The Walkthrough: Insider Tales from a Life in Strategy Guides


Doug Walsh - 2019
    For eighteen years, Doug Walsh was one of the most prolific authors of officially licensed video game strategy guides. And now he's ready to talk. One part memoir and one part industry tell-all, The Walkthrough takes players on an entertaining march through gaming’s recent history, from the dawn of the PlayStation to the Xbox 360 and Nintendo Switch. Follow along as Walsh retraces his career and reveals how the books were made, what it was like writing guides to some of the industry’s most celebrated — and derided — titles, and why the biggest publishers of guidebooks are no longer around. Walsh devotes entire chapters to many of gaming’s most popular franchises, including Tony Hawk’s Pro Skater, Gears of War, and Diablo, among others. From inauspicious beginnings with Daikatana to authoring the books for the entire Bioshock trilogy, with plenty of highs, lows, and Warp Pipes along the way, Walsh delivers a rare treat to twenty-first century gamers. The Walkthrough is sure to satisfy the curiosity of anyone who grew up with the works of BradyGames and Prima Games sprawled across their laps. With over one hundred books to his credit, and countless weeks spent at many of the most famous studios in North America, he is uniquely qualified to give an insider’s perspective of a little-known niche within the multi-billion-dollar industry.

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.

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.

Death of a Polaroid - A Manics Family Album


Nicky Wire - 2011
    For more than twenty years and from Blackwood, Wales to Tokyo, Japan, Nicky Wire has kept a personal visual history of the band in their various stages from Generation Terrorists through Holy Bible and right up to last year's remarkable album, Postcards from a Young Man. Edited down from over 1,000 of Wire's personal polaroids and with accompanying text by the man himself, Death of The Polaroid promises to be a rich, visual biography of one of the most loved and iconoclastic British bands of the past two decades.

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

Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them


Jamie Madigan - 2015
    They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.

Photographing the World Around You: A Visual Design Workshop


Freeman Patterson - 1994
    PHOTOGRAPHING THE WORLD AROUND YOU, is about learning to see and about using your camera to record and interpret what you see where ever you are.

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

The Sims 3: Prima Official Game Guide


Catherine Browne - 2009
    Design: Our new design section will supply tips and tricks from the pro's to build the most elaborate homes and yards.Customization: Learn how to update your décor with tutorials to help you customize your own chairs, walls, and floors. Wishes: Detailed walkthroughs and tutorials will help you learn how to achieve your short term and long term wishes.

Release Your Anger: Midnight Edition: An Adult Coloring Book with 40 Swear Words to Color and Relax


James Alexander - 2016
    Each single-sided page includes such agression-relieving words as 'Shitballs', 'Twat Waffle' and 'Asshat' laid over therapeutic, mandala and nature inspired patterns. The #1 Gag Gift for Friends with a Sense of Humor! Introducing the world's first swear word coloring book printed on black paper. You've never experienced anything like this before. This bestselling adult coloring book features 40 classic swear words. Using this beautiful midnight edition will make your designs vibrant with color. Never again worry about coloring inside the lines... let the black paper take care of it! Unwind and relax with this beautiful coloring book... let your steam loose! What's Inside - 40 Classic Swear Words to Color (see list below) - Beautiful Abstract Designs with Intricate Details - Each Swear Word Is Printed on Black Paper - Includes Free PDF Bonus Inside! Sometimes, you just need to SWEAR at someone... List of Words - Bullshit - Fuck - Piss Off - Asshole - Bitch - Slut - Whore - Cunt - Bastard - Douche - Shit - Damn - Shitballs - Sugartits - Twat Waffle - Baggy Vag - Piss Flaps - Bollocks - Crap - Fuckwit - Fucktard - Dipshit - Shit-a-brick - Wanker - Beaver Dam - Cum Guzzler - Cuntcake - Asshat - Gutter Slut - Skank - Prick - Slutbag - Moron - Fuck Off - Idiot - Twunt - Dickhead - Cockbag - Fucknugget - Cunt Muffin Join the foulmouthed masses and unwind with Release Your Anger. Color designs featuring both classic swear words like -Bullshit- and more creative ones like -Cum Guzzler-. Each page is designed with beautiful patterns, swirls, paisleys, mandalas, flowers, and leaves... color away while letting the steam out. Simply sit back, relax, and choose the swear word that connects with you. Then color in the swear word with your choice of color pencil, pen, marker, and/or crayon. Enjoy mindfulness and relaxation with this brilliant anti-stress therapy, also the perfect gag-gift! This beautiful coloring book features: - 40 Classic and Angry Swear Words to Color - Beautiful Designs with Intricate Details - Designs Printed on Black Paper - 40 Single-Sided Pages at 8.5 x 11- - Includes Digital PDF Bonus Inside the Book Order now and get started. Your inner peace is waiting, and it has some choice words for you. Preview the book at swearybook.com/midnight TAGS: black coloring book, midnight coloring book, black adult coloring book, midnight adult coloring book, sweary coloring book, swear word coloring book, swear words adult coloring book, bullshit book, bullshit coloring book, james alexander, memos to shitty people, calm the fuck down, chill the fuck out, sasha o'hara, james alexander, donald trump

Replay: The History of Video Games


Tristan Donovan - 2010
    Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms.

On-Camera Flash Techniques for Digital Wedding and Portrait Photography


Neil van Niekerk - 2009
    Techniques for using simple accessories such as bounce cards and diffusers, as well as how to improve a lighting scenario by enhancing it rather than overwhelming it, show photographers how to master this challenging aspect of portraiture.

Welcome to Oz: A Cinematic Approach to Digital Still Photography with Photoshop


Vincent Versace - 2006
    You must first approach the subject with the proper sense of perception, with the ability to visualize the finished print before you commit a scene to pixels, but still be flexible and spontaneous. Master Fine Art photographer Vincent Versace has spent his career learning and teaching the art of perception and how to translate it into stunning images. In Welcome to Oz,  he delves into what it means to approach digital photography cinematically, to use your perception, your camera, and Photoshop to capture the movement of life in a still image. Features: Adapt your workflow to the image so you always know how best to use your tools Turn a seemingly impossible photographic scenario into a successful image Practice “image harvesting” to combine the best parts of  many captures to create an optimum final result Create black and white prints that have the look, feel and “richness” of traditional silver prints without ever leaving the RGB color space 224 pages.

Dead Kennedys: Fresh Fruit for Rotting Vegetables: The Early Years


Alex Ogg - 2014
    Their sound was inventive and tetchy, and front man Jello Biafra’s lyrics were incisive and often scathing. This chronicle—the first in-depth book written about Dead Kennedys—uses dozens of firsthand interviews, photos, and original artwork to offer a new perspective on a group that was mired in controversy almost from its inception. It examines and applauds the band’s key role in transforming punk rhetoric, both polemical and musical, into something genuinely threatening and enormously funny. Author Alex Ogg puts the local and global trajectory of punk into context and, while not flinching from the wildly differing takes the individual band members have on the evolution of the band, attempts to be celebratory—if not uncritical.

Rogue Leaders: The Story of LucasArts


Rob Smith - 2008
    Twenty-five years and dozens of award-winning games later, LucasArts has earned a prestigious place in the industry and in the hearts of gamers everywhere. Rogue Leaders is the first substantive survey of a videogame companya deluxe compilation that traces its history through never-before-published interviews. In addition, more than 300 pieces of concept art, character development sketches, and storyboards have been lavishly reproduced to showcase the creative talent behind such videogame classics as The Secret of Monkey Island, Grim Fandango, and Star Wars: Knights of the Old Republic, as well as games that were never publicly released. A thrill for millions of videogame and LucasArts fans around the world.