I Am Error: The Nintendo Family Computer / Entertainment System Platform


Nathan Altice - 2015
    In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Silent Hill: The Terror Engine


Bernard Perron - 2012
    P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

Counterpoint


Kent Kennan - 1972
     While a limited understanding of contrapuntal elements may be gained through analysis alone, these elements are grasped in a more intimate way through the actual writing of contrapuntal examples. Also, by linking the study of counterpoint to music of a specific period, the text provides a clear model for students to emulate and a definite basis for the criticism of student work.

Jazz Styles: History and Analysis


Mark C. Gridley - 1978
    America's most widely used introduction to jazz, it teaches the chronology of jazz by showing students how to listen and what to notice in each style. Though originally conceived for nonmusicians and written at a college freshmen reading level, Jazz Styles also has been widely adopted in courses for musicians because of its point-by-point specification of each style's musical characteristics and its technical appendix. The text helps students hear how the styles differ and why the top names are important. The book's listening guides offer in-depth analysis for 38 historic recordings contained on the 2CD Jazz Classics collection.

The Untold History of Japanese Game Developers: Gold Edition


John Szczepaniak - 2014
    Konami's secret games console, the origin of Game Arts and Quintet, unusual events at Telenet, stories on Falcom, politics behind Enix's game programming contests, a tour of the Love-de-Lic and WARP offices (with layout sketches). Every interviewee is asked about unreleased titles. Foreword by GAMESIDE magazine's editor-in-chief, Yusaku Yamamoto. INTERVIEWEES INCLUDE: Hitoshi YONEDA / Tatsuo NOMURA / Katsutoshi EGUCHI / Toru HIDAKA / Roy OZAKI / Kouichi YOTSUI / Masaaki KUKINO / Yoshitaka Murayama / Harry Inaba / Ryukushi07 / Kotaro UCHIKOSHI / ZUN / Yoshiro KIMURA / Kouji YOKOTA / Jun Nagashima / Yuzo KOSHIRO / Masamoto MORITA / Akira TAKIGUCHI / Masakuni MITSUHASHI / Kohei IKEDA / Hiroshi SUZUKI / Tomonori SUGIYAMA / Yutaka ISOKAWA / Yasuhito SAITO / Takaki KOBAYASHI / Keite ABE / Keiji INAFUNE / Makoto GOTO

Dave Matthews Band: Music for the People


Nevin Martell - 1999
    Traces the evolution of the Dave Matthews Band, and describes their experiences on the road.

Spy Rock Memories


Larry Livermore - 2013
    As he learned valuable lessons in self-sufficiency, taking responsibility, and how to avoid (for the most part but not always) getting punched in the face by irate hippies, Larry also found his place and made his home in the far-flung, disjointed and eccentric community he encountered in the anarchic realm that begins where Highway 101’s tattered tarmac dissolves into the dust of Spy Rock Road.

My Boy: The Philip Lynott Story


Philomena Lynott - 1995
    

Generation Xbox: How Videogames Invaded Hollywood


Jamie Russell - 2012
    Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?

The Road Most Traveled


Chuck Ragan - 2012
    There couldn't be a better person to put together this tome than Hot Water Music's Chuck Ragan and here he's collected tales from members of the Gaslight Anthem, Rise Against, At The Drive-In and more, all of whom share their own unique perspective on travel. The road isn't always glamorous but for some of us it's in our blood. These are those stories.

Morgan & Mikhail's Clinical Anesthesiology


John F. Butterworth - 2013
    This trusted classic delivers comprehensive coverage of the field's must-know basic science and clinical topics in a clear, easy-to-understand presentation. Indispensable for coursework, exam review, and as a clinical refresher, this trusted text has been extensively updated to reflect the latest research and developments.Here's why Clinical Anesthesiology is the best anesthesiology resource:NEW full-color presentationNEW chapters on the most pertinent topics in anesthesiology, including anesthesia outside of the operating room and a revamped peripheral nerve blocks chapter that details ultrasound-guided regional anesthesiaUp-to-date discussion of all relevant areas within anesthesiology, including equipment, pharmacology, regional anesthesia, pathophysiology, pain management, and critical careCase discussions promote application of the concepts to real-world practiceNumerous tables and figures encapsulate important information and facilitate memorization

Beat The Devil (Kindle Single)


Mishka Shubaly - 2013
    Over three decades, his affliction has spawned immeasurable chaos, destruction and debauched good times. While his rivals have graced the covers of Spin and Rolling Stone, Shubaly's projects inevitably flame out in the eleventh hour. Is he finally ready to give up his lifelong dream for good?

The Making of Karateka


Jordan Mechner - 2012
    This first volume is a candid account of the personal, creative and technical struggles that led to his breakthrough success with Karateka, which topped bestseller charts in 1985, and planted the seeds of his next game, Prince of Persia.

Oasis: The Truth: My Life as Oasis's Drummer


Tony McCarroll - 2011
    What started as five young men with a common dream of becoming rock stars eventually disintegrated into in-fighting, ego clashes, and financial disputes, until in 1995, following the release of Definitely Maybe, things came to a head and Tony left the band. Here, Tony reveals the truth about the early years before the band was formed. He discusses the drug consumption, the sexual activities, his much-publicized rift with Noel Gallagher, and how he was duped into signing a less-than-favorable record contract. His recollections include stories involving David Beckham, Prince, Eric Cantona, and John McEnroe. Witty, revealing, and fascinating, this book is a must-read for Oasis fans.

From the Graveyard of the Arousal Industry


Justin Pearson - 2010
    There, he fell in with a subculture of young musicians playing some of the most original and brutal music in the world. Turns out the chaos of Pearson’s bands — The Locust, Swing Kids, and Some Girls — is nothing compared to the madness of his life.An icon of the West Coast noise and punk scene, Pearson managed to arrive at adulthood by outsmarting skinheads and dodging equally threatening violence at home. Once there, the struggle continued, with Pearson getting beat up on Jerry Springer and, on more than one occasion, chased out of town by ferociously angry audiences.From the Graveyard of the Arousal Industry is the outrageously candid story of Pearson’s life. In loving, meticulous detail, Pearson gives readers the dirt behind each rivalry, riff, and lineup change.