Book picks similar to
Ocean The History by Chris Wilkins


non-fiction
video-games
videogames
nonfiction

The Soul of a New Machine


Tracy Kidder - 1981
    Tracy Kidder got a preview of this world in the late 1970s when he observed the engineers of Data General design and build a new 32-bit minicomputer in just one year. His thoughtful, prescient book, The Soul of a New Machine, tells stories of 35-year-old "veteran" engineers hiring recent college graduates and encouraging them to work harder and faster on complex and difficult projects, exploiting the youngsters' ignorance of normal scheduling processes while engendering a new kind of work ethic.These days, we are used to the "total commitment" philosophy of managing technical creation, but Kidder was surprised and even a little alarmed at the obsessions and compulsions he found. From in-house political struggles to workers being permitted to tease management to marathon 24-hour work sessions, The Soul of a New Machine explores concepts that already seem familiar, even old-hat, less than 20 years later. Kidder plainly admires his subjects; while he admits to hopeless confusion about their work, he finds their dedication heroic. The reader wonders, though, what will become of it all, now and in the future. —Rob Lightner

Racing the Beam: The Atari Video Computer System


Nick Montfort - 2009
    The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.

Coders at Work: Reflections on the Craft of Programming


Peter Seibel - 2009
    As the words "at work" suggest, Peter Seibel focuses on how his interviewees tackle the day–to–day work of programming, while revealing much more, like how they became great programmers, how they recognize programming talent in others, and what kinds of problems they find most interesting. Hundreds of people have suggested names of programmers to interview on the Coders at Work web site: http://www.codersatwork.com. The complete list was 284 names. Having digested everyone’s feedback, we selected 16 folks who’ve been kind enough to agree to be interviewed:- Frances Allen: Pioneer in optimizing compilers, first woman to win the Turing Award (2006) and first female IBM fellow- Joe Armstrong: Inventor of Erlang- Joshua Bloch: Author of the Java collections framework, now at Google- Bernie Cosell: One of the main software guys behind the original ARPANET IMPs and a master debugger- Douglas Crockford: JSON founder, JavaScript architect at Yahoo!- L. Peter Deutsch: Author of Ghostscript, implementer of Smalltalk-80 at Xerox PARC and Lisp 1.5 on PDP-1- Brendan Eich: Inventor of JavaScript, CTO of the Mozilla Corporation - Brad Fitzpatrick: Writer of LiveJournal, OpenID, memcached, and Perlbal - Dan Ingalls: Smalltalk implementor and designer- Simon Peyton Jones: Coinventor of Haskell and lead designer of Glasgow Haskell Compiler- Donald Knuth: Author of The Art of Computer Programming and creator of TeX- Peter Norvig: Director of Research at Google and author of the standard text on AI- Guy Steele: Coinventor of Scheme and part of the Common Lisp Gang of Five, currently working on Fortress- Ken Thompson: Inventor of UNIX- Jamie Zawinski: Author of XEmacs and early Netscape/Mozilla hackerWhat you’ll learn:How the best programmers in the world do their jobWho is this book for?Programmers interested in the point of view of leaders in the field. Programmers looking for approaches that work for some of these outstanding programmers.

The Lost Colony Murder on the Outer Banks: Seeking Justice for Brenda Joyce Holland (True Crime)


John Railey - 2021
    

Churchill and the Avoidable War: Could World War II Have Been Prevented?


Richard M. Langworth - 2015
    Churchill, 1948: World War II was the defining event of our age—the climactic clash between liberty and tyranny. It led to revolutions, the demise of empires, a protracted Cold War, and religious strife still not ended. Yet Churchill maintained that it was all avoidable. Here is a transformative view of Churchill’s theories, prescriptions, actions, and the degree to which he pursued them in the decade before the war. It shows that he was both right and wrong: right that Hitler could have been stopped; wrong that he did all he could to stop him. It is based on what really happened—evidence that has been “hiding in public” for many years, thoroughly referenced in Churchill’s words and those of his contemporaries. Richard M. Langworth began his Churchill work in 1968 when he organized the Churchill Study Unit, which later became the Churchill Centre. He served as its president and board chairman and was editor of its journal Finest Hour from 1982 to 2014. In November 2014, he was appointed senior fellow for Hillsdale College’s Churchill Project. Mr. Langworth published the first American edition of Churchill’s India, is the author of A Connoisseur’s Guide to the Books of Sir Winston Churchill, and is the editor of Churchill by Himself, The Definitive Wit of Winston Churchill, The Patriot’s Churchill, All Will Be Well: Good Advice from Winston Churchill, and Churchill in His Own Words. His next book is Winston Churchill, Urban Myths and Reality. In 1998, Richard Langworth was appointed a Commander of the Most Excellent Order of the British Empire by HM The Queen “for services to Anglo-American understanding and the memory of Sir Winston Churchill.”

The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games


Peter Leigh - 2018
    Remember what a wild frontier the early days of home gaming were? Manufacturers releasing new consoles at a breakneck pace; developers creating games that kept us up all night, then going bankrupt the next day; and what self-respecting kid didn't beg their parents for an Atari or a Nintendo? This explosion of computers, consoles, and games was genuinely unlike anything the tech world has seen before or since.This thoroughly researched and geeky trip down memory lane pulls together the most entertaining stories from this dynamic era, and brings you the classic tech that should never be forgotten.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Jesse James: A Life from Beginning to End (Biographies of Criminals)


Hourly History - 2021
    

Sid Meier's Memoir!: A Life in Computer Games


Sid Meier - 2020
    Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibilliondollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond.Articulating his philosophy that a videogame should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his ten rules of good game design.

The Future Was Here: The Commodore Amiga


Jimmy Maher - 2012
    The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world’s first true multimedia personal computer.Maher argues that the Amiga’s capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga’s technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.

Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures


Kurt KalataKevin J. Anderson - 2011
    A huge step beyond the text-oriented games that preceded it, the genre took the world by storm, and proved immensely popular with computers over the next decade. A combination of storytelling and puzzle solving, they provided the ability to explore a world and experience a narrative without the need for twitchy reflexes demanded of arcade games. This nearly comprehensive book includes reviews for over 250 games from the golden age of the graphic adventure genre, running from 1984 to roughly 2000, focusing on promiminent publishers such as: -LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready, Callahan's Crosstime Saloon) -And several other popular and not-so-popular series and games (Zork, Myst, Broken Sword, The Longest Journey, Simon the Sorcerer, The Last Express, and dozens of others) -Also includes interviews with several adventure game developers, including Al Lowe (creator of Leisure Suit Larry), Corey Cole (creator of Quest for Glory), Bob Bates (founder of Legend Entertainment) and Josh Mandel (writer and designer for Sierra).

Young Einstein: From the Doxerl Affair to the Miracle Year


L. Randles Lagerstrom - 2013
    In 1905 an unknown 26-year-old clerk at the Swiss Patent Office, who had supposedly failed math in school, burst on to the scientific scene and swept away the hidebound theories of the day. The clerk, Albert Einstein, introduced a new and unexpected understanding of the universe and launched the two great revolutions of twentieth-century physics, relativity and quantum mechanics. The obscure origin and wide-ranging brilliance of the work recalled Isaac Newton’s “annus mirabilis” (miracle year) of 1666, when as a 23-year-old seeking safety at his family manor from an outbreak of the plague, he invented calculus and laid the foundations for his theory of gravity. Like Newton, Einstein quickly became a scientific icon--the image of genius and, according to Time magazine, the Person of the Century.The actual story is much more interesting. Einstein himself once remarked that “science as something coming into being ... is just as subjectively, psychologically conditioned as are all other human endeavors.” In this profile, the historian of science L. Randles Lagerstrom takes you behind the myth and into the very human life of the young Einstein. From family rifts and girlfriend troubles to financial hardships and jobless anxieties, Einstein’s early years were typical of many young persons. And yet in the midst of it all, he also saw his way through to profound scientific insights. Drawing upon correspondence from Einstein, his family, and his friends, Lagerstrom brings to life the young Einstein and enables the reader to come away with a fuller and more appreciative understanding of Einstein the person and the origins of his revolutionary ideas.About the cover image: While walking to work six days a week as a patent clerk in Bern, Switzerland, Einstein would pass by the famous "Zytglogge" tower and its astronomical clocks. The daily juxtaposition was fitting, as the relative nature of time and clock synchronization would be one of his revolutionary discoveries in the miracle year of 1905.

Iceland 101: Over 50 Tips & Things to Know Before Arriving in Iceland


Rúnar Þór Sigurbjörnsson - 2017
    The dos and don'ts of travelling and staying in Iceland. Five chapters with multiple tips in each one explain what is expected of you as a traveller - as well as some bonus tips on what you can do.

Where Wizards Stay Up Late: The Origins of the Internet


Katie Hafner - 1996
    Today, twenty million people worldwide are surfing the Net. Where Wizards Stay Up Late is the exciting story of the pioneers responsible for creating the most talked about, most influential, and most far-reaching communications breakthrough since the invention of the telephone. In the 1960's, when computers where regarded as mere giant calculators, J.C.R. Licklider at MIT saw them as the ultimate communications devices. With Defense Department funds, he and a band of visionary computer whizzes began work on a nationwide, interlocking network of computers. Taking readers behind the scenes, Where Wizards Stay Up Late captures the hard work, genius, and happy accidents of their daring, stunningly successful venture.

Obama's Last Stand: Playbook 2012 (POLITICO Inside Election 2012)


Glenn Thrush - 2012
    The third edition, Obama’s Last Stand, follows the reelection campaign of President Barack Obama as it struggles to find the winning formula in a political landscape that has changed dramatically since his history-making victory in 2008. Though battered and bruised after nearly four years in office, Barack Obama remains the most competitive player on the field in American politics today. In Obama’s Last Stand, POLITICO White House correspondent Glenn Thrush chronicles the efforts of the president and his team to secure a second term in the face of a determined opposition, unfavorable economic headwinds, and a series of missteps by his own team. This is a revealing portrait of the president at the most precarious moment in his political life, with insights and anecdotes drawn straight from the notebook of one of the most perceptive reporters in America. The trash-talking schoolyard athlete in Obama is very much in evidence, especially when he speaks caustically about his Republican rivals, including the man he thinks is trying to steal his legacy, Mitt Romney. Yet apart from Romney and the uncertain economy, Obama’s greatest obstacle on the road to reelection may be Obama 2008. He and his team of talented advisers must try to reconcile their nostalgia for that once-in-a-lifetime campaign with the realities of an election fundamentally altered by the advent of super PACs and the evaporation of Obama’s superstar popularity. That challenge has led a campaign operation that once prided itself on flawless execution of strategy to commit several of the most dangerous unforced errors of Obama’s political career. Yet the game is far from over. If Obama is sometimes his own worst enemy, he also has the talent and drive to reclaim this race. Spurred on by the realistic prospect of losing, and growing ever more impatient with the foibles of his campaign staff, Obama the competitor is gearing up for the most critical fourth quarter of his career. This is the story of the last stand that will either cement his legacy forever—or consign him to a roster of once-promising one-term presidents.