Book picks similar to
The Games That Weren't by Frank Gasking
video-games
nonfiction
games
gaming
L.A. Bizarro: The All New Insider's Guide to the Obscure, the Absurd, and the Perverse in Los Angeles
Matt Maranian - 2009
has been fully revised. Packed with 75% new material, L.A. Bizarro boasts scores of fresh discoveries plus original photos presented in luscious, lurid color. Connoisseurs of the weird and wonderful, Anthony Lovett and Matt Maranian steer readers into a world of culinary curiosities, morbid museums, sexual sideshows, and dipsomaniacal dives. From pet cemeteries to piata district, hundreds of odd and outr delights are laid bare for visitors and Angelenos alike.
Clipping Through: One Mad Week In Video Games
Leigh Alexander - 2014
The veteran game journalist takes you inside the curious experience of life and work in video games -- through the lens of one week spent at the incredible Game Developers Conference.Available in epub, mobi (kindle compatible), microsoft word, and pdf formats.
Minecraft: Combat Handbook
Stephanie Milton - 2014
How can you survive?The Official Combat Handbook will teach you everything you need to know to defend yourself from hostile monsters and enemy players. Learn how to build a fort, craftarmour and weapons, set mob traps, defeat your enemies in one-to-one combat, and battle your way out of the Nether and the End. With tips from many Minecraft experts, you’ll be a formidable Minecraft warrior in no time!
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.
Don't Eat the Puffin: Tales From a Travel Writer's Life
Jules Brown - 2018
Get paid to travel and write about it.Only no one told Jules that it would mean eating oily seabirds, repeatedly falling off a husky sled, getting stranded on a Mediterranean island, and crash-landing in Iran.The exotic destinations come thick and fast – Hong Kong, Hawaii, Huddersfield – as Jules navigates what it means to be a travel writer in a world with endless surprises up its sleeve.Add in a cast of larger-than-life characters – Elvis, Captain Cook, his own travel-mad Dad – and an eye for the ridiculous, and this journey with Jules is one you won’t want to miss.
Tales from the Workhouse
Mary Higgs - 2013
This book contains first hand accounts of life in the workhouse, enabling you to see the workhouse through the eyes of people who experienced it.CONTENTSFOODI am fond of gruelSaltless gruel and dry breadSweetened gruel and diarrhoeaSour gruelSICKNESSRaw, festering soresThe tramp with diarrhoeaAsking for the doctorBATHING, UNDRESSING AND DRESSINGDirty looking bathsOur clothes were taken from us“Hurry up, women”Wet clothesThe condition of the clothesCONDITIONS AND PEOPLEDo I look like a prostitute?We were “only tramps”Coming into contact with other men’s fleshThirst“Your neighbour breathed right into your face”Being woken up throughout the nightPunished for being cheekyBEDS AND BEDDINGThe wire mattressThe wire pillow – a cruel inventionDirty blankets and hard bedsLABOURPicking oakumStone-breaking in Paddington work houseA NIGHT IN A WORKHOUSEYou’ve missed your gruelA stain of blood bigger than a man's handFilthy anecdotesThe swearing clubChecking for liceThree fourths of a pint of gruel in a yellow basinMilling with the crank-handleTHE CRAWLERS: THE WOMAN UNABLE TO GET ADMISSION TO THE WORKHOUSEA CHILD'S MEMORIES OF BEING PUT IN THE WORKHOUSE
Straw Bale Gardening
Joel Karsten - 2013
He has perfected the perfect way for anyone to have a garden without weeding, bending over, or using chemicals. If you follow his step by step methods and suggestions you will be assured to grow a beautiful and productive garden this year, even if you have never gardened before. The best part is that if the soil in your backyard is less than productive it doesn't matter at all. If you have sunlight and water, you will have a great garden this year. From the Arctic Circle in Northern Alaska to the heat of the desert in Saudi Arabia, people are using this method, and having great success. The booklet is full color with 78 pages, and has a perfect bind booklet binding.
The Great American Divorce: Why Our Country Is Coming Apart—And Why It Might Be for the Best
David Austin French - 2020
Graham Greene: The Enemy Within
Michael Shelden - 1994
"Bold and unhesitating".--Times Literary Supplement (London). 16 pages of photos.
Tainted Ladies: Female Outlaws, Renegade Women and Soiled Doves of the Wild West
Vickie Britton - 2012
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
David Kushner - 2003
Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.
A Companion To Easter Island (Guide To Rapa Nui)
James Grant-Peterkin - 2010
This guidebook includes the island's history, culture and all of its significant archaeological sites. It also contains all of the practical information needed for your visit, including island activities and up-to-date restaurant and shopping recommendations. It will also tell you the best times to visit the sites in order to get the optimal light for photography and to avoid the crowds, as well as many other 'local' tips that no other guidebook will tell you. Contains over 100 color photos of Easter Island, as well as color maps of both the island and the one town, Hanga Roa. New, Updated edition (2014).
The Smart Words and Wicked Wit of Winston Churchill
Max Morris - 2017
“It does not seem to be much use being anything else.”Have you ever wanted to deliver the ultimate Churchillian wisecrack? Give sound advice to a peer on how to deal with life’s problems? Or contribute to a heated discussion on international politics? The Smart Words and Wicked Wit of Winston Churchill is the perfect pocket book to carry around in your arsenal as you laugh at Churchill’s devious brand of smarts and learn from his political and humanist outlook on life during the turmoil of the Second World War. Discover what he had to say about domestic politics, war and peace, power, struggles and strife, education, philosophy, and some of the biggest names of his time, including himself.Beautifully designed and curated, this entertaining collection compiles the wisest and wittiest Churchill quotations that speak of the politician’s enduring legacy in contemporary pop culture. Full of savvy and wisdoms, The Smart Words and Wicked Wit of Winston Churchill is sure to delight devoted fans of history and casual readers alike.
Game Engine Architecture
Jason Gregory - 2009
The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
8-Bit Apocalypse: The Untold Story of Atari's Missile Command
Alex Rubens - 2018
and its iconic game, Missile Command, were at the forefront of the industry’s explosion, helping usher in both the age of the video game and the gamer lifestyle. In 8-Bit Apocalypse, tech insider Alex Rubens delves into electronic history to tell of an era when arcade games were designed, written, and coded by individual designers. He interviews major figures including Atari founder Nolan Bushnell and Missile Command creator David Theurer, who suffered from frequent nightmares of nuclear holocaust as he worked on the game. The first in-depth, personal history of the era, 8-Bit Apocalypse combines Rubens’s tech industry knowledge and experience as a gaming journalist to conjure the wild silicon frontier of the ’80s.