The Art of Mass Effect: Andromeda
BioWare - 2017
The award-winning Mass Effect series captured the renegade hearts and paragon souls of gamers everywhere with it's memorable characters, stunning visuals, and visceral combat! Now, journey to a new galaxy with Dark Horse's The Art of Mass Effect Andromeda- featuring never-before-seen art of the hotly anticipated game's characters, arsenal, locations, vehicles, and more! This deluxe hardcover is an essential addition to any gamer's collection!Exclusive never before seen concept art from the making of Mass Effect Andromeda!The comprehensive companion to the wildly anticipated Mass Effect Andromeda!
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.
Heroes Unlimited
Alex Marciniszyn - 1994
Trade Paperback. Book Condition: Good. The cover does show some normal wear. Fraying on lamenation along edges of front and back cover.
Artisanal Gluten-Free Cooking: 275 Great-Tasting, From-Scratch Recipes from Around the World, Perfect for Every Meal and for Anyone on a Gluten-Free Diet—and Even Those Who Aren't
Kelli Bronski - 2009
Now, in an extensively revised and expanded second edition, this trusted, versatile cookbook is better than ever. Here are: • 25 brand-new recipes and nearly 100 additional pages • 50 all-new full-page color photographs • The quality ingredients, from-scratch preparation methods, and unbeatable flavors that made the original edition so appealing • Dozens of recipes, from bagels to birthday cake, perfectly suited to the Bronskis’ signature all-purpose flour blend—including Belgian Waffles, Sandwich Bread, pizzas and pastas galore, Cannoli, Carrot Cake, Blueberry Pie, cookies, and much more • Globally inspired dishes, from Italian to Indian to Mexican and beyond—such as Tortellini, General Chang’s Chicken, and Pork Tamales • An expanded array of vegetarian options such as Quinoa Salad, Brussels Sprouts-Tofu Fried Rice, and Red Lentil Dal • A thorough introduction to gluten-free shopping and cooking—plus handy tips about ingredients, equipment, and techniques sprinkled throughout.
Fossils
Cyril Alexander Walker - 1992
Each entry has a full color illustration as well as color-coded bands that provide at-a-glance facts for quick reference. Easy to use and beautiful to look at, this series is an invaluable resource for every collector.
Attack of the Flickering Skeletons: More Terrible Old Games You’ve Probably Never Heard Of
Stuart Ashen - 2017
You will probably wish you still didn’t.YouTube sensation Stuart Ashen is back with his second instalment of terrible old computer games you’ve probably never heard of... because what the world needs right now is to know exactly how bad Domain of the Undead for the Atari 8-bit computers was.Attack of the Flickering Skeletons is even bigger than the original Terrible Old Games You’ve Probably Never Heard Of – this second excavation of gaming’s buried past will not only unearth more appalling excuses for digital entertainment, but also feature guest contributors and several special interest chapters not based around single specific games.These are NOT the games you’ve heard of a million times in YouTube videos. This is a compilation of truly obscure and dreadful games. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls.These are even more appalling games that leaked from the industry’s tear ducts, taken down from the dusty shelves of history by the man who has somehow made a living by sticking rubbish on a sofa and talking about it.
Let's Ride: Sonny Barger's Guide to Motorcycling
Ralph Barger - 2010
With expert co-author Darwin Holmstrom—former writer for Motorcyclist magazine and author of The Complete Idiot’s Guide to Motorcycles—Barger, “The archangel of all Hells Angels” (New York Post) is ready to take you on the ride of your life with this exhilarating and practical nuts-and-bolts master class in the fine art of freedom. So climb on, start it up, and…Let’s Ride!
The Art of the Uncharted Trilogy
Naughty Dog - 2015
Adventure alongside Nathan Drake, as Dark Horse Books and Naughty Dog team up to bring you this breathtaking, comprehensive exploration into the Uncharted saga! Encompassing Drake's Fortune, Among Thieves, and Drake's Deception, this epic volume offers a look at hundreds of never-before-seen designs and pieces of concept art from the creation of one of the most exciting game series of this generation, along with insightful commentary from the games' creators! Don't miss out on this opportunity to own a piece of Uncharted history!
The Cure for All Cancers: Including over 100 Case Histories of Persons Cured
Hulda Regehr Clark - 1993
We are not accustomed to thinking about a cure. We think of remission as the only possiblity. But this book is not about remission. It is about a cure. this is possible because the true cause of cancer has been found. The Cause of the malignancy is explained in the earlier book, The Cure For All Cancers. But removing the malignancy left behind the tumors as they were, prior to the malignant development. So, eliminating tumors became the focus of additional research, and is the subject of this book. The 21 Day Program described in this book does both. Once you win this battle, even advanced cancer can be cured. The success rate for advanced cancer is about 95%. So you can count on this method, not merely hope it will work for you. It is a total approach that not only shrinks tumors, but also normalizes your blood chemistry, lowers your cancer markers, and returns your health. The small failure rate (5%) is due to clinical emergencies that beset the advanced cancer sufferer. However, if you combine the advice in this book with access to hospital care, even hopeless patients can gain the time necessary to become well again.
Pathfinder Adventure Path #1: Burnt Offerings
James JacobsAndrew Hou - 2007
Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds
The Ultimate Guide to Video Game Writing and Design
Flint Dille - 2006
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.
Contacting Aliens: An Illustrated Guide to David Brin's Uplift Universe
David Brin - 2002
Dramatic, thought-provoking, and inventive, these books describe a fully realized world rich in character, detail, and ideas. Now Uplift author David Brin collaborates with acclaimed artist Kevin Lenagh to compile the definitive guide to the species, societies, and technology of one of the greatest feats of literary world-building ever accomplished.CONTACTING ALIENSHere in the form of a handbook for Terran field agents is a detailed look at Uplift’s many alien races--from the friendly Tymbrimi to the warlike Tandu, from the wise and enigmatic Kanten to the fiercely reptilian Soro, from the bureaucratic Hoon to the manipulative Thennanin--their physiology, psychology, history; their clans and alliances; and their shifting attitudes toward Earth and its representatives.Here, too, is a history of Earth’s contact and challenging interactions with the mysterious and powerful Civilization of Five Galaxies, a look at its institutions, languages, and customs, plus a time line of momentous events going back 3 billion years. For the millions of fans of the Uplift novels, this long-awaited guide will be an essential reference work, filled with vital information and never-before-seen illustrations that reveal, for the first time in one volume, the keys to the ambitious vision and bold speculation of the Uplift universe.From the Trade Paperback edition.
Legend of the Five Rings RPG
John Wick - 1997
The game uses the Legend of the Five Rings setting, and primarily the nation of Rokugan which is based on feudal Japan with influences from other East Asian cultures.Like most role-playing games, Legend of the Five Rings is played by one or more players and a game master, who controls the events that happen during the game as well as thenon-player characters (also called "NPCs"). An aspect that sets Legend of the Five Rings apart from other games is the inclusion of courtiers and other non-combatant character types as valid player character types. Most role-playing games focus heavily on combat and non-combatants are generally only given as non-player characters, whereas in Legend of the Five Rings it is possible (although unlikely) to play an entire game with no scenes of combat at all.In 1998, Legend of the Five Rings won the Origins Award for Best Roleplaying Game of 1997.
The Complete Priest's Handbook
Aaron Allston - 1990
Also here are new Priest Kits, so you can play a fighting monk, an amazon priestess, a savage priest, or even a peasant priest (among many others). All this and more is presented in these 128 pages, the newest accessory for players and DMs.
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.