Book picks similar to
Legend of Zelda: Phantom Hourglass - Prima Official Game Guide by Stephen Stratton
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the-legend-of-zelda
non-fiction
video-games
A Gamut of Games
Sid Sackson - 1969
Sid Sackson presents solitaire, strategy, and party games that can be played by children or adults with such common items as cards, checkerboards, dice, pencils, and paper. Diagrams and an abundance of examples, together with clear explanations of strategy and goals, show how to play such intriguing entertainments as Mate, a game of pure skill and logic; Blue and Gray, an exciting variation of Checkers; Plank, an advanced version of Tic-Tac-Toe; Knight Chase, a form of hide-and-seek on the checkerboard; Last Word, in which players select letters to form words in two, three, or four directions; Crossings, a fast-paced battle in which pieces move forward in a group; and other challenging diversions. The author also presents brief reviews of more than 300 other games.
EarthBound (Legends of Localization #2)
Clyde Mandelin - 2016
Get ready for hundreds of pages filled with surprising revelations, inside information, obscure trivia, and universal cosmic destruction. This legend of localization doesn’t stink!
The Child Whisperer: The Ultimate Handbook for Raising Happy, Successful, Cooperative Children
Carol Tuttle - 2012
You wonder what on Earth to do, so you get advice, read books, watch videos, ask the internet. And still, something's missing.You need a plan that addresses your child's needs, not everyone else's. Why couldn't children come with a handbook?Turns out, children are born with a handbook—they are the handbook.In The Child Whisperer, bestselling author Carol Tuttle explains that children tell their parents every day exactly how they need to be parented. They tell their teachers exactly how they need to be taught. Children are trying to tell adults who they are so they can be recognized and treated in a way that honors them uniquely. The Child Whisperer reveals that the key to raising happy, healthy, cooperative children lies in understanding and responding to a child's inner nature. Children's true natures are written in the shape of their faces and expressed daily in their appearance, body language, tone of voice, and choice of words. Your child's unique laugh, cry, joys, worries, and even tantrums speak volumes about they type of parenting they need. And you'll learn exactly how to offer it by reading The Child Whisperer. This simple but unique approach actually makes parenting more intuitive, fun, cooperative, and most importantly—customized to your individual child.The Child Whisperer will give you the tools to: - Have a happier, more cooperative child, using less discipline - Foster more confidence and natural success in your child - Repair trouble parent/teen relationships - Reconnect with your adult childrenThe Child Whisperer teaches how to read unsaid clues that children naturally give every day, and shows how parenting, teaching, coaching, and mentoring children can be an even more intuitive, cooperative experience than ever.Join the conversation and learn how to become a child whisperer too: http://thechildwhisperer.com/
The Art of Dragon Age: Inquisition
BioWare - 2014
The next generation of fantasy is here! Go behind the scenes of Dragon Age: Inquisition, the most ambitious game ever created by legendary developer BioWare!Featuring hundreds of never-before-seen artworks and captions from the developers themselves, this volume offers revealing insight into the inspiration and creation of every facet of Dragon Age: Inquisition, from the heroes, to the wondrous weapons they wield, the powerful beasts that they battle, and the extraordinary world that they inhabit.
The Art of Video Games: From Pac-Man to Mass Effect
Chris Melissinos - 2012
Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg
Couponing for the Beginner: A Guide to Couponing for the Uninitiated
Jenny Dean - 2012
Such background knowledge will help you understand why couponing works for not only couponers but also the stores that accept them. You'll feel confident going into the store for your first real deal because of the well-rounded knowledge, couponing advice as well as the online coupon tips you will receive from Couponing for the Beginner: A Guide to Couponing for the Uninitiated. The sensible approach in Couponing for the Beginner: A Guide to Couponing for the Uninitiated will help you shop for free for some of your favorite items at some of your favorite stores like CVS, Rite Aid, Target, and Walgreens. You'll also learn how to find the best savings on items you use every day in your home - learn how to combine them with store sales and promotions, store rewards/loyalty programs, rebates and more.All you have to do is follow Dean's step-by-step guide that teaches you how to get stuff for free and you'll be shopping for free in no time. In fact, you'll be wondering why you didn't shop like this sooner!
Introduction to Algebra
Richard Rusczyk - 2007
Topics covered in the book include linear equations, ratios, quadratic equations, special factorizations, complex numbers, graphing linear and quadratic equations, linear and quadratic inequalities, functions, polynomials, exponents and logarithms, absolute value, sequences and series, and much more!The text is structured to inspire the reader to explore and develop new ideas. Each section starts with problems, giving the student a chance to solve them without help before proceeding. The text then includes solutions to these problems, through which algebraic techniques are taught. Important facts and powerful problem solving approaches are highlighted throughout the text. In addition to the instructional material, the book contains well over 1000 problems.This book can serve as a complete Algebra I course, and also includes many concepts covered in Algebra II. Middle school students preparing for MATHCOUNTS, high school students preparing for the AMC, and other students seeking to master the fundamentals of algebra will find this book an instrumental part of their mathematics libraries.656About the author: Richard Rusczyk is a co-author of Art of Problem Solving, Volumes 1 and 2, the author of Art of Problem Solving's Introduction to Geometry. He was a national MATHCOUNTS participant, a USA Math Olympiad winner, and is currently director of the USA Mathematical Talent Search.
The Future Was Here: The Commodore Amiga
Jimmy Maher - 2012
The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world’s first true multimedia personal computer.Maher argues that the Amiga’s capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga’s technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
Your Baby in Pictures: The New Parents' Guide to Photographing Your Baby's First Year
Me Ra Koh - 2011
Why entrust your memories to hastily taken snapshots--or worse yet, none at all? Let professional photographer (and mom) Me Ra Koh help you capture the moments with 40 beautiful "photo recipes" anyone can do, with any camera. Telling your baby's story in pictures has never been easier!
Learn to Play Go: A Master's Guide to the Ultimate Game
Janice Kim - 1994
In Volume 1 of this award-winning series, professional Go player Janice Kim 3 dan helps you brush up on the fundamentals, or learn the game from scratch. Suitable for children, de-mystifying for adults, with plenty of historical and cultural notes and resource lists to learn more about the game and get you started right away. Includes a complete Go set with punch-out stones.
The Ultimate Guide to Video Game Writing and Design
Flint Dille - 2006
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.
63 Easy-to-Crochet Pattern Stitches
Darla Sims - 1987
A Basic Stitch Guide and clear, easy-to-follow instructions are included.
Pathfinder Adventure Path #1: Burnt Offerings
James JacobsAndrew Hou - 2007
Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds
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".
Staying on the Path
Wayne W. Dyer - 1995
Wayne Dyer, the author of the international bestsellers Everyday Wisdom and 10 Secrets for Success and Inner Peace, is reflected in this extraordinary collection of inspirational quotes and observations. He says, "We are all on the same path. We're just on different places along the path." Sample quotes: “The children whom you admire so much for their ability to enjoy life are not foreign creatures to you. You have one of those children inside you.” “I cannot always control what goes on outside, but I can always control what goes on inside.” “Detachment is one of lifes great lessons for those on the path of enlightenment.”