du Paris. There are also reviews of cafes, bars, restaurants and hotels, and listings of shops and markets, clubs and cinemas - presenting the reader with the best Paris has to offer, for every budget. A further chapter includes in-depth coverage of day-trips from the city, including Versailles and Disneyland Paris.

Changing the Game: How Video Games Are Transforming the Future of Business


David Edery - 2008
    Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force—encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunities—and avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and services—and have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way

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.

Deluxe Essential Handbook (Pokémon)


Scholastic Inc. - 2015
    And it's the perfect reference for Trainers looking to master the world of  Pokémon Go.

Would You Rather . . . ?: The Outrageous Book of Bizarre Choices


Randy Horn - 2001
    It's a chunky book of 400 questions that range from the heinous to the nauseating to the downright disturbing, each a field-tested conversation starter—because no matter how strange or far-fetched, Would You Rather...? knows that choice provokes thinking, and thinking is fun. Some questions, like a Rorschach test, reveal values: Would you rather . . . Age only from the neck up -OR- age only from the neck down? Be stupid and rich -OR- smart and poor? Some delight in their own grossness: Eat three earthworms -OR- wear a necklace made of them on your wedding day? Be trapped in an elevator with wet dogs -OR- three fat men with bad breath? Some churn up prejudices: Lose your mate to the same sex as yourself -OR- the opposite sex? Some create that squirming sensation: Get a bad case of poison ivy way up inside your nose -OR- inside your inner ear? Or ethical dilemmas: Be president of a firm that poaches endangered species -OR- work for a corrupt politician? And some are just deliciously absurd: Catch a porcupine thrown from a second-story window -OR- a skunk thrown from the same window? Each question is followed up with related, often off-the-wall information, from odd trivia to dumb jokes to the occasional practical advice (go for the skunk—the porcupine's got 30,000 quills, while tomato juice will take away the skunk smell).

Mouse Guard Roleplaying Game


David Petersen - 2015
    This updated edition of the Origins Award-winning game contains new art, additional Action, Weapon, and Condition cards, and a revised and updated rule book.

Dungeon Master's Guide


David Zeb Cook - 1989
    Whether you're running a single adventure or masterminding a complete fantasy campaign, the Dungeon Master's Guide is an absolute necessity. The 2nd Edition Dungeon Master's Guide puts all the information you need right at your fingertips - in a fresh, new format, fully indexed for your convenience. Here you'll learn all there is to know about magical spells and items, as well as monsters, combat, travel, NPCs, treasure, encounters, awarding experience, and more!

The Legend of Zelda: Hyrule Historia


NintendoHeidi Plechl - 2011
    This handsome hardcover contains never-before-seen concept art, the full history of Hyrule, the official chronology of the games, and much more! Starting with an insightful introduction by the legendary producer and video-game designer of Donkey Kong, Mario, and The Legend of Zelda, Shigeru Miyamoto, this book is crammed full of information about the storied history of Link's adventures from the creators themselves! As a bonus, The Legend of Zelda: Hyrule Historia includes an exclusive comic by the foremost creator of The Legend of Zelda manga - Akira Himekawa!

Monstrous Manual


Doug Stewart - 1993
    This will be the perfect, easy-to-use replacement for the bulkier compendiums of the past. Illustrations, some in color.