Trying to Save Piggy Sneed


John Irving - 1993
    To open this spirited collection, Irving explains how he became a writer. There follow six scintillating stories written over the last twenty years ending with a homage to Charles Dickens. This irresistible collection cannot fail to delight and charm.The first collection of short pieces--two of them previously unpublished--by the author of The World According to Garp includes memoirs, six short stories, and essays on Charles Dickens and Gu+a5nter Grass. Reprint. Tour.This gem, a delightful collection of shorter works, both fiction and nonfiction, written by one of the country's finest--and funniest--writers, includes a living portrait of Irving's grandmother, a new, never-before-published essay, six scintillating short stories--including the O. Henry Award-winning "Interior Space"--and two essays on Irving's favorite 19th-century novelist, Charles Dickens. Trying to Save Piggy Sneed is John Irving at the top of his form.

A Casual Revolution: Reinventing Video Games and Their Players


Jesper Juul - 2009
    These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.

National Geographic Traveler: Japan


Nicholas Bornoff - 2000
    Isolated from the world until 150 years ago, Japan today comfortably blends old, new, East, West, tradition, and change. Bornoff describes the best ways to tackle Tokyo and such other must-see sites as Mount Fuji, Hokkaido and its national parks, imperial Kyoto, historical Nagasaki, and dozens of other major and lesser-known places. In-depth features discuss the fascinating contrasts between Japan's modern, cutting-edge technological facade and its ancient core, and highlight traditions such as Kodo drumming, the exquisite beauty of garden design, and the spirits and demons that animate Noh and kabuki theater. Numerous city walking tours, a hike through feudal Hagi, and a stunning array of photos and artwork compliment this exciting, insider's guide.

The Books of Skyrim


Brian Chapin - 2011
    A digital collection of all of the books that can be found and read in the epic game The Elder Scrolls V: Skyrim.

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.

Guinness World Records 2016 Gamer's Edition


Guinness World Records - 2015
    Whether you're all about the latest first-person shooter, an app aficionado, an MMO master, or a die-hard retro gamer, you'll find show-stopping records, top 10 roundups, quick-fire facts and stats, and hundreds of amazing new images from all your favorite games. What's more, brand new for this year's book is a dedicated section just for Minecraft fans, with a mega-showcase of the greatest construction records, in-game tips and lots more blocky goodness.Plus, discover which tech milestones have been smashed in the last year - in both software and hardware, get all the insider secrets from industry experts, and marvel at the players who have leveled up to the very top of the leaderboards. Think you can challenge the current champions? Look inside to see how to break your very own record!Guinness World Records: Gamer's Editions have sold a whopping 3+ million copies. Find out for yourself why it's a game-changer!

The Freddy Files: The Official Guidebook to the Bestselling Video Game Series


Scott Cawthon - 2017
    and try to uncover the secrets and unlock the mysteries kept so hidden within the game itself. Authorized by Scott Cawthon, creator of the game, this book will also give you never before seen information and facts as well as a sneak peek at what comes next for Freddy's.

Holy Blood, Holy Grail


Michael Baigent - 1982
    The tale seems to begin with buried treasure and then turns into an unprecedented historical detective story - a modern Grail quest leading back through cryptically coded parchments, secret societies, the Knights Templar, the Cathar heretics of the twelfth and thirteenth centuries and a dynasty of obscure French kings deposed more than 1,300 years ago. The author's conclusions are persuasive: at the core is not material riches but a secret - a secret of explosive and controversial proportions, which radiates out from the little Pyrenees village all the way to contemporary politics and the entire edifice of the Christian faith. It involves nothing less than... the Holy Grail.

The New Penguin History of The World


J.M. Roberts - 1976
    Completely updated and revised by preeminent historian J. M. Roberts, this volume features ninety up-to-date maps, new sections, and extremely well-written and accessible articles throughout. Truly global and comprehensive, it succeeds in conveying the staggering diversity of the human experience across a vast range of climates and conditions. This is the one book for anyone interested in the variety and grandeur of history’s march.

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.

You Died: The Dark Souls Companion


Keza MacDonald - 2016
    It has three questions at its heart: where did Dark Souls come from, what makes it so special, and why are we all so obsessed with it? YOU DIED is a must-read for anyone who’s ever braved the wilds of Lordran, for five hours or 500. Includes exclusive new interview material with the game’s director Hidetaka Miyazaki

Trigger Happy: Videogames and the Entertainment Revolution


Steven Poole - 2000
    Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Inside HBO's Game of Thrones: Seasons 1 2 (Game of Thrones Book, Book about HBO Series)


Bryan Cogman - 2012
    This official companion book gives fans new ways to enter this fictional world and discover more about the beloved (and reviled) characters and the electrifying plotlines. Hundreds of set photos, production and costume designs, storyboards, and insider stories reveal how the show's creators translated George R. R. Martin's best-selling fantasy series into the world of Westeros. Featuring interviews with key actors and crew members that capture the best scripted and unscripted moments from the first two seasons, as well as a preface by George R. R. Martin, this special volume, bound in a lavishly debossed padded cover, offers exclusive access to this unprecedented television series.

The Hunger Games: Official Illustrated Movie Companion


Kate Egan - 2012
    From the screenwriting process to the casting decisions to the elaborate sets and costumes to the actors' performances and directors' vision, this is the definitive companion to the breathtaking film.