The Art Of Computer Game Design


Chris Crawford
    The classic book on computer game design first published in 1984, this Kindle version presents the original text along with chapter notes by Chris Crawford reflecting on how game design has changed in the last 30 years.

Michael Jackson: The Visual Documentary


Adrian Grant - 1995
    Illustrated with hundreds of photographs, this visual documentary of Michael Jackson presents all the facts and includes his records, concerts, videos and awards, his public appearances and performances, memorabilia and records you never knew existed.

Gabriel García Márquez's One Hundred Years of Solitude: A Casebook


Gene H. Bell-Villada - 2002
    Each casebook reprints documents relating to a work's historical context and reception, presents the best critical studies, and, when possible, features an interview with the author. Accessible and informative to scholars, students, and nonspecialist readers alike, the books in this series provide a wide range of critical and informative commentaries on major texts. Gabriel Garcia Marquez's One Hundred Years of Solitude is arguably the most important novel in twentieth-century Latin American literature. This Casebook features ten critical articles on Garcia Marquez's great work. Carefully selected from the most important work on the novel over the past three decades, they include pieces by Carlos Fuentes, Iris Zavala, James Higgins, Jean Franco, Michael Wood, and Gene H. Bell-Villada. Among the intriguing aspects of the work discussed are its mythic dimension, its "magical" side, its representations of women, its relationship with past chronicles of exploration and discovery, its portrayals of Western power and imperialism, its astounding diffusion throughout the globe and the media, and its simple truth-telling, its fidelity to the tangled history of Latin America. The book incorporates several theoretical approaches--historical, feminist, postcolonial; the first English translation of Fuentes's renowned, oft-cited, eight page meditation on the work; a general introduction; and a 1982 interview with Garcia Marquez.

Keith Richards: In His Own Words


Keith Richards - 1994
    Rhythm guitarist with The Rolling Stones for over 30 years, he is also famous in his own right as a solo artist.

Hey! Listen!: A journey through the golden era of video games


Steve McNeil - 2019
    He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'.Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment.This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt?Joysticks at the ready. Let's Play!

The Dark Side of the Felt


Tyler Nals - 2014
    Instead, I risked my life on a nightly basis playing in underground poker games on Long Island and in Charlotte. This story is about how I managed to survive, but just barely.

Aloha, Magnum: Larry Manetti's Magnum, P.I. Memories


Larry Manetti - 1999
    Aloha Magnum is a chronicle of Larry Manetti's wild childhood, his crazy days in Hollywood, his moonlighting as a prominent restaurateur, and his escapades with the rich, famous, and equally outrageous.

Amber Diceless Role-Playing: Diceless Role-Playing System


Erick Wujcik - 1991
    * A Complete new role-playing system! * Three complete adventures, including "Throne War," "Battleground on Shadow Earth" and "Into the Abyss!" * Attribute Auction system where players bid against each other, creating a unique family of immortals! * Enter a universe where Pattern lets you "walk" to any world you can imagine, where Logrus tendrils can reach across infinite dimensions, and where Shape Shifting lets characters sprout wings! * A mature, demanding, and time-consuming system that puts character development above all else! * Over 100 pages of tips on role-playing style and technique with dozens of crystal-clear examples!

Black Knight: Ritchie Blackmore


Jerry Bloom - 2006
    Dubbed the 'man in black', guitarist Ritchie Blackmore found fame with Seventies rock giants Deep Purple, then walked away from them to create Rainbow, only to abandon them and form another band in 1997 - Blackmore's Night.

GURPS Magic


Steve Jackson - 2004
    Includes 300 new spells. There is information for the GM to create their own magic system. This book is a flexible magic system for playing the world of a favorite author or any type of wizard you can imagine.

The Legend Of Zelda: Twilight Princess: The Official Nintendo Player's Guide.


Nintendo Power - 2006
    Complete, detailed walkthrough! Maps of every region and dungeon for Wii and Nintendo GameCube versions! Detailed boss-slaying strategies! Find every Piece of Heart, insect and Poe's soul! Giant collectible poster inside! Complete strategy for The Legend of Zelda: Twilight Princess for Wii and Nintendo GameCube!

Dungeons & Dreamers: A Story of how Computer Games Created a Global Community


Brad King - 2003
    D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

Best Seat in the House


Spike Lee - 1998
    The first is professional basketball's metamorphosis from a fringe sport whose championship games would air tape-delayed at 11:30 p.m., after the local news had already given the scores, to become the big-money sports spectacular it is today, filled with outrageously inflated salaries and egos. The other journey is that of Shelton Jackson Lee himself, who has gone from a skinny kid playing ball on the streets of Brooklyn, sneaking into Madison Square Garden to watch his beloved Knicks, to Morehouse College and NYU film school, to being a world-renowned film director and hoops fan. The book charts Spike's artistic journey from his first college film (Super 8), called "Last Hustle in Brooklyn," and his gradual move down from the raucous, nosebleed blue seats just below the Garden's rafters, closer and closer to the on-court action until, in the year "Malcolm X" was released, Spike landed the coveted courtside seats he has today - the best seats in the house. From there, his blue-seat emotions, transplanted to within arm's reach of the action, have led to numerous confrontations with refs and opposing players - some of them public, like the notorious Reggie Miller incident - but most never before discussed. Along the way Spike takes readers on entertaining and provocative detours, including a one-on-one with that other film-directing, Brooklyn-born, Garden-inhabiting hoops fan, Woody Allen; reviews of sports movies (Spike has seen them all, and the results aren't pretty); an unusually candid and revelatory interview with Michael Jordan; and astark assessment of the role of African-American athletes both in the big business of sports and in the broader culture.

Eurogames: The Design, Culture and Play of Modern European Board Games


Stewart Woods - 2012
    Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.

Final Fantasy X-2 Official Strategy Guide


Dan Birlew - 2003
    The guide also features complete abilities lists for all 17 dresspheres and special dresspheres. The abilities and status bonuses for all 60 Garment Grids are also revealed in this detailed section. All-inclusive bestiary uncovers everything gamers need to know about each fiend--strengths, weaknesses, and immunities, plus the items that can be stolen or attained by defeating these enemies. Extensive mini-game coverage and a flowchart that reveals every gameplay decision and its end result, so that players can master 100% of the game! Top notch boss strategy, area maps, accessory and item inventories, and much more!This Signature Series guide also features a special, two-sided poster with expanded coverage of the Alchemist, Lady Luck, and Gun Mage dresspheres.This title is available for sale in the U.S. and Canada only.