Book picks similar to
The Snes Omnibus: The Super Nintendo and Its Games, Vol. 1 (A-M) by Brett Weiss
non-fiction
games
video-games
gaming
Dungeons & Dragons Core Rulebook Gift Set
Jonathan Tweet - 2003
In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.
Into No Man's Land
Irene Miller - 2012
starving. It is a story of courage, determination, perseverance and the power of the human spirit. Irene spent 8 years of her life in orphanages, but this did not destroy her dreams and desire to live live a full and rich life.
When Hitler Took Cocaine: Fascinating Footnotes from History
Giles Milton - 2014
Covering everything from adventure, war, murder and slavery to espionage, including the stories of the real war horse, who killed Rasputin, Agatha Christie's greatest mystery and Hitler's English girlfriend, these tales deserve to be told.
The Legend of Zelda: Twilight Princess (Wii Version) - Prima's Official Strategy Guide
David Hodgson - 2006
Includes how and where to fish for the legendary 27-inch Hylian Loach!·Dozens of combat, gameplay, and healing tricks, plus easter eggs you won't believe!
Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It
David M. Ewalt - 2013
Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.
The Anatomy of England: A History in Ten Matches
Jonathan Wilson - 2010
There was, of course, the golden summer of 1966, and the great period of English dominance on the world stage, which fell roughly between 1886 and 1900, when England won 35 of their 40 internationals ... But before long foreign teams, with their insistence on progressive 'tactics', began to pose a few questions. And much of what followed for England constituted a series of false dawns.In The Anatomy of England, Jonathan Wilson seeks to place the bright spots in context. Time and again, progressive coaches have been spurned by England - technique being all very well, but what really matters is pluck and 'organised muscularity', or, to quote Jimmy Hogan's chairman at Aston Villa in 1936: 'I've no time for these theories about football. Just get the ball in the bloody net.'Wilson takes ten key England fixtures and explores how what actually happened on the pitch shaped the future of the English game. Bursting with insight and critical detail, yet imbued with a wry affection, this is a history of England like none before.
LRRP Company Command: The Cav's LRP/Rangers in Vietnam, 1968-1969
Kregg P.J. Jorgenson - 2000
Jorgenson spent 7 years in the Army; three as an infantryman and four as a journalist. After surviving a number of missions as a LRRP with Hotel Company (Airborne), Jorgenson transferred to Alpha (aka Apache) Troop, where he walked point for its reaction force, the Blues. Jorgenson brings his considerable experience as a soldier and journalist to bear in this absorbing account.
Death of a Dream
Paul LaRosa - 2008
She was a gifted midwestern beauty, the daughter of Ohio State University's marching band director: to dance on Broadway. Soon after high school graduation, Catherine left Columbus for New York City, determined to be a star. Three years later, she was dead -- murdered in cold blood in her East Side apartment. The shocking revelations that emerged from the police investigation made tabloid headlines: few knew that the struggling artist paid her bills by dancing in a topless club. But there was another hidden facet to Catherine's life -- a shattering love triangle with two men, one of whom would ultimately be convicted of her brutal stabbing death. It's a chilling account of obsession, violence, and the surprising, minute evidence on which the entire case hinged. For a talented young woman reaching for the top, and the heartbroken family she left behind, it is truly the death of a dream.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Humanity: How Jimmy Carter Lost an Election and Transformed the Post-Presidency (Kindle Single)
Jordan Michael Smith - 2016
Carter's unpopularity helped Republicans win seats in the House and gain control over the Senate for the first time in over 20 years. The Reagan Era had begun, ushering in a generation of conservative power. Democrats blamed Carter for this catastrophe and spent the next decade pretending he had never existed. Republicans cheered his demise and trotted out his name to scare voters for years to come. Carter and his wife Rosalynn returned to their farm in the small town of Plains, Georgia. They were humiliated, widely unpopular, and even in financial debt. 35 years later, Carter has become the most celebrated post-president in American history. He has won the Nobel Peace Prize, written bestselling books, and become lauded across the world for his efforts on behalf of peace and social justice. Ex-presidents now adopt the Carter model of leveraging their eminent status to benefit humanity. By pursuing diplomatic missions, leading missions to end poverty and working to eradicate disease around the world, Carter has transformed the idea of what a president can accomplish after leaving the White House.This is the story of how Jimmy Carter lost the biggest political prize on earth--but managed to win back something much greater. Jordan Michael Smith is a contributing writer at Salon and the Christian Science Monitor. His writing has appeared in print or online for the New York Times Magazine, Washington Post, The Atlantic, Slate, BBC, and many other publications. Born in Toronto, he holds a Master's of Arts in Political Science from Carleton University. He lives in New York City. www.jordanmichaelsmith.typepad.com.Cover design by Adil Dara.
24 Hours Inside the President's Bunker: 9-11-01: The White House
Robert J. Darling - 2010
Robert J. Darling organizes President Bush's trip to Florida on Sept. 10, 2001, he believes the next couple of days will be quiet. He has no idea that a war is about to begin. The next day, after terrorists crash airliners into the World Trade Center towers and the Pentagon, Maj. Darling rushes to the president's underground chamber at the White House. There, he takes on the task of liaison between the vice president, national security advisor and the Pentagon. He works directly with the National Command Authority, and he's in the room when Vice President Cheney orders two fighter jets to get airborne in order to shoot down United Flight 93. Throughout the attacks, Maj. Darling witnesses the unprecedented actions that leaders are taking to defend America. As Vice President Cheney, Secretary of State Condoleezza Rice, and others make decisions at a lightning pace with little or no deliberation, he's there to lend his support. Follow Darling's story as he becomes a Marine Corps aviator and rises through the ranks to play an incredible role in responding to a crisis that changed the world in 9-11-01: The White House: Twenty-Four Hours inside the President's Bunker.
Modern European History
Birdsall S. Viault - 1989
More than 40 million students have trusted Schaum's to help them succeed in the classroom and on exams. Schaum's is the key to faster learning and higher grades in every subject. Each Outline presents all the essential course information in an easy-to-follow, topic-by-topic format. You also get hundreds of examples, solved problems, and practice exercises to test your skills.
This Schaum's Outline gives you
Practice problems with full explanations that reinforce knowledge Coverage of the most up-to-date developments in your course field In-depth review of practices and applications Fully compatible with your classroom text, Schaum's highlights all the important facts you need to know. Use Schaum's to shorten your study time-and get your best test scores! Schaum's Outlines-Problem Solved.
When the Meadowlark Sings: The Story of a Montana Family
Nedra Sterry - 2003
Prize-winning novelist Cai Emmons praises Sterry by saying she really knows how to tell a story. Sterry grew up in a succession of isolated one-room schools in northern and central Montana, where her mother, a teacher, eked out a living. A must read for anyone who loves Montana and its rich history.
A Viking Voyage: In Which an Unlikely Crew of Adventurers Attempts an Epic Journey to the New World
W. Hodding Carter IV - 2000
This extraordinary book is the account of how he pulled it off. By turns thrilling and slapstick, sublime and outrageous, A Viking Voyage is an unforgettable adventure story that will take you to the heart of some of the most magnificent, unspoiled territory on earth, and even deeper, to the heart of a journey like no other. A celebration of the people and places Carter visits and a treasure-trove of fascinating Viking lore, here is an unforgettable story of friendship and teamwork–and the thrill of accomplishing a goal that once seemed impossible.
Challenges for Game Designers
Brenda Brathwaite - 2008
Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.