Book picks similar to
Speccy Nation by Dan Whitehead
non-fiction
gaming
computing
computers
Cold Cases Solved: True Stories of Murders That Took Years or Decades to Solve (Murder, Scandals and Mayhem Book 1)
Mike Riley - 2015
They are called cold cases. The authorities run out of leads and clues to track down and sometimes these old crimes go years and even decades unsolved.The cases contained in Cold Cases Solved are some of these stories. Each case was finally solved after a long time. Some of the cases are old murders and some are famous murders.Read how the old crimes are re-examined, old evidence is subjected to newer technologies and families learn about the fates of their lost loved ones.It is really gratifying to see so many of these cases closed. If you like true crime cases and especially seeing the criminals get their just rewards, read this book now! Grab your copy TODAY!
20 Years of Tomb Raider: Digging Up the Past, Defining the Future
Meagan Marie - 2016
Rediscover Lara Croft's greatest moments with fascinating coverage of the smash hit Tomb Raider movies, fiction, comics, and collectibles, and be enthralled by the legacy of Tomb Raider across the decades.Packed with exclusive art, photographs, and interviews covering all facets of the Tomb Raider franchise, 20 Years of Tomb Raider is the essential guide to this game's action-packed history and a must-have for every Tomb Raider fan.
Playing With Power: Nintendo NES Classics
Garitt Rocha - 2016
3, Donkey Kong, and The Legend of Zelda!Interviews and commentary from Nintendo visionaries who pioneered this era of gaming.A showcase of vintage advertising and priceless excerpts from Nintendo Power magazine back issues!Plus hand-drawn maps, character and game environment art, and much more!
Press Reset: Ruin and Recovery in the Video Game Industry
Jason Schreier - 2021
In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games -- Bioshock Infinite, Epic Mickey, Dead Space, and more -- on to the shocking closures of the studios that made them, PRESS RESET tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games -- and whether the business of making games can change before it's too late.
TV Cream Toys
Steve Berry - 2007
From Big Trak to Buckaroo!, Mastermind to Merlin, Sorry! to Strawberry Shortcake, each peerless plaything from the '60s through to the '90s is examined and catalogued (in the Argos, rather than the scientific, sense).Culled from award-winning retro website TV Cream, this book lists a wealth of fondly remembered toys, games, and novelties, and unearths quite a few of the oft-forgotten classics that, even to this day, remain treasured in the hearts of our inner children.LET THE BLIZZARD OF MR MEN WRAPPING PAPER COMMENCE…
Fat Dogs and French Estates, Part 5
Beth Haslam - 2021
In this fifth sparkling episode of the Fat Dogs series, they take on an accident-prone puppy, an impossible forest project and murderous pheasants. Renewed tangles with French authorities and an unexpected animal adoption add to their challenges.Join the pair as they hunt down rampant mushroomers, raise countless critters and build witches with knobbly knees in their eccentric corner of rural France.
A Brief History of Video Games
Richard Stanton - 2015
Focusing on creative and scientific advances between 1962 and today, A Brief History of Video Games offers a global perspective on gaming’s past and its cutting-edge future with the evolution of virtual reality, 3D graphics, and thought-interface technology. It also addresses the design process from concept to packaging, considers the influence of manga and anime, and explores the relationship between video games and movies.
Call Me Sister: District Nursing Tales from the Swinging Sixties
Jane Yeadon - 2013
Staff nursing in a ward where she's challenged by an inventory driven ward sister, she reckons it's time to swap such trivialities for life as a district nurse.Independent thinking is one thing, but Jane's about to find that the drama on district can demand instant reaction; and without hospital back up, she's usually the one having to provide it. She meets a rich cast of patients all determined to follow their own individual star, and goes to Edinburgh where Queen Victoria's Jubilee Institute's nurse training is considered the cr me de la cr me of the district nursing world.Call Me Sister recalls Jane's challenging and often hilarious route to realizing her own particular dream.
Maestro Mario: How Nintendo Transformed Videogame Music into an Art
Andrew Schartmann - 2013
for the NES contains some of the most recognizable tunes in popular culture, and yet it’s safe to say that only a handful of people have thought beyond the music’s entertaining surface. After all, what could possibly be art-worthy about an early Mario score? Or any early game sound for that matter?In search of answers to these questions, Andrew Schartmann takes us on a journey from the primitive “pongs” of arcade machines to the complex musical fabrics woven by composers of the NES era. Where does that distinctly Nintendo-flavored sound come from? What sets NES music apart from its predecessors? And how has that iconic ‘80s videogame sound “invaded” popular culture?
Old Maine Woman: Stories from the Coast to the County
Glenna Johnson Smith - 2010
The book also includes some of her best fiction pieces.
A Wink from the Universe
Martin Flanagan - 2018
They were the rank underdogs and they swept to victory on an unprecedented tide of goodwill that washed over the nation. Only Martin Flanagan could bring to life this particular miracle. The club's two guiding spirits - captain Bob Murphy and coach Luke Beveridge - welcomed him in, Beveridge making available his match diaries, pre-match notes and video highlights. Flanagan interviewed every player, watched every match, talked with the trainers, the women in the football department, the fans who never miss a training session, the cheer squad.What Flanagan shows is that the Bulldogs found a new way to play partly because they found a new way to be a team - a new way to support each other, even a new way to be. A Wink from the Universe takes us into the heart of the community Luke Beveridge and Bob Murphy dreamt into being with the support of the Bulldog people around them. This is a classic of sportswriting - a book for fans of the club, and of the game, but also a book for anyone who wants to know how a group of people can will a miracle to happen.
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.
They Did What!?: The Funny, Weird, Wonderful, Outrageous, and Stupid Things Famous People Have Done
Bob Fenster - 2002
Author Bob Fenster has captured all their hilarious, behind-the-scenes antics in They Did What!? Consider, for example:o The Beach Boys originally wanted to call their group the Pendletons, so they could get free shirts from the Oregon clothing manufacturer.o At her wedding, movie star Lana Turner had "I love you" spelled out in pimentos in the sides of baked hams.o Before they hit it big in the movies, Angelina Jolie studied to be a funeral director and Sean Connery polished coffins.Filled with hundreds of fascinating escapades and interesting idiosyncrasies, They Did What!? also looks at issues associated with fame, such as "Why do famous people marry other famous people?" and includes tongue-in-cheek lessons we can learn from celebrities, like "How to become famous and still get into heaven."
This Gaming Life: Travels in Three Cities
Jim Rossignol - 2008
Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of
A Theory of Fun for Game Design
“Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.
Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games
David L. Craddock - 2015
Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys.Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks introduces you to the visionaries behind some of the most popular roguelikes of all time, and shows how their creations paved the way for the blockbuster video games of today—and beyond.