The Great Famine: A History from Beginning to End


Hourly History - 2019
    More than one-quarter of the population of Ireland died of starvation or associated disease, or were forced to emigrate. Ireland after the famine was a completely different country in many ways.The direct causes of the famine are simple to understand-a large part of the population of Ireland, mainly the poorest families, had become completely dependent on the potato as a source of food. In 1845, the blight appeared, a disease which affected the potato crop. Successive failures of the potato crop in Ireland led to more than one million people dying as a direct result.What is less easy to understand is why this famine was confined to Ireland and why the British government did not do more to help. The potato blight affected parts of Great Britain and other countries in Europe, but nowhere else did it lead to famine. For much of the famine, food continued to be exported from Ireland, and at its height, there was food stored in warehouses which could have been used to alleviate the suffering of the starving-that it was not represents at the very least a complete failure of understanding on the part of the British government.Inside you will read about...✓ Farming in Ireland✓ The Blight Arrives✓ Full-blown Famine✓ Mass Emigration✓ Poor Laws, Revolt, and the Return of the Blight✓ Aftermath and LegacyAnd much more!The Great Famine left a legacy of distrust and animosity between large segments of the population of Ireland and Great Britain, and this in part led to the movements which finally produced Irish independence. The famine also left a deep impression on the psyche of the people of Eire, and even today, Ireland remains at the forefront of international famine relief.This is the story of the Irish Potato Famine.

The Art of Halo


Eric Trautmann - 2004
    This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers–and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at Bungie Studios.• Meet the brains behind Bungie, the birthplace of Halo• Feast your eyes on a panorama of all-new artwork from its spectacular sequel Halo 2–one of the most eagerly-awaited games of 2004• Discover the art of game design from the inside out, in interviews with–and illustrations by–the Halo creative team• Learn the secrets of designing gear from the artists themselves• Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script• Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and moreIt’s all here–the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect”–in one virtuoso volume!

Diablo Bestiary - The Book of Adria


Robert Brooks - 2018
    

The Untold History of Japanese Game Developers: Gold Edition


John Szczepaniak - 2014
    Konami's secret games console, the origin of Game Arts and Quintet, unusual events at Telenet, stories on Falcom, politics behind Enix's game programming contests, a tour of the Love-de-Lic and WARP offices (with layout sketches). Every interviewee is asked about unreleased titles. Foreword by GAMESIDE magazine's editor-in-chief, Yusaku Yamamoto. INTERVIEWEES INCLUDE: Hitoshi YONEDA / Tatsuo NOMURA / Katsutoshi EGUCHI / Toru HIDAKA / Roy OZAKI / Kouichi YOTSUI / Masaaki KUKINO / Yoshitaka Murayama / Harry Inaba / Ryukushi07 / Kotaro UCHIKOSHI / ZUN / Yoshiro KIMURA / Kouji YOKOTA / Jun Nagashima / Yuzo KOSHIRO / Masamoto MORITA / Akira TAKIGUCHI / Masakuni MITSUHASHI / Kohei IKEDA / Hiroshi SUZUKI / Tomonori SUGIYAMA / Yutaka ISOKAWA / Yasuhito SAITO / Takaki KOBAYASHI / Keite ABE / Keiji INAFUNE / Makoto GOTO

GURPS Cyperpunk: High-Tech Low-Life Roleplaying


Lloyd Blankenship - 1990
    -- The book that was confiscated by the Secret Service because they thought it contained hacking secrets (It doesn't)-- Nominated for the Origins Award for Best Roleplaying Supplement.

Clanbook: Cappadocian


Justin Achilli - 1997
    The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.Clanbooks contain vital character information for players and Storytellers.

Belknap's Waterproof Grand Canyon River Guide


Buzz Belknap - 1969
    Belknap's Waterproof Grand Canyon River Guide (All New Color Edition)

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.

Fun Inc.: Why games are the 21st Century's most serious business


Tom Chatfield - 2010
    Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.

Desert Oath


Oliver Bowden - 2017
    Before Assassin's Creed Origins, there was an Oath.Egypt, 70BC, a merciless killer stalks the land. His mission: to find and destroy the last members of an ancient order, the Medjay - to eradicate the bloodline.In peaceful Siwa, the town's protector abruptly departs, leaving his teenage son, Bayek, with questions about his own future and a sense of purpose he knows he must fulfill. Bayek sets off in search of answers, his journey taking him along the Nile and through an Egypt in turmoil, facing the dangers and the mysteries of the Medjay's path.

Ars Magica, Third Edition, First Printing


Ken Cliffe - 1992
    

The Celeb Diaries: The Sensational Inside Story of the Celebrity Decade


Mark Frith - 2008
    Cheeky, funny and never fawning, Heat was a new source of celeb info when it started in 2000. And Marks' been there since the beginning, from his first interview with Posh to the rise and fall of Jade and Big Brother, through to Britney's tragic descent from sexpot to being sectioned.From Kate Moss and Paris Hilton to Amy Winehouse and Cheryl Cole - in green rooms and VIP lounges, celebrities have confided in Mark and have been highly indiscreet in his presence.Now, for this first time, Mark is opening up his diaries. And no one is safe.

The Art of Destiny


Bungie - 2014
    To build this expansive universe, the team at Bungie drew from a multitude of inspirations—from classic fantasy and science fiction worlds, the myth-meets-technology adventure of space operas, and the ornate design of medieval drapery juxtaposed with modern architecture—all of which combine to create a world uniquely imagined down to the smallest detail. The Art of Destiny is a celebration of the dynamic art at the heart of the game, featuring hundreds of pieces of concept illustrations, cinematic imagery, early sketches, and world-building graphic design. Covering the meticulous artistic development behind each class, vehicle, weapon, and environment, this lush and comprehensive overview explores the game’s sweeping world, grand scope, and vibrant visuals. © 2014 Bungie, Inc. All rights reserved. Destiny, Bungie, and the Bungie logo are trademarks of Bungie, Inc. in the US and/or other countries.

Destiny Grimoire Anthology, Volume I: Dark Mirror


Bungie Inc. - 2018
    The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny’s most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy.Each unique volume intends to illuminate a facet of the world, and the complete anthology will confirm and challenge players’ thoughts and assumptions on what it means to be a Guardian, offering new and differing perspectives on the cosmic war that rages between the Traveler and its ancient enemies.

100 Lost Rock Albums From The 1970s


Matthew Ingram - 2012
    From The Wire: "Matthew Ingram, aka Woebot, has published a book titled 100 Lost Rock Albums From The 1970s. The book takes in strands of metal, glam rock, French artists, punk and pub rock, and is released digitally as a self-published eBook via Amazon. Ingram says: 'Last year I started writing an article on the 100 Lost Rock Albums From The 1970s but it ballooned out of all proportions and I decided to turn it into an eBook.''Over time we have lost touch with the original character of the 70s. Using 'lost' records I've attempted to re-examinine the decade and redress what I see as imbalance. Beyond small reviews of a meticulously-selected 100 albums there's quite a lot of contemporary history, much theorising and lots of gags.'"