Book picks similar to
EarthBound by Ken Baumann
video-games
non-fiction
nonfiction
games
God in a Cup: The Obsessive Quest for the Perfect Coffee
Michaele Weissman - 2008
When highly prized coffee beans sell at auction for $50, $100, or $150 a pound wholesale (and potentially twice that at retail), anything can happen. In God in a Cup, journalist and late-blooming adventurer Michaele Weissman treks into an exotic and paradoxical realm of specialty coffee where the successful traveler must be part passionate coffee connoisseur, part ambitious entrepreneur, part activist, and part Indiana Jones. Her guides on the journey are the nation's most heralded coffee business hotshots—Counter Culture's Peter Giuliano, Intelligentsia's Geoff Watts, and Stump-town's Duane Sorenson.With their obsessive standards and fiercely competitive baristas, these roasters are creating a new culture of coffee connoisseurship in America—a culture in which $10 lattes are both a purist's pleasure and a way to improve the lives of third-world farmers. If you love a good cup of coffee—or a great adventure story—you'll love this unprecedented look up close at the people and passions behind today's best beans.
Terrible Old Games You've Probably Never Heard Of
Stuart Ashen - 2015
for the Atari 2600 and Superman for the Nintendo 64, but these are almost nothing next to the abject incompetence of Count Duckula 2 on the Amstrad CPC. There are people who seriously believe that Shaq Fu is the worst fighting game ever made, having never experienced Dangerous Streets on the Amiga. This book will blow their very soul apart. (Not a guarantee.)Terrible Old Games You've Probably Never Heard Of is meticulously researched and written, with the dry humour you'd expect from a man who has somehow made a living by sticking rubbish on a sofa and talking about it. Each entry is accompanied by a series of full-colour images from the games.
One Pan to Rule Them All: 100 Cast-Iron Skillet Recipes for Indoors and Out
Howie Southworth - 2016
If your kitchen had just one pan, one single tool to accomplish any cooking concoction of which you dare to dream, it should be a pretty awesome one, right? The chosen one, the golden child, the king of the ring, the one true pan to rule them all! It should be a cast iron skillet!Cast iron cookware is a proven hero, never goes out of style, and cannot be destroyed despite how you feel about yourself as a home cook. Here Howie Southworth and Greg Matza—best friends and adventurous home cooks—share 100 recipes for cooking in a skillet on the stovetop or outdoors on a grill or campfire. Here you’ll find easy-to-follow recipes for:Spinach and Cheddar FrittataCajun Biscuits and GravyHeavy Metal PizzaCreole JambalayaBacon Fried SteakBlackened CatfishCrispy Mac and CheesePeach CobblerCampfire TaquitosAnd more!Skyhorse Publishing, along with our Good Books and Arcade imprints, is proud to publish a broad range of cookbooks, including books on juicing, grilling, baking, frying, home brewing and winemaking, slow cookers, and cast iron cooking. We’ve been successful with books on gluten-free cooking, vegetarian and vegan cooking, paleo, raw foods, and more. Our list includes French cooking, Swedish cooking, Austrian and German cooking, Cajun cooking, as well as books on jerky, canning and preserving, peanut butter, meatballs, oil and vinegar, bone broth, and more. While not every title we publish becomes a New York Times bestseller or a national bestseller, we are committed to books on subjects that are sometimes overlooked and to authors whose work might not otherwise find a home.
Seeing Further: Ideas, Endeavours, Discoveries and Disputes — The Story of Science Through 350 Years of the Royal Society
Bill BrysonJohn D. Barrow - 2010
A twenty-eight year old — and not widely famous — Christopher Wren was giving a lecture on astronomy. As his audience listened to him speak, they decided that it would be a good idea to create a Society to promote the accumulation of useful knowledge.With that, the Royal Society was born. Since its birth, the Royal Society has pioneered scientific exploration and discovery. Isaac Newton, Charles Darwin, Albert Einstein, Robert Hooke, Robert Boyle, Joseph Banks, Humphry Davy, Isambard Kingdom Brunel, John Locke, Alexander Fleming — all were fellows.Bill Bryson’s favourite fellow was Reverend Thomas Bayes, a brilliant mathematician who devised Bayes’ theorem. Its complexity meant that it had little practical use in Bayes’ own lifetime, but today his theorem is used for weather forecasting, astrophysics and stock market analysis. A milestone in mathematical history, it only exists because the Royal Society decided to preserve it — just in case. The Royal Society continues to do today what it set out to do all those years ago. Its members have split the atom, discovered the double helix, the electron, the computer and the World Wide Web. Truly international in its outlook, it has created modern science.Seeing Further celebrates its momentous history and achievements, bringing together the very best of science writing. Filled with illustrations of treasures from the Society’s archives, this is a unique, ground-breaking and beautiful volume, and a suitable reflection of the immense achievements of science.
Out of the Silence: After the Crash
Eduardo Strauch Urioste - 2012
It was a harrowing test of endurance on a snowbound cordillera that ended in a miraculous rescue. Now comes the unflinching and emotional true story by one of the men who found his way home.Four decades after the tragedy, a climber discovered survivor Eduardo Strauch’s wallet near the memorialized crash site and returned it to him. It was a gesture that compelled Strauch to finally “break the silence of the mountains.”In this revelatory and rewarding memoir, Strauch withholds nothing as he reveals the truth behind the life-changing events that challenged him physically and tested him spiritually, but would never destroy him. In revisiting the horror story we thought we knew, Strauch shares the lessons gleaned from far outside the realm of rational learning: how surviving on the mountain, in the face of its fierce, unforgiving power and desolate beauty, forever altered his perception of love, friendship, death, fear, loss, and hope.
Critical Play: Radical Game Design
Mary Flanagan - 2009
Here, the author provides a lively historical context for critical play through 20th-century art movements, connecting subversive game design to subversive art.
Supergods: What Masked Vigilantes, Miraculous Mutants, and a Sun God from Smallville Can Teach Us About Being Human
Grant Morrison - 2011
1 in 1938, introduced the world to something both unprecedented and timeless: Superman, a caped god for the modern age. In a matter of years, the skies of the imaginary world were filled with strange mutants, aliens, and vigilantes: Batman, Wonder Woman, the Fantastic Four, Iron Man, and the X-Men—the list of names as familiar as our own. In less than a century, they’ve gone from not existing at all to being everywhere we look: on our movie and television screens, in our videogames and dreams. But what are they trying to tell us?For Grant Morrison, arguably the greatest of contemporary chroniclers of the “superworld,” these heroes are powerful archetypes whose ongoing, decades-spanning story arcs reflect and predict the course of human existence: Through them we tell the story of ourselves, our troubled history, and our starry aspirations. In this exhilarating work of a lifetime, Morrison draws on art, science, mythology, and his own astonishing journeys through this shadow universe to provide the first true history of the superhero—why they matter, why they will always be with us, and what they tell us about who we are . . . and what we may yet become.
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.
Rogue Leaders: The Story of LucasArts
Rob Smith - 2008
Twenty-five years and dozens of award-winning games later, LucasArts has earned a prestigious place in the industry and in the hearts of gamers everywhere. Rogue Leaders is the first substantive survey of a videogame companya deluxe compilation that traces its history through never-before-published interviews. In addition, more than 300 pieces of concept art, character development sketches, and storyboards have been lavishly reproduced to showcase the creative talent behind such videogame classics as The Secret of Monkey Island, Grim Fandango, and Star Wars: Knights of the Old Republic, as well as games that were never publicly released. A thrill for millions of videogame and LucasArts fans around the world.
The Art of Point-and-Click Adventure Games
Steve Jarrett - 2018
It will also contain extensive and exclusive interviews with the key developers, designers and artists behind some of the most beloved games and characters in the history of the medium. The book starts with a foreword by Gary Whitta (PC Gamer magazine/Rogue One: A Star Wars Story).Interviewees for the book include (in no particular order) Tim Schafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Noah Falstein, Mark Ferrari, Dave Gibbons, Jane Jensen, Simon Woodroffe, Steve Stamatiadis, Louis Castle, Gregg Barnett, Al Lowe, Brian Moriarty, Charles Cecil and Paul Cuisset - plus plenty more…As you can see from the list, the book covers titles such as King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Flight of the Amazon Queen, Simon the Sorcerer and of course other classics, such as The Secret of Monkey Island, The Dig, Maniac Mansion and Full Throttle. All of the most famous and iconic point-and-click adventures are going to be covered, as well as some lesser-known games and home-brew efforts.
Art of Atari
Tim Lapetino - 2016
Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced! "For me, revisiting the beautiful artwork presented in this book is almost as good as taking a trip in Doc Brown's time machine back to that halcyon era at the dawn of the digital age. But be warned, viewing these images may leave you with an overwhelming desire to revisit the ancient pixelated battlefields they each depict as well." -- from the Foreword by Ernest Cline, author of READY PLAYER ONE
You Died: The Dark Souls Companion
Keza MacDonald - 2016
It has three questions at its heart: where did Dark Souls come from, what makes it so special, and why are we all so obsessed with it? YOU DIED is a must-read for anyone who’s ever braved the wilds of Lordran, for five hours or 500. Includes exclusive new interview material with the game’s director Hidetaka Miyazaki
A Ghost in the Throat
Doireann Ní Ghríofa - 2020
In this stunningly unusual prose debut, Doireann Ni Ghriofa sculpts essay and autofiction to explore inner life and the deep connection felt between two writers centuries apart. In the 1700s, an Irish noblewoman, on discovering her husband has been murdered, drinks handfuls of his blood and composes an extraordinary poem. In the present day, a young mother narrowly avoids tragedy. On encountering the poem, she becomes obsessed with its parallels with her own life, and sets out to track down the rest of the story. A devastating and timeless tale about one woman freeing her voice by reaching into the past and finding another's.
Minimalism for Families: Practical Minimalist Living Strategies to Simplify Your Home and Life
Zoë Kim - 2017
Organizing your home and leading a minimalist lifestyle can seem like a daydream for busy families—but it’s possible! Designed for families who want to declutter and embrace minimalism into their life and home, Minimalism for Families lays out a room-by-room strategy to conquer chaos and show your family how much more time, space, and energy you gain when you live with less.Minimalism for Families contains: An Introduction to Minimalism covering essential information including what minimalism is, its lifestyle benefits, and how to adopt and integrate the mindset into your life A Plan for Every Room providing practical and realistic strategies for decluttering your family home one room at a time Tips for Team Effort tactics for getting your family on board with minimalism, plus approaches to address resistance to minimalism as a lifestyle Minimalism for Families features techniques to declutter and tidy up every room: Living Areas, Kitchen, Bedrooms, Home Office, Bathroom, Basements, Attics, and Other Storage Spaces.Clean up your family home for a clear purpose with Minimalism for Families.
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.