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Chuck Klosterman on Pop: A Collection of Previously Published Essays
Chuck Klosterman - 2010
From Sex, Drugs, and Cocoa Puffs; Chuck Klosterman IV; and Eating the Dinosaur, these essays are now available in this ebook collection for fans of Klosterman’s writing on pop music.
Undertale: Art Book
Toby Fox - 2016
UNDERTALE is no exception..." The art book features 228 full-color pages showing UNDERTALE from the very first concept sketches to the end of development. ♥Art from Toby Fox, Temmie Chang, Gigi D.G., and more♥Commentary from Toby Fox on the design and development process♥Gold debossed Annoying Dog on the back
Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution
Heather Chaplin - 2005
What started as a game of Pong, with little blips dancing across a computer screen, has evolved into a multi-billion-dollar industry that is changing the future, making inroads into virtually all aspects of our culture.Who are the minds behind this revolution? How did it happen? Where is it headed? In Smartbomb, journalists Heather Chaplin and Aaron Ruby take the reader behind the scenes at gaming conventions, into powerhouse think tanks where new games are created, into the thick of the competition at cyberathlete tournaments, and into the homes of gamers for whom playing a role in a virtual world has assumed more relevance and reality than life in the real world.
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.
Service Games: The Rise and Fall of SEGA: Enhanced Edition
Sam Pettus - 2012
Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart.
Half-Life 2: Raising the Bar
David Hodgson - 2004
-Unprecedented access behind "Half-Life" and "Half-Life 2" -A forward by Valve founder Gabe Newell -Hundreds of art, design, preproduction, and other art pieces crammed into the book -Over a dozen key members of Valve's staff interviewed -Officially approved by Valve -Behind City 17 and other locations -The development of the Source engine -A rogue's gallery of beasts, characters, and monstrosities -Key weapons development revelations -A tour of many of the game's locations, from inception to completion -Filled with art, screens, and anecdotes from the Valve team
The Essential Tarot Kit: Book and Card Set
Rosalind Simmons - 2002
Follow the simple instructions in the guidebook to discover the meanings behind the mysterious imagery of the cards and learn how to conduct your own Tarot readings.
Froth on the Cappuccino: How Small Pleasures Can Save Your Life
Maeve Haran - 2007
Yet sometimes other things in our lives can be so overwhelming that we forget their healing power. In this inspiring book, bestselling author Maeve Haran describes how the little things in life can prove to be the most satisfying. Swapping jokes with a shopkeeper or getting a smile from another driver when you let them into the traffic makes you feel better about yourself than any self-help book. "Froth on the Cappuccino" celebrates hundreds of everyday delights all designed to remind us how joyous life is.
The Book of Bizarre Truths
Publications International - 2011
The Book of Bizarre Truths is a 704-page collection of answers to hundreds of provocative questions covering a vast range of topics, from the strange to the sublime.Includes urban legends, old wives tales, misattributed quotes, and corrected so-called facts and trivia that have gained authenticity despite less-than-reliable sources.Topics covered include the animal kingdom, health, origins, traditions, science, history, geography, sports, people, and food.More than 200 questions that are answered, including:Do cows cause global warming?How many ants make a full meal for an anteater?How late is fashionably late?What s the smelliest thing on the planet?Do woodpeckers get headaches?The Book of Bizarre Truths is for readers who expect to be informed, entertained, and humored.
Supercade: A Visual History of the Videogame Age, 1971-1984
Van Burnham - 2001
From Pong to Pac-Man, Asteroids to Zaxxon - more than 50 million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems.
Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
The Lego Architect
Tom Alphin - 2015
You'll learn about styles like Art Deco, Modernism, and High-Tech, and find inspiration in galleries of LEGO models. Then take your turn building 12 models in a variety of styles. Snap together some bricks and learn architecture the fun way!
The Quotable A**hole: More than 1,200 Bitter Barbs, Cutting Comments, and Caustic Comebacks for Aspiring and Armchair A**holes Alike
Eric Grzymkowski - 2011
Here, you'll find more than 1,200 of the most biting quotes, comments, and comebacks ever uttered, including:
"I would like to take you seriously, but to do so would be an affront to your intelligence." --George Bernard Shaw
"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." --Albert Einstein
"If they can make penicillin out of moldy bread, they can sure make something out of you." --Muhammed Ali
You won't just find quotes from typical a**holes like Winston Churchill, Joseph Stalin, and Mark Twain, either. You'll also see what happens when practically perfect folks like Walt Disney, Mahatma Ghandi, and Audrey Hepburn lose their cool.So embrace your dark side and get ready to enjoy every over-confident, over-blown, over-the-top a**hole comment you'll ever need.
See Me
Hailey Rodgers - 2019
So why is it that so many young adults identify themselves as unsatisfied or unhappy with their lives? There is a misconception that in order to be happy you must first be successful. In fact, the opposite is true: you must be happy first in order to be successful. This raises the question: How do I become happy? The answer: Discover your authentic self. See Me is about the importance of living authentically as a young adult. While young adults tend to talk about authenticity, it can actually be the hardest time in your life to feel confident in yourself. This book is a tool to help you stay true to who you are amidst the pressure to conform to societal norms. It aims to inspire young adults through guiding principles and the incredible stories of others who comprehend the value non-conformity and consistently work to live an authentic life.
1,227 QI Facts to Blow Your Socks Off
John Lloyd - 2012
We also write books and newspaper columns; run a thriving website, a Facebook page, a Twitter feed; and produce an iPhone App and a sister Radio 4 programme. At the core of what we do is the astonishing fact - painstakingly researched and distilled to a brilliant and shocking clarity. In Einstein's words: 'Everything should be as simple as possible, but not simpler.' Did you know that: cows moo in regional accents; the entire internet weighs less than a grain of sand; the dialling code from Britain to Russia is 007; potatoes have more chromosomes than human beings; the London Underground has made more money from its famous map than it has from running trains; Tintin is called Tantan in Japanese because TinTin is pronounced 'Chin chin' and means penis; the water in the mouth of a blue whale weighs more than its body; Scotland has twice as many pandas as Conservative MPs; Saddam's bunker was designed by the grandson of the woman who built Hitler's bunker; Under the Wildlife and Countryside Act of 1981, it is explicitly illegal in Britain to use a machinegun to kill a hedgehog. 1,227 QI Facts To Blow Your Socks Off will make you look at the universe (and your socks) in an alarming new way.