South: Scott and Amundsen's Race to the Pole


Hunter Stewart - 2015
    South, by historian Hunter Stewart, chronicles the competition between two fierce rivals - Robert F. Scott and Roald Amundsen - to secure their place in history as the first man to lead an expedition to the most uninhabitable place on earth. South dramatically tells the story of the quest that is marked by heartbreak, greed, ego, and bravery - not only by Scott and Amundsen but by the courageous crews and financial backers who supported them. The journey to reach the South Pole was truly, as it was later called, "The Heroic Age of Arctic Exploration."

The Making of Karateka


Jordan Mechner - 2012
    This first volume is a candid account of the personal, creative and technical struggles that led to his breakthrough success with Karateka, which topped bestseller charts in 1985, and planted the seeds of his next game, Prince of Persia.

The Nature of Happiness


Desmond Morris - 2004
    He shows that there are many ways of achieving happiness; for example, there is the inherent happiness that comes with the love of a child; the competitive happiness of triumphing over your opponents; the sensual happiness of the hedonist. Rather than preaching a particular behavior or way of life, Morris provides knowledge that we can use, if we wish, to make ourselves happier.

The Legend of Zelda: Breath of the Wild: The Complete Official Guide


Piggyback - 2017
    100% Complete Strategy to master The Legend of Zelda: Breath of the WildAT-A-GLANCE WALKTHROUGHS: Annotated maps and screenshots show you the way through every quest and all Shrines of Trials.TOTALLY COMPREHENSIVE: All side quests, all  Shrines of Trials and all information about collectable items – each mapped out and ready for you to discover and complete! Also includes optional challenges, mini-games, unlockables, Easter eggs, and more.PUZZLE MASTER: Every single puzzle and riddle unraveled with clear, visual solutions.EXPERT COMBAT STRATEGY: Practical, reproducible tactics to crush your enemies, even the toughest bosses.COMPREHENSIVE REFERENCE: Exhaustive appraisals of all items and monsters – including key parameters that are hidden in the game.FREE MAP POSTER: covering the entire game world.QUALITY CONTROL: carefully designed to avoid unnecessary story spoilers.

A History of Video Games


Jeremy Parish - 2020
    On an annual basis, the industry is even more profitable than Hollywood. Today’s video games feature stunning, lifelike visuals and complex storylines - but they didn’t start out that way. The origin of video games can be traced back to World War II. In the 10 lectures of A History of Video Games, listeners will follow the development of the digital game from its roots in the war room to its proliferation in the 21st-century living room. Taught by journalist, podcast host, and video game historian Jeremy Parish, this lively course will track the tremendous leaps made in computing technology that allowed games to become increasingly sophisticated and the popular trends that pushed the boundaries of technology forward. The story of video games is not just about technology. It’s also about popular culture, economics, and globalization. Throughout these lectures, students will learn about the extremely profitable gaming industry, as well as the creative minds and ambitious projects that helped build it - and even encounter a few spectacular failures. Be prepared to: Witness the precipitous rise and fall of AtariExperience the birth of blockbuster gaming systems like NES and Sega GenesisLearn about the evolution of the console, PC, and portable gamingExplore the creation of iconic game series, such as Mario Bros., Pac-Man, and Pokémon From the simple pleasures of Pong to the complex online world of Fortnite, video games have come a long way over the course of seven decades, with no signs of slowing down anytime soon. Listeners will surely reminisce about their own experience with gaming as they learn more about this exciting industry, phenomenon, and pastime.

The Samoan Pyramid: The true story behind an extraordinary mystery


Maya Lynch - 2017
    An ancient curse. A real-life archaeological adventure.Since the 1800s rumours have circulated about an ancient pyramid, built on an immense scale, hidden deep in the jungles of Samoa. Evidence perhaps of a great forgotten Pacific Empire. And yet there is no mention of the pyramid in the entire pantheon of Samoan myth. Samoan society is steeped in tradition but the local legends are silent on the subject of the pyramid."A bold and gutsy adventure" -Christopher Dunn - Author of the Giza Power PlantWhen one woman digging into the archives discovers an outlier in the dataset of Pacific history, it is the catalyst for an adventure that takes us on a treasure hunt deep into the jungles of Samoa. The Samoan Pyramid interweaves the spellbinding stories behind archaeology’s centuries-long quest to find the forgotten pyramid with the author's own journey into the jungles of Samoa as she unravels one of the greatest archaeological mysteries of the Pacific.Buy the Samoan Pyramid and uncover the secret today.

Play Matters


Miguel Sicart - 2014
    So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.

The Man Called Red: An Autobiography of a Guide and Outfitter in Northern British Columbia


N.B. Sorensen - 2016
    One likes him almost immediately, both for his character, his honesty, and integrity and for his singular, unbending self-accountability.    He gets on well with almost everyone he meets - becoming the bane of those who cheat and lie and steal - and marries a woman he deserves and appreciates as much as he does the land that he explores and worships.     From the early 1900s until the present day, "Red" Sorensen recounts with exquisitely detailed descriptiveness his wilderness adventures and all-too-frequent brushes with mortal danger, whether from ubiquitous mountain predators, natural catastrophes, foolish fellow men, or his planes that seem to crash too often.     I find myself in awe of this man, and I admire his wife who kept up with him; It takes a special kind of women to love a man extraordinary as Red. If you sign up for his ride, prepare to be awestruck by the country he guides you through, and the quality of this man called simple "Red."Become part of a rapidly Vanishing Time and a rapidly Vanishing Place,      BUY NOW

The Tetris Effect: The Game that Hypnotized the World


Dan Ackerman - 2016
    But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space? A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made. In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits.The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone.

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.

My Tiny Life: Crime and Passion in a Virtual World


Julian Dibbell - 1999
    Bungle and of the author's journey, in consequence thereof, to the heart of a half-real world called LambdaMoo.From In Cold Blood to Midnight in the Garden of Good and Evil, readers have been gripped by the novelistic rering of eccentric communities torn apart by violent crime.Julian Dibbell's reporting of the "Mr. Bungle" rape case first appeared as the cover story in The Village Voice. Since that time it has become a cause célèbre, cited as a landmark case in numerous books and articles and a source of less discussion on the Internet. That's because the scene of the crime was a "Multi-User Domain," an electronic "salon" where Internet junkies have created their own interactive fantasy realm. In a "place" where race, ger, and identity are infinitely malleable, the addictive denizens had thought they'd escaped all traditional cultural and moral limits. Yet Mr. Bungle's primal transgression challenged all their illusions, confronting even this electronic utopia with the same issues of order and social norms that humanity has faced since the Stone Age. When this fantasy imbroglio threatens Dibbell's actual marriage, we see how the virtual world at once mirrors and mocks real life.

The Curse of Brink's-Mat: Twenty-Five Years of Murder and Mayhem - The Inside Story of the 20th Century's Most Lucrative Armed Robbery


Wensley Clarkson - 2012
    The Curse of Brink's-Mat reveals the pulse-racing full story of the crime itself before moving to its chilling aftermath, which still reverberates to this day. The heist made the careers of many of the underworld's biggest names, and changed the face of British crime forever but in the years that followed the robbery, many of those involved, innocent and guilty alike have been sent to an early grave. Two decades on, the death toll is still rising. Nobody knows more about that extraordinary morning's events than Wensley Clarkson. Nobody is better placed to track the vicious, violent and unexpected waves that followed in its wake or bring to life its cast of larger-than-life characters. From small-time crime in south-east London, to ‘the heist of the century' and its bloody consequences, Wensley Clarkson's The Curse of Brink's-Mat is an epic tale of villainy, gold and revenge.

Easter Island


Thor Heyerdahl - 1989
    Over thirty years ago, the man who did such important, pioneering work in Kon-Tiki wrote another best-selling book, Aku-Aku, about Easter Island. More recently, Heyerdahl was invited to return to Easter Island and there confronted the conundrum of the famous, haunting statues that stud the lovely island, massive and mysterious.How were they made? How were they moved? What did the natives mean when they had said, those many years earlier, that "the statues walked"? Who made them--and where did the Easter Islanders themselves come from? What did earlier visitors discover--or believe?It is characteristic of Dr. Heyerdahl's many explorations that his research, his theories, his conclusions all are entwined with objectives greater than mere adventure. Just as his expeditions have been partly in pursuit and proof of his theories that early man traveled further (and faster) than others had previously suspected, and that the peoples of many cultures can work together peacefully, his probes into the past are coupled with an enduring, endearing conviction--never before displayed better than in this volume--that just as we must avoid prejudice in the present, we should not look down on the people of the past--for they and we have more in common than it might seem.

The Reason Revolution: Atheism, Secular Humanism, and the Collapse of Religion


Dan Dana - 2014
    It focuses squarely on the inherent irrationality of religion, and reveals its utter irreconcilability with science. Offering several "reconciliation theories" to people of faith, it forces every reader to make a choice.Contents The Reason Revolution in historical context Questioning belief Reasons for skepticism Secular humanism as an alternative worldview Political implications of atheism The collapse of religion Hopeful predictions Reconciliation theories Comments by clergyCall to action

Landing Eagle: Inside the Cockpit During the First Moon Landing


Michael Engle - 2019
    It was a sea in name only. It was actually a bone dry, ancient dusty basin pockmarked with craters and littered with rocks and boulders. Somewhere in that 500 mile diameter basin, the astronauts would attempt to make Mankind’s first landing on the Moon. Neil Armstrong would pilot the Lunar Module “Eagle” during its twelve minute descent from orbit down to a landing. Col. Edwin “Buzz” Aldrin would assist him. On the way down they would encounter a host of problems, any one of which could have potentially caused them to have to call off the landing, or, even worse, die making the attempt. The problems were all technical-communications problems, computer problems, guidance problems, sensor problems. Armstrong and Aldrin faced the very real risk of dying by the very same technical sword that they had to live by in order to accomplish the enormous task of landing on the Moon for the first time. Yet the human skills Armstrong and Aldrin employed would be more than equal to the task. Armstrong’s formidable skills as an aviator, honed from the time he was a young boy, would serve him well as he piloted Eagle down amidst a continuing series of systems problems that might have fatally distracted a lesser aviator. Armstrong’s brilliant piloting was complemented by Aldrin’s equally remarkable discipline and calmness as he stoically provided a running commentary on altitude and descent rate while handling systems problems that threatened the landing. Finally, after a harrowing twelve and a half minutes, Armstrong gently landed Eagle at “Tranquility Base”, a name he had personally chosen to denote the location of the first Moon landing. In “Landing Eagle-Inside the Cockpit During the First Moon Landing”, author Mike Engle gives a minute by minute account of the events that occurred throughout Eagle’s descent and landing on the Moon. Engle, a retired NASA engineer and Mission Control flight controller, uses NASA audio files of actual voice recordings made inside Eagle’s cockpit during landing to give the reader an “inside the cockpit” perspective on the first Moon landing. Engle’s transcripts of these recordings, along with background material on the history and technical details behind the enormous effort to accomplish the first Moon landing, give a new and fascinating insight into the events that occurred on that remarkable day fifty years ago.