Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games


David L. Craddock - 2015
    Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys.Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks introduces you to the visionaries behind some of the most popular roguelikes of all time, and shows how their creations paved the way for the blockbuster video games of today—and beyond.

Pokémon FireRed & LeafGreen (Prima Official Game Guide)


Eric Mylonas - 2004
    Catch 'Em All Over Again -Extensive strategy for new and veteran Pokemaniacs -Massive walkthrough with stats on every enemy -Exclusive maps to help you navigate each area -Detailed battle tactics for dominating your "Pokemon(R) Ruby & Sapphire"--playing friends -Essential PokeDex, featuring stats and how to catch them

Extra Lives: Why Video Games Matter


Tom Bissell - 2010
    He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

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.

Replay: The History of Video Games


Tristan Donovan - 2010
    Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms.

Uncertainty in Games


Greg Costikyan - 2013
    Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

Then One Day ...: 40 Years of Bookmaking in Nevada


Chris Andrews - 2019
     Growing up under the watchful eye and influence of his Uncle Jack Franzi, legendary Pittsburgh wiseguy and Las Vegas sportsbook pioneer, Chris started booking sports bets in the fifth grade. He followed Uncle Jack to Las Vegas shortly after graduating college in the mid-’70s, landing his first job in the sports book at the Stardust right after the bad-old Frank Rosenthal and Chicago mob regime. Next, he moved to the Barbary Coast where he started handling major action, one time “losing” $250,000 on an eight-hour shift. At age 25, Chris became the youngest sports book director in the business at the Club Cal Neva in Reno. He started to make his mark on the industry, inventing the pleaser and 10-point teaser cards, introducing Super Bowl-style prop bets for Monday Night Football games, and, perhaps most importantly, giving Roxy Roxborough, Las Vegas’ most influential oddsmaker, his first paying job. Then One Day ... delves deeply into the consciousness of a legitimate bookmaker and sports bettor. By the time you finish this memoir, you’ll be an expert in the language and customs of legalized gambling on sporting events, which, now that the Supreme Court has opened the door, is finally set to explode throughout the nation.

The Elder Scrolls IV: Oblivion Game of the Year Edition Official Game Guide


Bethesda Softworks - 2006
    -Detailed maps for every part of the world and every major city, plus special maps for every key section of the main quest. -Specific chapters on how to create your character and maximize your abilities and skills. -Over 450 full-color pages packed with information on everything you need to know about the massive gameworld of Oblivion. -Walkthroughs for every quest in every part of the Oblivion world, including the main quest, as well as miscellaneous and freeform quests. -Sections on various gameplay systems including stealth, combat, magic, spellmaking and enchanting, alchemy, and more.

The Legend of Zelda: Ocarina of Time - Prima's Official Strategy Guide


Elizabeth M. Hollinger - 1998
    Detailed maps of every city and dungeon Strategies for defeating all the enemies Locations of all Heart Containers and Gold Skulltulas Solutions for all puzzles Bonus items revealed All hidden items revealed

Fable: Reaver


Peter David - 2012
    In the first eBook short story, there are high stakes on the high seas as the always cunning Reaver takes on a ruthless pirate king.   Captain Dread has made a deal with the port cities: They pay him for protection, and he doesn’t raid them. It’s a neat and tidy arrangement, all agree, except for one man, Reaver, the daring outlaw blessed with eternal youth, who refuses to cede his hometown of Bloodstone. After Reaver sends back one too many heads in a duffel bag, Dread decides to take matters into his own hands. To his surprise, Reaver surrenders willingly. But Dread’s new prisoner is no coward. It’s all part of Reaver’s unbelievably bold—and bloody—plan, which ultimately pits pirate against pirate in an explosive showdown that will live forever in the legendary world of Fable™.   © 2012 Microsoft Corporation. All Rights Reserved. Microsoft, Fable, Lionhead, the Lionhead logo, Xbox, and the Xbox logo are trademarks of the Microsoft group of companies.

Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time


Bill Loguidice - 2009
    Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Ask Iwata: Words of Wisdom from Satoru Iwata, Nintendo's Legendary CEO


Satoru Iwata - 2021
    In my mind, I am a game developer. But in my heart, I am a gamer." —Satoru IwataSatoru Iwata was the former Global President and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world’s best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the "Iwata Asks" series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development and design philosophies of one of the most beloved figures in gaming history.

The Wall (Pink Floyd)


Roger Waters - 1982
    All songs are arranged with standard notation and tab for guitar, with chord symbols, full lyrics and chord boxes. Includes a generous selection of color photographs of the band in action and Gerald Scarfe illustrations. Songs include: Another Brick in the Wall * Comfortably Numb * Hey You * In the Flesh? * Is There Anybody Out There? * Mother * Run Like Hell * Young Lust * and more.

Game Over, Press Start to Continue: How Nintendo Conquered the World


David Sheff - 1993
    Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.