Book picks similar to
Pokemon Sun and Pokemon Moon: Official Guide by Pokémon Company International
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games
game-guides
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Minecraft: The Official Annual 2014
Jane Riordan - 2013
With just your bare hands to mine with, you only have minutes to find food and shelter before darkness falls and the monsters come looking for you ...This annual celebrates the limitless possibilities of Minecraft. Packed with step-by-step instructions for exciting builds and projects, tips from the experts, including the game's creator Notch himself, cool things to make, games to test your brain power and codes to unravel, it's everything Minecraft fans have been waiting for.This might just be the one thing good enough to drag them away from their screens this year!
Serenity Role Playing Game
Jamie Chambers - 2005
The Earth got used up, and we found a new solar system and used terraforming technology to create hundreds of new Earths. The central planets formed the Alliance and decided that all worlds should unite under their rule. There was some disagreement on that point. After the Unification War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic technologies. A ship would bring you work, a gun would help you keep it. A captain's goal was simple: find a crew, find a job, keep flying. The Serenity Role Playing Game lets you re-create the action of the 'Verse, the science-fiction setting created by writer/director Joss Whedon. Fly a ship out in the black, take jobs as they come, and always make sure you get paid. Everything you need to get started is right here! All you need is dice, friends, and your imagination. - A self-contained role playing game. All the rules are provided for both players and Game Masters! - Full character creation rules, plus fifteen sample characters-including the crew of Serenity. - Complete details on spaceships, guns, and technology. - Emphasis on story, action, and character development with easy-to-learn rules. - Game details and descriptions of the characters and settings of the film!
Pokémon Adventures, Vol. 1
Hidenori Kusaka - 1997
Bulbasaur and Poliwhirl seem game. But independent Pikachu won't be so easy to win over! And watch out for Team Rocket, Red... They only want to be your enemy!Reads R to L (Japanese Style).
Art of Atari
Tim Lapetino - 2016
Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced! "For me, revisiting the beautiful artwork presented in this book is almost as good as taking a trip in Doc Brown's time machine back to that halcyon era at the dawn of the digital age. But be warned, viewing these images may leave you with an overwhelming desire to revisit the ancient pixelated battlefields they each depict as well." -- from the Foreword by Ernest Cline, author of READY PLAYER ONE
The Book of Atrus
Rand Miller - 1995
Based on the best-selling CD-ROM game, a fantasy novel fills out the lives of the game's characters, tracing the strange apprenticeship of Atrus to his father, Gehn, who wields the power to create worlds.
Pawnee: The Greatest Town in America
Leslie Knope - 2011
The book chronicles the city's colorful citizens and hopping nightlife, and also explores some of the most hilarious events from its crazy history—like the time the whole town was on fire, its ongoing raccoon infestation, and the cult that took over in the 1970s. Packed with laugh-out-loud-funny photographs, illustrations, and commentary by the other inhabitants of Pawnee, it's a must-read that will make you enjoy every moment of your stay in the Greatest Town in America. Praise for Pawnee: "Carrying this book around is a good way of picking up girls with glasses." —Tom Haverford "I have read over four books, and this is by far the one that has me in it the most." —Andy Dwyer "Literally the greatest endeavor of human creativity in the history of mankind." —Chris Traeger
Lost Empires of Faerûn (Forgotten Realms)
Richard Baker - 2005
For the first time, the secrets of past empires of the Forgotten Realms world are chronicled in one comprehensive sourcebook. For players, this book contains new options for characters wishing to delve into ancient ruins, including new feats, prestige classes, magic, and equipment. For Dungeon Masters, this book contains new material associated with ruins, including rules for how to build and sustain a ruin-based campaign, more than a dozen detailed adventure sites with maps, and new monsters and artifacts. AUTHOR BIO: Edward Bonny is a freelance designer who has written numerous articles for Dragon(R) Magazine. His previous design credits include Monster Manual(TM) II. AUTHOR BIO: Travis Stout is a freelance designer who has written several articles for Dragon Magazine and whose previous design credits include Player's Guide to Faerun(TM).
The Paranoid's Pocket Guide: Hundreds of Things You Never Knew You Had to Worry About
Cameron Tuttle - 1997
Because a pair of drawstring sweatpants could bring about your most embarrassing moment. And a toothpick in your sandwich can be the deadliest of weapons. Including hundreds of bizarre-but-true things that can get you, this compact volume will induce nervous page flipping and make even the most snug and secure folks bonafide paranoiacs. Chilling black and white photographs document the everyday items that menace your safety. But whether it's archibutyrophobia (the fear of peanut butter sticking to the roof of your mouth) or phobophobia (the fear of fear itself) that eventually gets you, don't be afraid to buy this book. You never know what might happen to you if you don't.
i am 8-bit: Art Inspired by Classic Videogames of the '80s
Jon M. Gibson - 2006
Frogger. Super Mario Bros. These classic videogames are burned into the collective consciousness of an entire generation, thanks to countless hours spent at pizza parlors and bowling alleys across the country. Now artists such as Gary Baseman, Tim Biskup, and Ashley Wood put their memories to paper, canvas, and wood to create original works of art inspired by the art of the videogame. Chuck Klosterman shares his thoughts in his distinctively insightful and entertaining style in a foreword on how videogames created a new playground for artistic expression. With more than 100 thought-provoking, amusing, and simply fun pieces of original art, i am 8-bit is a pixilated stroll down memory lane.
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
David Kushner - 2003
Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.
River Out of Eden: A Darwinian View of Life
Richard Dawkins - 1994
How did the replication bomb we call ”life” begin and where in the world, or rather, in the universe, is it heading? Writing with characteristic wit and an ability to clarify complex phenomena (the New York Times described his style as ”the sort of science writing that makes the reader feel like a genius”), Richard Dawkins confronts this ancient mystery.
Last Descendants
Matthew J. Kirby - 2016
Monroe, the IT guy at school, might finally bring Owen the means to clear his father's name by letting him use an Animus—a device that lets users explore the genetic memories buried within their own DNA. The experience brings Owen more than he bargained for. During a simulation, Owen uncovers the existence of an ancient and powerful relic long considered legend—the Trident of Eden. Now two secret organizations will stop at nothing to take possession of this artifact—the Brotherhood of Assassins and the Templar Order. It soon becomes clear to Owen that the only way to save himself is to find the Trident first.Under the guidance of Monroe, Owen and a group of other teenagers go into a memory they all share within their DNA: the 1863 Draft Riots in New York City. Owen and his companions will find themselves tested on the gritty streets of New York, and their experiences in the past will have far-reaching consequences in the present.
Monster of the Week
Michael Sands - 2012
There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.
Press Reset: Ruin and Recovery in the Video Game Industry
Jason Schreier - 2021
In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games -- Bioshock Infinite, Epic Mickey, Dead Space, and more -- on to the shocking closures of the studios that made them, PRESS RESET tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games -- and whether the business of making games can change before it's too late.
New Orleans Ghosts
Victor C. Klein - 1993
The table of contents lists all of the addresses so that the reader may view and explore all of the sites personally. The work also contains a bibliography of thirty-three sources, one hundred thirty-one footnotes and an index of one hundred sixteen entries. It is fully illustrated with photographs, a map, and Marie Laveau's death certificate.It is the first book written exclusively about the ghosts of New Orleans since Jeanne de Lavigne's 1946 classic Ghost Stories of Old New Orleans. The author visited personally each of the sites, conducted interviews and took photographs. During the course of his research the author experienced two paranormal occurrences which are documented in the narratives.New Orleans Ghosts also contains an epilogue that articulates the six theories that apply to ghostly phenomenon. Each of the theories is further highlighted by being exemplified by reference to individual stories within the text.This book alone has been responsible for the creation of a growing arm of New Orleans tourism-- the "Ghost Tour." Before 1993 such tours did not exist. In 1998 the author is aware of ten such tours. Virtually all of these tour guides have informed the author that his book is the "Bible" for haunted tour guides.