Commodork: Sordid Tales from a BBS Junkie


Rob O'Hara - 2006
    As suddenly as they gained popularity, they were made obsolete by the next big thing - a newfangled system called the Internet. Commodork: Sordid Tales from a BBS Junkie takes its readers on an exciting journey through the BBS era. Through the author's personal tales and adventures, readers will discover more about these amazing times and what it was like to grow up online. With tales of copyfests, BBS parties and random acts of online debauchery, those who were there will find themselves reminiscing, while those who weren't will enjoy learning about life ""before the 'net."" You know, back when we used to modem uphill, both ways in the snow.

Broad-Sword and Single-Stick With Chapters on Quarter-Staff, Bayonet, Cudgel, Shillalah, Walking-Stick, Umbrella and Other Weapons of Self-Defence


Rowland George Allanson Allanson-Winn Headley - 2010
    

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.

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.

Backlund: From All-American Boy to Professional Wrestling's World Champion


Bob Backlund - 2014
    He was a below-average student with a lackluster work ethic and a bad attitude, who hung with the wrong crowd and made a lot of bad choices. He was a kid whose life was headed for disaster—until a local coach took interest in him, suggested that he take up amateur wrestling, and offered to work with him if he promised to stay out of trouble.It was in North Dakota that Bob Backlund had the first of several chance encounters that would shape his destiny. While working out at the YMCA gymnasium in Fargo, North Dakota, where he wrestled for North Dakota State, Backlund met a well-known professional wrestler, “Superstar” Billy Graham. The men talked, and at Graham’s suggestion, Backlund was inspired to pursue a career in professional wrestling.Less than five years from that day, on February 20, 1978, Backlund would find himself halfway across the country, standing in the middle of the ring at Madison Square Garden with his hand raised in victory as the newly crowned World Wide Wrestling Federation Heavyweight Champion. The man Backlund pinned for the championship that night was none other than Superstar Billy Graham.Featuring contributions from Bruno Sammartino, Harley Race, Terry Funk, Pat Patterson, Ken Patera, Sergeant Slaughter, The Magnificent Muraco, George “The Animal” Steele, “Mr. USA” Tony Atlas, The Iron Sheik, and many others, this book tells the incredible story of the life and nearly forty-year career of one of the most famous men to ever grace the squared circle.Skyhorse Publishing, as well as our Sports Publishing imprint, is proud to publish a broad range of books for readers interested in sports—books about baseball, pro football, college football, pro and college basketball, hockey, or soccer, we have a book about your sport or your team.In addition to books on popular team sports, we also publish books for a wide variety of athletes and sports enthusiasts, including books on running, cycling, horseback riding, swimming, tennis, martial arts, golf, camping, hiking, aviation, boating, and so much more. While not every title we publish becomes a New York Times bestseller or a national bestseller, we are committed to publishing books on subjects that are sometimes overlooked by other publishers and to authors whose work might not otherwise find a home.

Thinking in CSS


Aravind Shenoy - 2014
    Instead of wandering through loads of theory, we will understand CSS more practically so that we can design a webpage using CSS. We have used Notepad for the examples in this book. Alternatively, you can also use Notepad++ or any advanced editor. All that you need to do is copy the code and paste it into Notepad. Upon execution, you will get the output as depicted in the screenshots. Screenshots are provided for each sample code. Coding gets better with practice. The examples in this book are compatible with almost every browser. Instead of using the verbatim code, you can modify the code and see the change in the output, thereby understanding the subtle nuances of CSS. By the end of the book, with practice, you can achieve better things and get more acquainted with CSS.

20 Years of Tomb Raider: Digging Up the Past, Defining the Future


Meagan Marie - 2016
    Rediscover Lara Croft's greatest moments with fascinating coverage of the smash hit Tomb Raider movies, fiction, comics, and collectibles, and be enthralled by the legacy of Tomb Raider across the decades.Packed with exclusive art, photographs, and interviews covering all facets of the Tomb Raider franchise, 20 Years of Tomb Raider is the essential guide to this game's action-packed history and a must-have for every Tomb Raider fan.

The Divine Office: A Study of the Roman Breviary


Edward J. Quigley - 1970
    For those who have known and loved these works in the past, this is an invitation to reunite with old friends in a fresh new format. From Shakespeare s finesse to Oscar Wilde s wit, this unique collection brings together works as diverse and influential as The Pilgrim s Progress and Othello. As an anthology that invites readers to immerse themselves in the masterpieces of the literary giants, it is must-have addition to any library.

Mark Steyn's Passing Parade


Mark Steyn - 2006
    Inside you'll find Steyn's take on Ronald Reagan, Idi Amin, the Princess of Wales, Bob Hope, Madame Chiang Kai-shek, Artie Shaw and Pope John Paul II - plus Zimbabwe's Reverend Canaan Banana, Scotty from Star Trek, Nixon's secretary and Gershwin's girlfriend. It's the passing parade of our times, from presidents and prime ministers to the guy who invented Cool Whip.

The New Thinking Man's Guide to Pro Football


Paul Zimmerman - 1984
    Now, critics, sports writers and fans across America are cheering The NEW Thinking Man's Guide to Pro Football as the worthy heir to Zimmerman's 1971 classic The Thinking Man's Guide to Pro Football, which Howard Cosell called "the best book of its kind I've ever read." Far more than a revision, The NEW Thinking Man's Guide to Pro Football is virtually a brand-new book (in 1984) prompted by, as Zimmerman writes in his introduction, "a whole new generation of players and coaches (who have) given rise to a new set of reflections about a world that is ever changing." Zimmerman examines positions, tactics, the great players and moments of peak performance, football scouting, broadcasting, minor leagues, the rule changes of the pst decade and how they have inspired new playing stategies (crisply illustrated with diagrams). And with characteristic verve, insight and no-nonsense prose, Zimmerman pays close attention to the effect of football''s pounding nose-to-nose competition on the everyday player's personality.

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures


Kurt KalataKevin J. Anderson - 2011
    A huge step beyond the text-oriented games that preceded it, the genre took the world by storm, and proved immensely popular with computers over the next decade. A combination of storytelling and puzzle solving, they provided the ability to explore a world and experience a narrative without the need for twitchy reflexes demanded of arcade games. This nearly comprehensive book includes reviews for over 250 games from the golden age of the graphic adventure genre, running from 1984 to roughly 2000, focusing on promiminent publishers such as: -LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready, Callahan's Crosstime Saloon) -And several other popular and not-so-popular series and games (Zork, Myst, Broken Sword, The Longest Journey, Simon the Sorcerer, The Last Express, and dozens of others) -Also includes interviews with several adventure game developers, including Al Lowe (creator of Leisure Suit Larry), Corey Cole (creator of Quest for Glory), Bob Bates (founder of Legend Entertainment) and Josh Mandel (writer and designer for Sierra).

Beginner's Luck Guide For Non-Runners: Learn to Run from Scratch to an Hour in 10 Weeks


George Anderson - 2013
    You may have tried and failed in the past to make running stick, but never the less you are determined to master it. You may tell yourself that “running is hard”, or “I’m just not a runner”, but the truth is that anybody can learn to run if they have the right approach. You will likely have many questions; “how do I build up my running distance?”, “how do I stay motivated to run?”, “how do I warm up and cool down?”. All of these and more are covered off within the pages of this book along with a step by step guide to building up your running to 60 minutes. There is more to learning how to run than just going out and seeing how far you can go three days a week. Some people will undoubtedly have success with this method, but for most beginner runners it takes a little more guidance and support to truly master the art of running. More and more beginners are deciding to take their first steps and learn how to run. Races are popping up all over the place geared towards beginner runners and it remains one of the most accessible sports around. Learning how to run should be a fun and rewarding experience in itself, not just a means to achieve a goal. Beginner’s Luck is a complete program that teaches you everything you need to build your confidence as a runner. The program itself removes the pressure of having to stick rigidly to a set rate of progress, and instead allows you to progress at your own pace. If you are a beginner runner who would like to learn how to run for up to an hour AND surprise yourself as to how easy it really is, get Beginner’s Luck and start out on your journey today.

50 Years of Rolling Stone: The Music, Politics and People that Changed Our Culture


Rolling Stone - 2017
    This landmark book documents the magazine’s rise to prominence as the voice of rock and roll and a leading showcase for era-defining photography. From the 1960s to the present day, the book offers a decade-by-decade exploration of American music and history. Interviews with rock legends—Bob Dylan, Mick Jagger, Kurt Cobain, Bruce Springsteen, and more—appear alongside iconic photographs by Baron Wolman, Annie Leibovitz, Mark Seliger, and other leading image-makers. With feature articles, excerpts, and exposés by such quintessential writers as Hunter S. Thompson, Matt Taibbi, and David Harris, this book is an irresistible and essential keepsake of the magazine that has defined American music for generations of readers.

All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture


Harold Goldberg - 2011
    But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!