As The Days of Noah Were: The Sons of God and The Coming Apocalypse


Dante Fortson - 2010
    During our journey we will explore stories from Babylon, Greece, Ireland, Ethiopia, and various other cultures to fill in the missing pieces to one of the biggest mysteries on our planet. This 2nd Edition includes 40+ hours of additional audio and video content for your enjoyment. Make sure you download a free QR code scanner for your smart phone or tablet so you can take full advantage of the features in this book.

The Best Bar Trivia Book Ever: All You Need for Pub Quiz Domination


Michael O'Neill - 2014
    president's daughter?Brimming with answers to popular questions like these, The Best Bar Trivia Book Ever arms you with the knowledge your team needs to annihilate your bar trivia competition. This must-have guide features hundreds of facts, covering everything from sports and pop culture to history and science, so that you're always ready to deliver the ultimate trivia smackdown. You'll also get all the ins and outs of your favorite event with information on important bar trivia rules, assembling a team, and claiming victories week after week.Whether you're new to the scene or want to dominate at your local bar, this book will help your team outsmart the competition every single week!

Sharpe's Victory


Rachel Murrell - 1997
    The series is scheduled to appear on A&E in the U.S. this fall. "Sharpe's Victory" relates the stories of all 14 films with on-set anecdotes and detailed historical information on Sharpe's battles and the military world leading up to Waterloo.130 color and b&w illustrations.

Dungeons and Desktops: The History of Computer Role-Playing Games


Matt Barton - 2008
    This genre includes classics such as Ultima and The Bard's Tale as well as more modern games such as World of Warcraft and Guild Wars. Written in an engaging style for both the computer game enthusiast and the more casual computer game player, this book explores the history of the genre by telling the stories of the developers, games, and gamers who created it.

Twisty Little Passages: An Approach to Interactive Fiction


Nick Montfort - 2003
    Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.

The Art of Mass Effect: Andromeda


BioWare - 2017
    The award-winning Mass Effect series captured the renegade hearts and paragon souls of gamers everywhere with it's memorable characters, stunning visuals, and visceral combat! Now, journey to a new galaxy with Dark Horse's The Art of Mass Effect Andromeda- featuring never-before-seen art of the hotly anticipated game's characters, arsenal, locations, vehicles, and more! This deluxe hardcover is an essential addition to any gamer's collection!Exclusive never before seen concept art from the making of Mass Effect Andromeda!The comprehensive companion to the wildly anticipated Mass Effect Andromeda!

Achtung Schweinehund!: A Boy's Own Story of Imaginary Combat


Harry Pearson - 2007
    Not real conflict but war as it has filtered down to generations of boys and men through toys, comics, games, and movies. Harry Pearson belongs to the great battalion of men who grew up playing with toy soldiers—refighting World War II—and then stopped growing up. Inspired by the photos of the gallant pilot uncles that decorated the wall above his father's model-making table, by toys such as Action Man (according to Pearson—not a doll) and board games such as Escape from Colditz, dressed in Clarks' commando shoes and with the Airfix Army in support, he battled in the fields and on the beaches, in his head and on the living room floor, and across his bedroom ceiling. And 30 years later he still is. This hilariously self-deprecating memoir is a celebration of those glory days, a boy's own story of the urge to play, to conquer, and to adopt very bad German accents, shouting "Donner und Blitzen!" at every opportunity. This is a tale of obsession, glue, and plastic kits. It is the story of one boy's imaginary war and where it led him.

Minecraft: The Official Annual 2014


Jane Riordan - 2013
    With just your bare hands to mine with, you only have minutes to find food and shelter before darkness falls and the monsters come looking for you ...This annual celebrates the limitless possibilities of Minecraft. Packed with step-by-step instructions for exciting builds and projects, tips from the experts, including the game's creator Notch himself, cool things to make, games to test your brain power and codes to unravel, it's everything Minecraft fans have been waiting for.This might just be the one thing good enough to drag them away from their screens this year!

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.

Super Mario: How Nintendo Conquered America


Jeff Ryan - 2011
     Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: * Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. * Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. * The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii. Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.

Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds


J.C. Herz - 1997
    In arcades, living rooms, student dorms, and (admit it) offices from Ohio to Osaka, video games have become a fixture in people's lives, marking a tectonic shift in the entertainment landscape.Now, as Hollywood and Silicon Valley rush to sell us online interactive multimedia everything, J. C. Herz brings us the first popular history and critique of the video-game phenomenon. From the Cold War computer programmers who invented the first games (when they should have been working) to the studios where the networked 3-D theme parks of the future are created, Herz brings to life the secret history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explains why different kinds of games have taken hold (and what they say about the people who play them) and what we can expect from a generation that has logged millions of hours vanquishing digital demons.Written with 64-bit energy and filled with Herz's sharp-edged insights and asides, Joystick Nation is a fascinating pop culture odyssey that's must-reading for media junkies, pop historians, and anyone who pines for their old Atari.

The Art of Cuphead


Eli Cymet - 2020
    Take a gander at the game's traditional hand-drawn frame-by-frame animation. Peek at the early concepts, production work, and early ideas that went into the making of Cuphead's characters, bosses, stages and more including never-before-seen content from the upcoming DLC!Relive the most cherished and challenging moments of Cuphead and Mugman's adventure to reclaim their souls from The Devil, all in a way you've never seen before! Guided by personal insights from game directors Chad and Jared Moldenhauer, take a one-of-a-kind trip through the Inkwell Isles and discover an all-new appreciation for Cuphead's animation style and challenging retro gameplay.Dark Horse Books and Studio MDHR are thrilled to present The Art of Cuphead! This vintage-style art extravaganza is the perfect book for fans of Cuphead!

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Canadian History in 50 Events: From Early Settlement to the Present Day (History in 50 Events Series Book 12)


James Weber - 2015
     This book will give you a comprehensive overview of the Canadian history. Author James Weber did the research and compiled this huge list of events that changed the course of this nation forever. Some of them include: - Prehistoric hunters cross over into North America from Asia (30,000 - 10,000 BC) - The Inuit people begin to move into what are now the Northwest Territories (2000 BC) - Leif Ericsson leads Viking expedition to the new World (C.1000 AD) - Martin Frobisher sails to the Hudson Bay (1576) - Samuel de Champlain establishes a French colony (1608) - Treaty of Saint-Germain-en-Laye returns Québec to France (1632) - Treaty of Utrecht (1713) - Great Britain founds Halifax (1749) - The USA invades British colonies (1812-14) - The provinces of Alberta and Saskatchewan are created (1905) - World War II (1939-45) - The St Lawrence Seaway Opens (1959) - The Québec referendum on sovereignty is narrowly defeated (1995) - Canada declines to enter the War in Iraq (2003) and many many more The book includes pictures and explanations to every event, making this the perfect resource for students and anyone wanting to broaden their knowledge in histoy. Download your copy now! Tags: history, world history, history books, history of the world, human history, world history textbook, history books for kids, earth history, geographic history, earth history kindle, human history, history books for kids age 9 12, history of the world part 1, canadian history nonfiction, history books for kids age 7-9, history books for young readers, history books for children, canadian history books, history books for kindle, canadian history encyclopedia, canadian history, canadian history books, canadian history for dummies, canadian history textbook, canada history books, canada history, canada

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.