Book picks similar to
The Snes Omnibus: The Super Nintendo and Its Games, Vol. 1 (A-M) by Brett Weiss
games
non-fiction
jay
recreation
Press Start to Play
Daniel H. WilsonSeanan McGuire - 2015
The humble, pixelated games of the ‘70s and ‘80s have evolved into the vivid, realistic, and immersive form of entertainment that now rivals all other forms of media for dominance in the consumer marketplace. For many, video games have become the cultural icons around which pop culture revolves.PRESS START TO PLAY is an anthology of stories inspired by video games: stories that attempt to recreate the feel of a video game in prose form; stories that play with the concepts common (or exclusive) to video games; and stories about the creation of video games and/or about the video games—or the gamers—themselves.These stories will appeal to anyone who has interacted with games, from hardcore teenaged fanatics, to men and women who game after their children have gone to bed, to your well-meaning aunt who won’t stop inviting you to join her farm-based Facebook games.At the helm of this project are Daniel H. Wilson—bestselling novelist and expert in artificial intelligence—and John Joseph Adams—bestselling, Hugo Award-nominated editor of more than a dozen science fiction/fantasy anthologies and series editor of Best American Science Fiction & Fantasy (volume one forthcoming from Houghton Mifflin in 2015). Together, they have drawn on their wide-ranging contacts to assemble an incredibly talented group of authors who are eager to attack the topic of video games from startling and fascinating angles.Under the direction of an A.I. specialist and a veteran editor, the anthology will expose readers to a strategically chosen mix of stories that explore novel video game concepts in prose narratives, such as save points, kill screens, gold-farming, respawning, first-person shooters, unlocking achievements, and getting “pwned.” Likewise, each of our authors is an accomplished specialist in areas such as science fiction, fantasy, and techno-thrillers, and many have experience writing for video games professionally.Combining unique viewpoints and exacting realism, this anthology promises to thrill generations of readers, from those who grew up with Atari 2600s to the console and PC gamers of today.
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.
Service Games: The Rise and Fall of SEGA: Enhanced Edition
Sam Pettus - 2012
Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart.
The Lincoln Obsession: The Author of Manhunt Chases Down His Own Lincoln Obsession
James L Swanson - 2021
Taking listeners behind the scenes of his research, Swanson discusses the origins of his boyhood passion for Lincoln, including his first visits to Springfield, Illinois, and Ford’s Theatre as a high school student; accounts for Booth’s movements during the manhunt; reveals how he authenticates Lincoln blood relics; and offers details about historic sites that remain little-known or obscure. Swanson describes the intrigue he continues to pursue - the women who aided Booth, lingering questions regarding other conspirators, and a timeline for both Lincoln and the conspirators on the night of April 14, 1865. The Lincoln Obsession is a uniquely personal look at how historical places and relics will forever shed new light on the first presidential assassination in America.
The Mystery of Garabandal: Fantasy or Fraud? Ghost or God?
L.R. Walker - 2013
Eyes fixed on a mysterious point in the air, they were mesmerized by something which was invisible to everyone else. What the girls said they saw--and heard--sent shock waves that are still reverberating today. The messages the four girls claimed to receive revealed a picture of a Catholic church in crisis and a world that faced an earth-shattering future that would unfold in their lifetime. The girls’ pronouncements about coming trouble in the church and world were met with fierce skepticism from the first. Some charged the girls with being possessed by demons (based on the girls’ strange physical poses and apparent levitation), and others claimed the girls were putting on an act (revealing their true colors when they chose ordinary married lives instead of the convent). There was also a third body of critics: those who believed that a group of girls on the cusp of adolescence in a remote and insular society conjured up a psychodrama which, fueled by the spotlight and mounting frenzy, gained a frightening life of its own. There was one other possibility--that the strange events in Garabandal, Spain actually did occur, and the girls received an apocalyptic warning for both the church and the modern world. The warning to the world included a prediction that a newly militant Russia would rise again. The prophecies of Garabandal also foretell a World-Wide Warning and a Global Miracle, whose purpose is to convince a world reeling from one catastrophe to the next that God exists. But the Warning and Miracle, dramatic as they sound, are not even the most unsettling of the messages. One night, the young girls dissolved into screams. During this so-called “Night of the Screams,” the girls say they were shown a tragic chastisement that would befall the entire world if the Warning and Miracle failed to trigger global change. As disquieting as those messages were, the most shocking message at Garabandal was for the hierarchy of the Roman Catholic Church. Why were the messages of Garabandal so effectively suppressed? Did it have to do with the fact that the messages presciently warned of coming scandal and turmoil in the Roman Catholic Church itself? Did a portal open between worlds on a Spanish mountaintop in that summer of 1961? And if so, who opened the door--an angel of God or an angel of darkness? Did a young girl's flight of fancy one summer night spin wildly out of control? Or was it a visitation from God? Now that the “girls” at the center of this drama are 60-year-old women, should their claims be discredited or re-examined? Are the apparitions bogus or fast-approaching their fulfillment? If the events are false, Garabandal is a fascinating and perhaps tragic human interest story with several explanations. If the events and warnings are true--then what do we do? By the end of this book, readers can judge whether the visions of four young seers on a mountaintop in Spain were historical fact, a devilish fraud, or the creative confusion of four girls who would spend the rest of their lives trying to escape a human tragicomedy that they themselves had produced.
Roadie: The Misunderstood World of a Bike Racer
Jamie O. Smith - 2008
Finally, a book to explain those people who roll out for a ride dressed in technicolored Lycra at the crack of dawn on Saturday, and return at sundown with a glow of satisfaction and even stronger tan lines.Perfect for anyone who has ever known a roadie, considered becoming a roadie, or walked away from a bike race completely puzzled, Roadie addresses all of the curiosities that accompany the sport of cycling, from shaved legs to colorful jerseys and unbelievably expensive bicycles, shoes, and components. Every seemingly neurotic tendency is explained and celebrated with humorous illustrations from nationally syndicated cartoonist Jef Mallett (also rumored to log thousands of miles of riding per year).Explaining strategy and races from the famous Tour de France stage race to the local criterium, Roadie brings the excitement of bike racing alive for anyone with an appetite for adrenaline. And for the thousands who purchase a shiny new road bike each spring, it's a much-needed primer on the politics of a group ride. Pacelines, drafting, sprinting, climbing, and breakaways are turned into everyday commonsense with colorful anecdotes.Whether interested onlooker or cycling aficionado, readers will find themselves laughing out loud as they revel in the roadie's world.
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.
The Dogged Victims of Inexorable Fate
Dan Jenkins - 1970
Book by Jenkins, Dan
The Giants of The Polo Grounds: The Glorious Times of Baseball's New York Giants (Revised Expanded Edition)
Noel Hynd - 1988
The Giants of The Polo Grounds is the definitive work on baseball’s New York Giants and their tenure in New York City. An “Editor’s Choice” of The New York Times when it was first published more than 20 years ago, the book was also a Spitball Magazine nominee for the Best Baseball Book of the year. Author Noel Hynd, a former contributor to Sports Illustrated, has now created a new edition that maintains all the previous text, but expands the work to more than 600 pages from the original 375. Included this time are more stories about McGraw, Ott, Durocher and Mays and their opponents, plus more on the men and women from other sports and various fields of entertainment who also were ‘giants’ of the Polo Grounds: from boxers Jack Dempsey and Sugar Ray Robinson to entertainers Annie Oakley and Tallulah Bankhead to football’s Red Grange and soccer’s Béla Guttmann. The Giants of The Polo Grounds is the story of a famous team, a renowned ball park, an invincible spirit and America’s most vibrant city from the 1880’s to the 1950’s. The new edition is packed with remarkable anecdotes about Broadway, New York politics, good guys and bad guys who made the Giants' era in New York unique and memorable. The new edition, practically the equivalent of two volumes, also features more than 100 photos and illustrations, most of them new, some rarely seen. Critical Praise for The Giants of The Polo Grounds “A compelling and comprehensive history of an extraordinary ball club.” -New York Times “Grandly digressive! The owners, stars like Mathewson and Mays, various eccentric players are all here in this vivid history by Sports Illustrated contributor Hynd.” - Publishers’ Weekly “Fans of all ages will treasure the crazy quilt text for its stylish recall of the game’s summer roots.” -Kirkus Library Journal “Just plain enjoyable as baseball is supposed to be.” - The Pennsylvania Gazette Think of it as a grand slam into the center field bleachers in the bottom of the 9th!
Social Media: Strategies To Mastering Your Brand- Facebook, Instagram, Twitter and Snapchat (Social Media, Social Media Marketing)
David Kelly - 2016
You'll be excited to see all the opportunities from your social media growth and presence just from these advanced strategies. Would you like to know more about: The Advance Strategies That The Pros Use. Doubling Your Instagram Followers Understanding Facebook Ad marketing Top Strategies For Growth Monetizing Your Social Media This book breaks training down into easy-to-understand modules. It starts from the very beginning of dog training, so you can get great results - even as a beginner! Download Social Media:Strategies To Mastering Your Brand- Facebook, Instagram, Twitter and Snapchat Scroll to the top and select the "BUY" button for instant download. You’ll be happy you did!
Gamelife: A Memoir
Michael W. Clune - 2015
So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people."Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.In telling the story of his youth through seven computer games, Michael W. Clune captures the part of childhood we live alone.
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.
World War One: The Unheard Stories of Soldiers on the Western Front Battlefields: First World War stories as told by those who fought in WW1 battles (Soldier Stories of World War 1 Book 2)
Various - 2016
Evocative and vivid descriptions of the early stages of the conflict populate these pages, from which the reader can gain lessons of the conditions of the stagnant front.Originally published in 1915, the set of tales within this book offer sobering accounts from various battlefields which took place during the early stages of the war. Although the war was not even halfway over by the time these stories found publication, the horrors of the conflict were already a fact of life, with casualties rapidly mounting on both sides.At that time public opinion hadn’t yet fully turned against the war, and in Britain – the nationality of all the soldiers here – the need for showing progress was essential to sustain civilian and military morale. All of the soldiers in these pages were already serving in their regiments, or had volunteered for service, when the war commenced. They were commonly professional soldiers, possessed of a natural – even ingrained - patriotism, and more accepting of the official narrative than the increasingly sceptical and fearful citizenry back home. There is however no doubt that many were already disillusioned, and that the stories here are taken from an already thinning group of soldiers still possessed of some shred of belief in the war as a noble, or even glorious, conflict.Despite the mood which underpins the pages here, one can read between the lines for a picture. The stories are honest: thing got worse between those elated first weeks wherein the French welcomed their allies so gladly, and the war that was to be over by Christmas 1914 was nowhere near ending, and it is in these stories that we witness the germinal seeds of disillusion and hatred of conflict. The majority of the illustrations which originally accompanied these accounts prioritise the heroism of their subjects, while a few offer a toned down presentation of the horrific battlefields. In this modern edition, we include a number of relevant photographic illustrations alongside the original drawings which accompanied the stories when they were first published. While the imagery of World War I is generally quite ingrained in our minds, these supplementary pictures are designed as on-the-spot reminders of how war was more than a century ago, as well as to provide demonstration of the weapons and technology of the era.
Football Manager Stole My Life
Iain Macintosh - 2012
Meet the greatest players you never saw. Discover how one game can cause 35 divorces, one honeymoon and a police raid. Go the next level with our guide to Extreme FMIain Macintosh writes about football for numerous publications in Asia, USA and the UK and is one of the Football 50, the top football writers on Twitter according to TEAMtalk. Kenny Millar is a sportswriter for The Sunday Post. Neil White is a former sportswriter for The Sunday Times. All three are Football Manager addicts.
21 Months, 24 Days: A blue-collar kid's journey to the Vietnam War and back
Richard Udden - 2015
Threatened by the draft in the late sixties, he enlisted in the Army to avoid becoming a grunt, yet ended up one anyway. He endured a grueling war in Vietnam and then returned to a country too angry to care. While his journey took unexpected turns, his choices got him there, so he did his best to react positively and keep moving forward.Udden delivers his story in a comfortable, friendly style. He conveys the experiences of basic training, advanced infantry training, and what it was like to live, work, guard, patrol, and fight in the jungle. The reader will feel the adrenalin rush of a firefight, the thrill of a wild ride dangling below a helicopter, and the humor in celebrating his 21st birthday on a firebase.Through his words and personal photographs, you will live through his journey exactly as he experienced it.