Book picks similar to
Pokémon HeartGold & SoulSilver The Official Pokémon Kanto Guide National Pokédex: Official Strategy Guide by Pokémon Company International
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i am 8-bit: Art Inspired by Classic Videogames of the '80s
Jon M. Gibson - 2006
Frogger. Super Mario Bros. These classic videogames are burned into the collective consciousness of an entire generation, thanks to countless hours spent at pizza parlors and bowling alleys across the country. Now artists such as Gary Baseman, Tim Biskup, and Ashley Wood put their memories to paper, canvas, and wood to create original works of art inspired by the art of the videogame. Chuck Klosterman shares his thoughts in his distinctively insightful and entertaining style in a foreword on how videogames created a new playground for artistic expression. With more than 100 thought-provoking, amusing, and simply fun pieces of original art, i am 8-bit is a pixilated stroll down memory lane.
Star Trek Star Fleet Technical Manual
Franz Joseph - 1975
With architectural designs of the Enterprise, headquarters, detailed drawings of the weapons and equipment, official patterns for men's and women's uniforms, maps of orbit patterns and so much more, all your practical questions will finally be answered.
Alice in Wonderland: The Visual Guide
Jo Casey - 2010
Set to release in March, 2010, the film combines live-action and CGI technology with the exquisite talents of Johnny Depp, Helena Bonham-Carter, Anne Hathaway, Alan Rickman, Crispin Glover, and more. With these twisted and disturbed minds behind the scenes, Alice in Wonderland is sure to be a feast for audiences young and old.The DK Visual Guide brings the imagery, action, and characters to you with superb photographs and stills, incredible insights into the script, story, and actors, and anything else you can think of that might occur down the rabbit hole!
Understanding Video Games: The Essential Introduction
Simon Egenfeldt-Nielsen - 2007
This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.
Harry, a History: The True Story of a Boy Wizard, His Fans, and Life Inside the Harry Potter Phenomenon
Melissa Anelli - 2008
During the brief span of just one decade, hundreds of millions of perfectly ordinary people made history: they became the only ones who would remember what it was like when the Harry Potter saga was still unfinished. What is was like to seek out friends, families, online forums, fan fiction, and podcasts to get a fix between novels. When the potential death of a character was a hotter bet than the World Series. When the unfolding story of a boy wizard changed the way books are read for all time. And a webmistress of the Leaky Cauldron, one of the most popular Harry Potter sites on the Internet, Melissa Anelli had a front row seat to it all. Whether it was helping Scholastic stop leaks and track down counterfeiters, hosting live PotterCasts at bookstores across the country, touring with the wizard rock band Harry and the Potters, or traveling to Edinburgh to interview J.K. Rowling personally, Melissa was at the center of the Harry Potter tornado, and nothing about her life would ever be the same. The Harry Potter books are a triumph of the imagination that did far more than break sales records for all time. They restored the world's sense of wonder and took on a magical life of their own. Now the series has ended, but the story is not over. With remembrances from J.K. Rowling's editors, agents, publicists, fans and Rowling herself, Melissa Anelli takes us on a personal journey through every aspect of the Harry Potter phenomenon--from his very first spell to his lasting impact on the way we live the dream.
Doctor Who: The Writer's Tale
Russell T. Davies - 2008
It's a mad, sexy, sad, scary, obsessive, ruthless, joyful, and utterly, utterly personal thing. There's not the writer and then me; there's just me. All of my life connects to the writing. All of it.'A unique look into the BBC's most popular family drama, Doctor Who: The Writer's Tale is a year in the life of the hit television series, as told by the show's Head Writer and Executive Producer. A candid and in-depth correspondence between Russell T Davies and journalist Benjamin Cook, the book explores in detail Russell's work on Series Four, revealing how he plans the series and works with the show's writers; where he gets his ideas for plot, character and scenes; how actors are cast and other creative decisions are made; and how he juggles the demands of Doctor Who with the increasingly successful Torchwood and The Sarah Jane Adventures spin-offs.Russell's scripts are discussed as they develop, and Russell and Benjamin's wide-ranging discussions bring in experiences from previous series of Doctor Who as well as other shows Russell has written and created, including Queer as Folk, Bob & Rose, and The Second Coming. The reader is given total access to the show as it's created, and the writing is everything you would expect from Russell T Davies: warm, witty, insightful, and honest.Fully illustrated with never-before-seen photos and artwork - including original drawings by Russell himself - The Writer's Tale is a not only the ultimate Doctor Who book, but a celebration of great writing and great television
The Ultimate Guide to G.I. Joe 1982-1994
Mark Bellomo - 2005
Joe became an instant hit. Today, the first run of these action figures (1982 - 1994) has become one of the hottest collectibles in the toy-collecting hobby.The Ultimate Guide to G.I. Joe 1982 - 1994 is the must-have resource for enthusiasts, with more coverage than any other book available!This comprehensive, full-color reference features 1,000 brilliant photos, identification information and current collector pricing for 350 action figures and 240 vehicles and accessories.
Hobby Games: The 100 Best
James Lowder - 2007
Their essays cover the spectrum of the hobby market, from role-playing games to collectible card games, miniatures games to wargames to board games, with titles both familiar and esoteric. Writers include such legendary designers as Gary Gygax, co-creator of Dungeons & Dragons; Richard Garfield, creator of Magic: The Gathering and Larry Harris, creator of Axis and Allies; best-selling authors R. A. Salvatore, Tracy Hickman, Ed Greenwood, and Michael Stackpole; computer industry notables Bruce Shelley of Ensemble Studios (Age of Empires) and Jack Emmert of Cryptic Studios (City of Heroes); as well as dozens of other noteworthy and award-winning creators. Hobby Games: The 100 Best also features a foreword by board game legend Reiner Knizia and an afterword by wargame legend James F. Dunnigan.
Star Wars: The Roleplaying Game
Greg Costikyan - 1987
Experience the drama and epic scope of the greatest space fantasy of all time! Adventure in a universe of epic heroes, fearsome villains, amazing technology and strange aliens. Pilot an X-wing against the Empire's devastating TIE fighters! Trade blaster fire with vicious bounty hunters! Smuggle contraband cargos through Imperial blockades! Learn the ways of the lightsaber-wielding Jedi Knights, and master the powers of the Force!This 176-page rulebook features:• Sophisticated yet simple rules covering all aspects of the Star Wars universe. Completely revised, with a conversion system for first edition materials.• Extensive information on the Star Wars universe, with guidelines on designing your own adventures set during the time of the movies or after the Battle of Endor!• Includes a beginning adventure.• Detailed skill descriptions, with many new skills and special abilities for aliens! • New movement, chase and combat rules covering everything from landspeeders to Imperial Star Destroyers!• 16 full-color pages, with never before published material.
The Dragonlover's Guide to Pern
Jody Lynn Nye - 1989
. .THE DRAGONS: How they developed from little fire-lizards into the huge telepathic creatures that carry human riders and fight ThreadTHE PEOPLE: How they live, the clothes they wear, the food they eatTHE PLACES: What to see and do in individual Holds and WeyrsTHREAD: Its appearance and behavior, the threat it poses, and ways to combat itUPDATED TO INCLUDE THE RENEGADES OF PERN, ALL THE WEYRS OF PERN, THE CHRONICLES OF PERN: FIRST FALL, AND THE DOLPHINS OF PERN
Street Samurai Catalog
Tom Dowd - 1990
A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.
Monstrous Compendium Appendix
Allen Varney - 1994
Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best mulitplanar monsters from a wide variety of out-of-print sources.
Everything I Need to Know I Learned from Dungeons & Dragons - One Woman's Quest to Trade Self-Help for Elf-Help
Shelly Mazzanoble - 2011
With tongue-in-cheek humor, the creator of the award-winning Confessions of a Part-Time Sorceress takes on the self-help section, proving that the benefits of the Dungeons & Dragons® game goes far beyond simple entertainment.
The Right Way to Play Chess
David Brine Pritchard - 1950
It gives full details of exactly how to play the game, explains basic theory and includes many examples of play.
The Umbrella Conspiracy
S.D. Perry - 1998
Bizarre reports start to spread, describing attacks from vicious creatures, some human... some not. Victims are apparently eaten.At the epicenter of these deaths is a dark, secluded mansion belonging to the mysterious Umbrella Corporation. For years umbrella has labored within the mansion, unwatched, ostensibly conducting benign genetic research.Deployed to investigate the strange goings-on is the Special Tactics and Rescue Squad (S.T.A.R.S.), an unusual paramilitary response unit boasting an eclectic assortment of mission specialists: roguish Chris Redfield, former cat burglar Jill Valentine, dead-eye Barry Burton, and the enigmatic team leader, Albert Wesker. Together with the other S.T.A.R.S. operatives, they have a good reason to believe they're ready for anything.But what unfolds as the S.T.A.R.S. penetrate the mansion's long-locked doors is terror beyond their worst nightmares: creatures that defy the laws of life and death—the result of forbidden experiments gone disastrously wrong. Behind it all is a conspiracy so vast in its scope and so insidious in its agenda that the S.T.A.R.S. will be betrayed from within to ensure that the world never learns Umbrella's secret. And if any survive... they may well come to envy those who did not.