Then One Day ...: 40 Years of Bookmaking in Nevada


Chris Andrews - 2019
     Growing up under the watchful eye and influence of his Uncle Jack Franzi, legendary Pittsburgh wiseguy and Las Vegas sportsbook pioneer, Chris started booking sports bets in the fifth grade. He followed Uncle Jack to Las Vegas shortly after graduating college in the mid-’70s, landing his first job in the sports book at the Stardust right after the bad-old Frank Rosenthal and Chicago mob regime. Next, he moved to the Barbary Coast where he started handling major action, one time “losing” $250,000 on an eight-hour shift. At age 25, Chris became the youngest sports book director in the business at the Club Cal Neva in Reno. He started to make his mark on the industry, inventing the pleaser and 10-point teaser cards, introducing Super Bowl-style prop bets for Monday Night Football games, and, perhaps most importantly, giving Roxy Roxborough, Las Vegas’ most influential oddsmaker, his first paying job. Then One Day ... delves deeply into the consciousness of a legitimate bookmaker and sports bettor. By the time you finish this memoir, you’ll be an expert in the language and customs of legalized gambling on sporting events, which, now that the Supreme Court has opened the door, is finally set to explode throughout the nation.

EvOLV - A psychedelic adventure


Ryan Sequeira - 2016
    Unable to accept the ignorance of society he leaves his mundane life in search of the ultimate truth – where he is introduced into mantras, tantras and sacred herbs.Meanwhile, a group of elite scientists have discovered how humans are being systematically dumbed down and manipulated to think only about hoarding material possessions and their desires. As their fates confluence in an explosion of epic proportions, these individuals discover pre-Vedic secrets and a tantric text that will help evolve humanity into the next cycle of beings. Unable to make it in the Kali Yuga, Lord Krishna encrypts codes so that the humans may evoke an ancient God.EVOLV, the first psycho-spiritual novel that uncovers complexities of the mind and decrypts Vedic secrets that will distort your perception of reality and teleport you into a thrilling psychedelic adventure that will resonate with you throughout your existence.

The Woman, the Mink, the Cod and the Donkey


Margerie Swash - 2021
    It's warm and safe in here, which you will have guessed already because it's about a human and three animals. You might not be able to remember the animals or the order they fall within the title, but that doesn't matter. The pictures will remind you that the story is about a woman, a mink, a salmon and a donkey. COD, not salmon, sorry - it's a cod.The woman is embarking on an important journey. She does not know her destination, but she knows what she'll find when she gets there: an open pub. It has been a long time since she has been in one due to a strange, sad region of yester-year called 'Lockdown'. On her travels she bumps into the mink, the cod and a donkey who inexplicably resembles Donald Trump, and together they discuss their most valued life lessons, such as the value of travel insurance, and why it's always important to wear breathable pants.

The PlayStation Dreamworld


Alfie Bown - 2017
    The PlayStation Dreamworld is - to borrow a phrase from Slavoj Zizek - the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace - a powerful arena for constructing our desires - or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Twisty Little Passages: An Approach to Interactive Fiction


Nick Montfort - 2003
    Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.

Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More


Dustin Hansen - 2016
    Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted.Learn about the creators and inspiration (Mario was named after Nintendo's landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game).Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!

Liar's Bargain


Tim Pratt - 2016
    Instead, they find themselves ensnared by powerful magic, and given a choice: serve the cause of justice as part of a covert team of similarly bound villains—or die horribly. Together with their criminal cohorts, Rodrick and Hrym settle in to their new job of defending the innocent, only to discover that being a secret government operative is even more dangerous than a life of crime.From Hugo Award winner Tim Pratt comes a tale of reluctant heroes and plausible deniability, set in the award-winning world of the Pathfinder Roleplaying Game.

Hellknight


Liane Merciel - 2016
    For devil-blooded Jheraal, a veteran Hellknight investigator, even the harshest methods are justified if it means building a better world for her daughter. Yet things get personal when a serial killer starts targeting hellspawn like Jheraal and her child, somehow magically removing their hearts and trapping the victims in a state halfway between life and death. With other Hellknights implicated in the crime, Jheraal has no choice but to join forces with a noble paladin and a dangerously cunning diabolist to defeat an ancient enemy for whom even death is no deterrent.From celebrated dark fantasy author Liane Merciel comes an adventure of love, murder, and grudges from beyond the grave, set in the award-winning world of the Pathfinder Roleplaying Game.

Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games


Walt Williams - 2017
     Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.

The Crusader Road


Michael A. Stackpole - 2014
    Together with her children and loyal retainers, she'll forge a new life in the infamous Echo Wood, and neither bloodthirsty monsters nor local despots will stop her from reclaiming her family honor. Yet the shadow of Ustalavic politics is long, and even in a remote and lawless territory, there may be those determined to see the Vishov family fail...From New York Times best-selling author Michael A. Stackpole comes a new novel of frontier adventure set in the world of the Pathfinder Roleplaying Game and the new Pathfinder Online massively multiplayer online roleplaying game.

Dungeons and Desktops: The History of Computer Role-Playing Games


Matt Barton - 2008
    This genre includes classics such as Ultima and The Bard's Tale as well as more modern games such as World of Warcraft and Guild Wars. Written in an engaging style for both the computer game enthusiast and the more casual computer game player, this book explores the history of the genre by telling the stories of the developers, games, and gamers who created it.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

The Final Hours of Portal 2


Geoff Keighley - 2011
    Journalist Geoff Keighley was granted unprecedented “fly on the wall” access to Valve over the past three years to create this story. From the hush-hush Portal prequel that was shelved to the last minute scramble to complete the game’s story, The Final Hours of Portal 2 is a gripping and dramatic story. Please note the Kindle version does not include as many photos or the videos that are available in the iPad version.

Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds


J.C. Herz - 1997
    In arcades, living rooms, student dorms, and (admit it) offices from Ohio to Osaka, video games have become a fixture in people's lives, marking a tectonic shift in the entertainment landscape.Now, as Hollywood and Silicon Valley rush to sell us online interactive multimedia everything, J. C. Herz brings us the first popular history and critique of the video-game phenomenon. From the Cold War computer programmers who invented the first games (when they should have been working) to the studios where the networked 3-D theme parks of the future are created, Herz brings to life the secret history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explains why different kinds of games have taken hold (and what they say about the people who play them) and what we can expect from a generation that has logged millions of hours vanquishing digital demons.Written with 64-bit energy and filled with Herz's sharp-edged insights and asides, Joystick Nation is a fascinating pop culture odyssey that's must-reading for media junkies, pop historians, and anyone who pines for their old Atari.