Book picks similar to
Playing With Power: Nintendo NES Classics by Garitt Rocha
video-games
non-fiction
games
strategy-guides
Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution
Dean Takahashi - 2002
It has already eclipsed motion pictures to become one of the largest and fastest growing markets in history and a lamplight illuminating where the future of entertainment is headed. In an effort to grab a chunk of that market, Microsoft—an absolute newcomer to the gaming industry—has put billions of dollars on the line in a gamble to build the fastest, most mature, most advanced video game console ever: the Xbox. Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?In Opening the Xbox, award-winning journalist and gaming-industry expert Dean Takahashi guides you deep into the amazing story of this much-anticipated game console. Through exclusive interviews with top executives at Microsoft, exhaustive research, and a penetrating investigation, he unveils the tumultuous story behind the development of the project and how it could change the entertainment industry forever. Inside, you'll discover that what started as Project Midway, spearheaded by Jonathan "Seamus" Blackley and three of his renegade cohorts, turned into Xbox—a multibillion-dollar enterprise that became Microsoft's largest internal startup ever and a personal pet project of Bill Gates. The colorful infighting, the cutthroat tactics used to lure partners, and the race to vanquish bitter rivals Sony and Nintendo are all laid bare in this unvarnished, high-tech drama. It's a story like no other, full of heroes and villains, plot twists and intrigue—all before the backdrop of Microsoft's grand ambition to move from the office into the living room.If you're like the millions of gamers, investors, and business spectators who anxiously anticipated the Xbox, then you don't want to miss the explosive, exclusive, behind-the-scenes story in Opening the Xbox.
The Hidden Magic of Walt Disney World: Over 600 Secrets of the Magic Kingdom, Epcot, Disney's Hollywood Studios, and Animal Kingdom
Susan Veness - 2009
Readers also get the insider's take on:The smell of home-baked cookies on Main Street in the Magic KingdomThe Fountain of World Friendship in Epcot that contains water from rivers and oceans around the globeWalt Disney's opening day speech tapped out in Morse Code in FrontierlandThe eco-friendly benches (recycled milk jugs) in the Animal KingdomTwo versions of The Great Movie Ride at Disney's Hollywood StudiosComplete with secret tips from Disney's Imagineers, this book is the perfect in-park companion for Disney World fans.
A 1980s Childhood: From He-Man to Shell Suits
Michael A. Johnson - 2012
This amusing and entertaining collection of reminiscences will jog the memories of all who grew up in the same decade where greed was good and mullets were cool.
Maestro Mario: How Nintendo Transformed Videogame Music into an Art
Andrew Schartmann - 2013
for the NES contains some of the most recognizable tunes in popular culture, and yet it’s safe to say that only a handful of people have thought beyond the music’s entertaining surface. After all, what could possibly be art-worthy about an early Mario score? Or any early game sound for that matter?In search of answers to these questions, Andrew Schartmann takes us on a journey from the primitive “pongs” of arcade machines to the complex musical fabrics woven by composers of the NES era. Where does that distinctly Nintendo-flavored sound come from? What sets NES music apart from its predecessors? And how has that iconic ‘80s videogame sound “invaded” popular culture?
Just Can't Get Enough: Toys, Games, and Other Stuff from the 80's That Rocked
Matthew Robinson - 2007
From Hit Stix to Hungry, Hungry Hippos, My Little Pony to My Buddy, this book has all the toys and games that made the '80s one of the gnarliest decades of the century. Packed with colorful photographs and illustrations and written in an entertaining, irreverent style, Just Can't Get Enough is filled with personal anecdotes, funny facts, and random trivia, along with special features like the Redonkulous Meter, which measures how beyond ridiculous each product truly was. Hilarious and original, this book is a must-have for anyone who ever snuggled with their Care Bear, staged epic battles between He-Man and Skeletor, played with their Lite-Brite for hours, or all of the above.
Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games
Walt Williams - 2017
Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.
The Ultimate Guide to Video Game Writing and Design
Flint Dille - 2006
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.
The Great American Cereal Book: How Breakfast Got Its Crunch
Martin "Marty" Gitlin - 2012
Cereals and their cartoon spokescharacters are some of the most enduring pop-culture icons of the 20th century. The Great American Cereal Book is the definitive compendium of breakfast cereal history and lore, celebrating the most recognizable brands and packaging, such as Cheerios, Cocoa Puffs, Frosted Flakes, Grape-Nuts, and Trix. Award-winning writer Marty Gitlin and co-author Topher Ellis provide behind-the-scenes stories about the creation of these iconic kitchen-table companions, with 350 images of cereal boxes, vintage ads, and rare memorabilia.
Halo Mythos: A Guide to the Story of Halo
343 Industries - 2016
The amazing illustrations come from a variety of renowned illustrators, including Jean-Sébastien Rossbach, Leonid Kozienko, Benjamin Carré, Isaac Hannaford, and 343's internal art team, too.For the first time ever, the timeline of the Halo universe is available in one place, charting humanity's battles against alien forces of the Covenant, Forerunners, and the Flood--making this book an absolute must-have for Halo fans.
The Art of Neil Gaiman
Hayley Campbell - 2014
This tells the full story of his amazing creative life. Never-before-seen manuscripts, notes, cartoons, drawings and personal photographs from Neil's own archive are complemented by artwork and sketches from all of his major works, and his own intimate recollections. Each project is examined from genesis to fruition, and positioned in the wider narrative of Gaiman's crative life, affording unparalleled access to the inner workings of the writers mind
The Art of Star Wars: The Last Jedi
Phil Szostak - 2017
Featuring concept art, costume sketches, and storyboards, this book takes fans on a deep dive into the development of the fantastic worlds, characters, and creatures—both old and new—of The Last Jedi. Exclusive interviews with the filmmakers and with the Lucasfilm visualists provides a running commentary on this unforgettable art, and reveals the inspirations behind moviemaking magic at its finest.
A Casual Revolution: Reinventing Video Games and Their Players
Jesper Juul - 2009
These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.
The Philosophy Book: Big Ideas Simply Explained
Will Buckingham - 2010
From moral ethics to the philosophies of religions, The Philosophy Book sheds a light on the famous ideas and thinkers from the ancient world through the present day. Including theories from Pythagoras to Voltaire and Mary Wollstonecraft to Noam Chomsky, The Philosophy Book offers anyone with an interest in philosophy an essential resource to the great philosophers and the views that have shaped our society.
Brainiac: Adventures in the Curious, Competitive, Compulsive World of Trivia Buffs
Ken Jennings - 2006
Brainiac traces his rise from anonymous computer programmer to nerd folk icon. But along the way, it also explores his newly conquered kingdom: the world of trivia itself.Jennings had always been minutiae-mad, poring over almanacs and TV Guide listings at an age when most kids are still watching Elmo and putting beans up their nose. But trivia, he has found, is centuries older than his childhood obsession with it. Whisking us from the coffeehouses of seventeenth-century London to the Internet age, Jennings chronicles the ups and downs of the trivia fad: the quiz book explosion of the Jazz Age; the rise, fall, and rise again of TV quiz shows; the nostalgic campus trivia of the 1960s; and the 1980s, when Trivial Pursuit® again made it fashionable to be a know-it-all.Jennings also investigates the shadowy demimonde of today’s trivia subculture, guiding us on a tour of trivia hotspots across America. He goes head-to-head with the blowhards and diehards of the college quiz-bowl circuit, the slightly soused faithful of the Boston pub trivia scene, and the raucous participants in the annual Q&A marathon in Stevens Point, Wisconsin, “The World’s Largest Trivia Contest.” And, of course, he takes us behind the scenes of his improbable 75-game run on Jeopardy!But above all, Brainiac is a love letter to the useless fact. What marsupial has fingerprints that are indistinguishable from human ones?* What planet has a crater on it named after Laura Ingalls Wilder?** What comedian had the misfortune to be born with the name “Albert Einstein”?*** Jennings also ponders questions that are a little more philosophical: What separates trivia from meaningless facts? Is being good at trivia a mark of intelligence? And is trivia just a waste of time, or does it serve some not-so-trivial purpose after all?Uproarious, silly, engaging, and erudite, this book is an irresistible celebration of nostalgia, curiosity, and nerdy obsession–in a word, trivia.* The koala** Venus*** Albert BrooksFrom the Hardcover edition.