The History of Sonic the Hedgehog


William Audureau - 2012
    You'll also find character profiles, promotional artwork, rare concept art, and a detailed look at the origins of the "Blue Blur".

The Legend of Zelda: The Wind Waker - Prima's Official Strategy Guide


Bryan Stratton - 2003
    Become the hero of a brand-new legend! ·Island-by-island tips for every hidden treasure, sidequest, and minigame ·Detailed dungeon maps with every hidden treasure chest revealed ·Checklists of every optional sidequest ·All the tips and tricks you need to defeat every boss and enemy creature ·Complete info on all weapons and itemsâ��including secret ones like the Magic Armor ·Screenshots of all 134 Nintendo Gallery figurines, with all the tips you need to get them

Project Arcade: Build Your Own Arcade Machine [With CDROM]


John St. Clair - 2004
    Construct joysticks, buttons, and trackballs; build the console and cabinet; install and configure the software; crank up the speakers; and wham Step across the time-space continuum and enjoy all those classic games, plus dozens of new ones, whenever you like. Start Here 1. Plan for your space and budget2. Design and build the cabinet3. Construct the controllers4. Build the console5. Pick an old game's brain6. Install the emulator7. Convince a PC it's a game8. Connect a monitor and speakers9. Add a marquee10. GO PLAY Includes diagrams, detailed instructions, essential software, and more CD-ROM Includes* Complete cabinet plans and diagrams* MAME32 software* Paint Shop Pro? evaluation version* Links to hundreds of arcade cabinet projects

Minecraft For Dummies


Jacob Cordeiro - 2013
    With this fun and friendly beginners guide, you will quickly grasp how to play Minecraft in the three modes of game play: survival, creative, and hardcore. The easy-to-understand writing style walks you through every step of the way, from downloading the game to choosing a gaming platform to defending your creations against monsters and winning the game by defeating the Ender Dragon. Explains how to use blocks to build amazing creations and engage in gameplay with other players Details techniques for travelling across the biomes Zeroes in on playing wisely in Survival mode so you can acquire resources to maintain your health and hunger Shares tips for playing carefully in Creative mode, using your unlimited supply of resources, the ability to fly, and more Helps you play in Hardcore mode Minecraft For Dummies, Portable Edition goes where you go as you create a world you won't want to leave!

The Book of Atrus


Rand Miller - 1995
    Based on the best-selling CD-ROM game, a fantasy novel fills out the lives of the game's characters, tracing the strange apprenticeship of Atrus to his father, Gehn, who wields the power to create worlds.

The Complete Book of Gnomes & Halflings


Douglas Niles - 1993
    Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!

The Dolce Diet: Living Lean


Mike Dolce - 2011
    It's about learning to eat properly for your health." -Vitor Belfort, UFC two-time world champion"Mike Dolce's the best in the business."-Chael Sonnen, UFC world title contender"Mike Dolce's knowledge of nutrition and strength & conditioning has led him to be one of the most highly sought-after coaches in the sport." -Joshua Carey, Bleacher Report"You can learn a lot from this man right here." -Ariel Helwani, AOL's MMAFighting.comABOUT THE DOLCE DIET: LIVING LEANCalled "the patron saint of weight cutting," Mike Dolce has coordinated the high-profile weight loss for many of the world's top athletes, including...* Quinton "Rampage" Jackson, UFC / Pride FC world champion* Vitor "The Phenom" Belfort, UFC two-time world champion* Thiago "Pitbull" Alves, UFC world title contender* Chael Sonnen WEC / UFC world title contender* Gray "Bully" Maynard, UFC world title contender* Nate "Rock" Quarry, UFC world title contender* Mike "Quicksand" Pyle, WEC world champion* Jay "Thorobred" Hieron, IFL world championAs well as fan favorites...* Michael "The Count" Bisping, The Ultimate Fighter 3 winner* Jake "Juggernaut" Ellenberger, UFC veteran* Ed "Shortfuse" Herman, The Ultimate Fighter 3 runner-up* Chris "The Crippler" Leben, UFC veteran* Duane "BANG" Ludwig, UFC & K-1 veteranand many more!For the first time in print, Mike Dolce shares the same the principles, recipes, and strength-training workouts he uses in MMA's elite fight camps and how they can be used by YOU!INSIDE you will learn:* Recipes used in MMA's top fight camps with gluten-free & vegan options* Easy to follow sample meal plans with gluten-free & vegan options* Strength & Conditioning exercises with instructions & photos* Workout plans used by today's top athletesWHAT PEOPLE ARE SAYING ABOUT THE DOLCE DIETThe Dolce Diet, three words about Living Lean: 1. Simple 2. Inspirational 3. Effective. Thank you, Mike Dolce! You've made staying in shape easy! ~STEWART M. The Dolce Diet, Love it! My Little-Boy-2-B has been on it for 5.5 months! This diet is truly amazing for moms pre & post baby! Yes, The DolceDiet is prego friendly! Plenty of the RIGHT kind of food that tastes great! ~THE H2H WAITRESSStarted two weeks ago. Lost 13 pounds so far. Yea! Love the recipes! So do my kids! Thank you! ~DAWN H.Body fat down 4% in 2 months?! Yessss! #LIVING LEAN ~MOLLY C.The Dolce Diet, started 410, down 50 lbs. so far. ~ JOSH W.The Dolce Diet, 13 lbs. lost in 4 weeks! People are asking what I'm doing...Telling them LIVING LEAN! ~MIKE S.Real talk! The Dolce Diet is the Einstein, da Vinci and Jesus of losing weight all wrapped up in one...gluten free wrap that is. ~MIKEY F.Another 5 (lbs. lost) on The Dolce Diet. 25 pounds down in 2 weeks, 100 to go! #LivingLean! ~JOHN P.

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.

Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games


Jon Peterson - 2012
    From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.

Confessions of a Record Producer: How to Survive the Scams and Shams of the Music Business


Moses Avalon - 1998
    This fully updated and expanded book is not about how the music business should work, but how it does work. Industry insider Moses Avalon tells it like it is how producers dip into budgets, artists steal songs, lawyers write contracts in code and shows you how to survive these and other career-stifling situations. Deconstructing actual major and indie-label record deals, this book dissects each party's involvement and offers perspective on their actual roles, how much they get paid, and what their agendas really are. Engineers, managers, producers, artists, labels and lawyers each take their turn in the hot seat. It also outlines realistic alternatives for newcomers, such as "baby" production deals and vanity labels. This third edition includes: an entire chapter comparing ASCAP and BMI a publishing first * new insights for indie artists, including the lowdown on digital-distribution scams and independent A&R * information on new legislation and its impact on sampling and other legal matters * new music-industry "family trees" that reflect recent consolidation and reorganization * 80 pages of new material * and much more.

EarthBound


Ken Baumann - 2014
    An RPG for the Super NES that flopped when it first arrived to the U.S., EarthBound grew in fan support and critical acclaim over the years, eventually becoming the All-Time Favorite Game of thousands, among them author Ken Baumann.Featuring a heartfelt foreword from the game's North American localization director, Marcus Lindblom, Baumann's EarthBound is a joyful tornado of history, criticism, and memoir.Baumann explores the game’s unlikely origins, its brilliant creator, its madcap plot, its marketing failure, its cult rise from the ashes, and its intersections with Japanese and American culture, all the while reflecting back on the author's own journey into the terrifying and hilarious world of adults.

The CRPG Book Project - Expanded Edition


Felipe Pepe - 2018
    The completed ebook was first released as a free PDF in 2018, getting over 160,000 downloads. A deal was then made with Bitmap Books, which published a limited hardcover version of the book in 2019. All of the author’s profits (£20.992 as of January 2022) were donated to Vocação, a Brazilian NGO that helps kids and teenagers from poor areas to get a better education and find employment.In 2022, a new expanded edition was released, now with 160 extra pages, addressing issues with the previous release and expanding it to include games that were never released in English, as well as MMOs, MUDs, RPG Maker titles and more.This expanded edition is freely available for download at the project's website.

Unity in Action


Joseph Hocking - 2015
    You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Based on Unity version 5.About the BookThis book helps readers build successful games with the Unity game development platform. You will use the powerful C# language, Unity's intuitive workflow tools, and a state-of-the-art rendering engine to build and deploy mobile, desktop, and console games. Unity's single codebase approach minimizes inefficient switching among development tools and concentrates your attention on making great interactive experiences.Unity in Action teaches you how to write and deploy games. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Each sample project illuminates specific Unity features and game development strategies. As you read and practice, you'll build up a well-rounded skill set for creating graphically driven 2D and 3D game applications.You'll need to know how to program, in C# or a similar OO language. No previous Unity experience or game development knowledge is assumed.

Killing Is Harmless: A Critical Reading of Spec Ops: The Line


Brendan Keogh - 2012
    

Press Reset: Ruin and Recovery in the Video Game Industry


Jason Schreier - 2021
    In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games -- Bioshock Infinite, Epic Mickey, Dead Space, and more -- on to the shocking closures of the studios that made them, PRESS RESET tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games -- and whether the business of making games can change before it's too late.