A History of Video Games in 64 Objects


World Video Game Hall of Fame - 2018
    Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture.A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including:The first edition of Dungeons & Dragons—the ancestor of computer role-playing gamesThe Oregon Trail and the development of educational gamingThe Atari 2600 and the beginning of the console revolutionA World of Warcraft server blade and massively multiplayer online gamesMinecraft—the backlash against the studio systemThe rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materialsThe prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplaceAnd so much more!A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!

Psionics Handbook


Bruce R. Cordell - 2001
    This mental manipulation is not magical, nor is it the stuff of superstitious gossip. It is the art of psionics.This supplement for the D&D game provides psionic character classes and prestige classes, psionic skills and feats, a psionic combat system, and a plethora of psionic powers, items, and monsters -- everything you need to include psionics in your campaign.To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.

Getting Started with Dwarf Fortress: Learn to Play the Most Complex Video Game Ever Made


Peter Tyson - 2012
    The trick is getting started. In this guide, Fortress geek Peter Tyson takes you through the basics of this menacing realm, and helps you overcome the formidable learning curve.The book’s focus is the game’s simulation mode, in which you’re tasked with building a dwarf city. Once you learn how to establish and maintain your very first fortress, you can consult the more advanced chapters on resource management and training a dwarf military. You’ll soon have stories to share from your interactions with the Dwarf Fortress universe.Create your own world, then locate a site for an underground fortressEquip your party of dwarves and have them build workshops and roomsProduce a healthy food supply so your dwarves won’t starve (or go insane)Retain control over a fortress and dozens of dwarves, their children, and their petsExpand your fortress with fortifications, stairs, bridges, and subterranean hallsConstruct fantastic traps, machines, and weapons of mass destruction

Don't Know Much about History: Everything You Need to Know about American History But Never Learned


Kenneth C. Davis - 1990
    In this updated edition of the classic anti-textbook, he debunks, recounts, and serves up the real story behind the myths and fallacies of American history.

World of Warcraft: Wrath of the Lich King - Official Strategy Guide


Jennifer Sims - 2008
    BradyGames’ World of Warcraft: Wrath of the Lich King Official Strategy Guide includes the following: Complete coverage of each race, with strengths, weaknesses, and more.WEAPONS: Discover the awesome battery of weapons and armor, with detailed equipment listsNORTHREND EXPLORED: In-depth information on quests, bosses, and treasuresNEW DUNGEONS: Instances and Raid roles explained plus locations and strategyCOMPLETE CRAFTING COVERAGE: Every recipe for every crafting professionPlatform: PCGenre: Role-Playing Game

Travelling to Infinity


Jane Hawking - 1999
    In this compelling memoir, his first wife, Jane Hawking, relates the inside story of their extraordinary marriage. As Stephen's academic renown soared, his body was collapsing under the assaults of a motor neuron disease. Jane's candid account of trying to balance his 24-hour care with the needs of their growing family reveals the inner strength of the author, while the self-evident character and achievements of her husband make for an incredible tale presented with unflinching honesty. Jane's candor is no less apparent when the marriage finally ends in a high-profile meltdown, with Stephen leaving Jane for one of his nurses and Jane marrying an old family friend. In this exceptionally open, moving, and often funny memoir, Jane Hawking confronts not only the acutely complicated and painful dilemmas of her first marriage, but also the relationship's fault lines exposed by the pervasive effects of fame and wealth. The result is a book about optimism, love, and change that will resonate with readers everywhere.

The Immortal Game: A History of Chess, or How 32 Carved Pieces on a Board Illuminated Our Understanding of War, Art, Science and the Human Brain


David Shenk - 2006
    Its rules and pieces have served as a metaphor for society including military strategy, mathematics, artificial intelligence, literature, and the arts. It has been condemned as the devil’s game by popes, rabbis, and imams, and lauded as a guide to proper living by different popes, rabbis, and imams. In his wide-ranging and ever fascinating examination of chess, David Shenk gleefully unearths the hidden history of a game that seems so simple yet contains infinity. From its invention somewhere in India around 500 A.D., to its enthusiastic adoption by the Persians and its spread by Islamic warriors, to its remarkable use as a moral guide in the Middle Ages and its political utility in the Enlightenment, to its crucial importance in the birth of cognitive science and its key role in the new aesthetic of modernism in 20th century art, to its 21st century importance to the development of artificial intelligence and use as a teaching tool in inner-city America, chess has been a remarkably omnipresent factor in the development of civilization. Indeed as Shenk shows, some neuroscientists believe that playing chess may actually alter the structure of the brain, that it may for individuals be what it has been for civilization: a virus that makes us smarter.From the Hardcover edition.

Revolution in World Missions


K.P. Yohannan - 1969
    Yohannan shares how God brought him from his remote Indian village to become the founder of Gospel for Asia. Drawing from fascinating true stories and eye-opening statistics, K.P. challenges Christians to examine and change their lifestyles in view of millions who have never heard the Gospel.

Women in Science: 50 Fearless Pioneers Who Changed the World


Rachel Ignotofsky - 2016
    Full of striking, singular art, this collection also contains infographics about relevant topics such as lab equipment, rates of women currently working in STEM fields, and an illustrated scientific glossary. The women profiled include well-known figures like primatologist Jane Goodall, as well as lesser-known pioneers such as Katherine Johnson, the African-American physicist and mathematician who calculated the trajectory of the 1969 Apollo 11 mission to the moon.

The Sorcerer's Companion: A Guide to the Magical World of Harry Potter


Allan Zola Kronzek - 2001
    K. Rowling dream up the terrifying basilisk, the seductive veela, or the vicious grindylow? And if she didn’t, who did?Millions of readers around the world have been enchanted by the magical world of wizardry, spells, and mythical beasts inhabited by Harry Potter and his friends. But what most readers don’t know is that there is a centuries-old trove of true history, folklore, and mythology behind Harry’s fantastic universe. Now, with The Sorcerer’s Companion, those without access to the Hogwarts Library can school themselves in the fascinating reality behind J. K. Rowling’s world of magic. Newly updated to include Harry Potter and the Order of the Phoenix, The Sorcerer’s Companion allows curious readers to look up anything magical from the Harry Potter books and discover a wealth of entertaining, unexpected information. Wands and wizards, boggarts and broomsticks, hippogriffs and herbology, all have astonishing histories rooted in legend, literature, or real-life events dating back hundreds or even thousands of years. Magic wands, like those sold in Rowling’s Diagon Alley, were once fashioned by Druid sorcerers out of their sacred yew trees. Love potions were first concocted in ancient Greece and Egypt. And books of spells and curses were highly popular during the Middle Ages. From Amulets to Zombies, you’ll also learn:•how to read tea leaves •where to find a basilisk today •how King Frederick II of Denmark financed a war with a unicorn horn •who the real Merlin was •how to safely harvest mandrake root •who wore the first invisibility cloak•how to get rid of a goblin •why owls were feared in the ancient world•what really lies beyond the Veil•the origins of our modern-day “bogeyman,” and more. A spellbinding tour of Harry’s captivating world, The Sorcerer’s Companion is a must for every Potter aficionado’s bookshelf.The Sorcerer's Companion has not been prepared, approved, or licensed by any person or entity that created, published, or produced the Harry Potter books or related properties.

Warhammer 40,000: Rulebook


Adam Troke - 2012
    No respite. No forgiveness.There is only WAR!In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.

The Question of God: C.S. Lewis and Sigmund Freud Debate God, Love, Sex, and the Meaning of Life


Armand M. Nicholi Jr. - 1988
    It may seem unlikely that any new arguments or insights could be raised, but the twentieth century managed to produce two brilliant men with two diametrically opposed views about the question of God: Sigmund Freud and C. S. Lewis. They never had an actual meeting, but in The Question of God, their arguments are placed side by side for the very first time. For more than twenty-five years, Armand Nicholi has taught a course at Harvard that compares the philosophical arguments of both men. In The Question of God, Dr. Nicholi presents the writings and letters of Lewis and Freud, allowing them to "speak" for themselves on the subject of belief and disbelief. Both men considered the problem of pain and suffering, the nature of love and sex, and the ultimate meaning of life and death -- and each of them thought carefully about the alternatives to their positions. The inspiration for the PBS series of the same name, The Question of God does not presuppose which man -- Freud the devout atheist or Lewis the atheist-turned-believer -- is correct in his views. Rather, readers are urged to join Nicholi and his students and decide for themselves which path to follow.

Song and Silence: A Guidebook to Bards and Rogues


John D. Rateliff - 2001
    Packed with new ways to customize even the most artful characters this book includes: New feats, prestige classes, weapons, spells, magic items, and equipment. Complete guidelines for trapmaking, including 90 sample traps. Descriptions of a wide range of thieves' guilds and bardic colleges. Detailed rules for flanking opponents in combat. Dungeon Masters and players who want to add a new dimension to their bards and rogues will find a wealth of indispensable material within these pages. To use this accessory, a Dungeon Master also needs the "Player's Handbook," the "Dungeon Master's ""Guide," and the "Monster Manual." A player needs only the "Player's Handbook."

Clanbook: Cappadocian


Justin Achilli - 1997
    The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.Clanbooks contain vital character information for players and Storytellers.

The Best American Short Stories of the Century


John UpdikeF. Scott Fitzgerald - 2000
    Now THE BEST AMERICAN SHORT STORIES OF THE CENTURY brings together the best of the best - fifty-five extraordinary stories that represent a century's worth of unsurpassed accomplishments in this quintessentially American literary genre. Here are the stories that have endured the test of time: masterworks by such writers as Ernest Hemingway, William Faulkner, Willa Cather, F. Scott Fitzgerald, William Saroyan, Flannery O'Connor, John Cheever, Eudora Welty, Philip Roth, Joyce Carol Oates, Raymond Carver, Cynthia Ozick, and scores of others. These are the writers who have shaped and defined the landscape of the American short story, who have unflinchingly explored all aspects of the human condition, and whose works will continue to speak to us as we enter the next century. Their artistry is represented splendidly in these pages. THE BEST AMERICAN SHORT STORIES series has also always been known for making literary discoveries, and discovery proved to be an essential part of selecting the stories for this volume too. Collections from years past yielded a rich harvest of surprises, stories that may have been forgotten but still retain their relevance and luster. The result is a volume that not only gathers some of the most significant stories of our century between two covers but resurrects a handful of lost literary gems as well. Of all the great writers whose work has appeared in the series, only John Updike's contributions have spanned five consecutive decades, from his first appearance, in 1959. Updike worked with coeditor Katrina Kenison to choose stories from each decade that meet his own high standards of literary quality.