Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution


Dean Takahashi - 2002
    It has already eclipsed motion pictures to become one of the largest and fastest growing markets in history and a lamplight illuminating where the future of entertainment is headed. In an effort to grab a chunk of that market, Microsoft—an absolute newcomer to the gaming industry—has put billions of dollars on the line in a gamble to build the fastest, most mature, most advanced video game console ever: the Xbox. Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?In Opening the Xbox, award-winning journalist and gaming-industry expert Dean Takahashi guides you deep into the amazing story of this much-anticipated game console. Through exclusive interviews with top executives at Microsoft, exhaustive research, and a penetrating investigation, he unveils the tumultuous story behind the development of the project and how it could change the entertainment industry forever. Inside, you'll discover that what started as Project Midway, spearheaded by Jonathan "Seamus" Blackley and three of his renegade cohorts, turned into Xbox—a multibillion-dollar enterprise that became Microsoft's largest internal startup ever and a personal pet project of Bill Gates. The colorful infighting, the cutthroat tactics used to lure partners, and the race to vanquish bitter rivals Sony and Nintendo are all laid bare in this unvarnished, high-tech drama. It's a story like no other, full of heroes and villains, plot twists and intrigue—all before the backdrop of Microsoft's grand ambition to move from the office into the living room.If you're like the millions of gamers, investors, and business spectators who anxiously anticipated the Xbox, then you don't want to miss the explosive, exclusive, behind-the-scenes story in Opening the Xbox.

Demon the Fallen


Michael Lee - 2001
    

Eberron Campaign Guide: A 4th Edition D&D Supplement


James WyattScott Fitzgerald Gray - 2009
    This exciting world is complete with soaring cities, viscious wars, and a gritty mean-streets style that harkens back to the traditions of film noir.The Eberron campaign setting is updated into the 4th edition D&D family with the Eberron Campaign Guide. Featuring all of the character elements from the core rulebooks, this updated version of the Eberron world is a must for any gamer that likes the magic-as-technology, film noir, high-adventure campaign setting that was chosen from over 15,000 game submissions.

Play Unsafe


Graham Walmsley - 2007
    We buy shelves of thick books. We plan detailed adventures. We memorise rules.In Play Unsafe, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, stop planning and start playing.This book explains how to make roleplaying less like work and more like play; stop killing other players' ideas and build on them instead; and put stories at the heart of your game.

Diary Of An 80s Computer Geek: A Decade of Micro Computers, Video Games & Cassette Tape


Steven Howlett - 2014
    The 1980s were certainly loud, often garish and utterly fabulous - no matter how embarrassing the outfits were.There are so many elements, which made the 80s a truly great decade, but one of the greatest contributions, if not the greatest, is the mass introduction of affordable 8-bit home micro computers.These curious machines of geekdom changed the way we regarded computers and technology. No longer were they the sole perverse of tweed jacket clad scientists sporting unruly beards, micro computers were now forming a staple inventory in millions of homes.Much of the technology that we enjoy today, such as desktop computers, notebooks, tablets, gaming consoles and smart phones, all of which are often taken for granted, can be traced back to this innovative decade.If you were a child of the 80s and remember the joy of receiving your very first home computer or maybe a young adult who fondly remembers the excitement, then you will appreciate this unabashed reminiscence of a simpler time whose adolescent technological was on the cusp of great advancements.This book is intended as celebration and reflection of all the computer technology that made the 80s such a wonderful, pioneering period and follows the journey of a self confessed, teenaged computer geek who experienced and enjoyed every ground breaking moment, including publishing his own software.10 Print “The 80s are fab!”20 Goto 10RunAuthor's Comments:The current edition is dated 31st January 2016 and has been edited based on customer feedback.

Bridge at a Glance


Audrey Grant - 2006
    Slim and portable, it offers concise summaries of a wide variety of bids and coordinates with Grant's Bridge Basics books. A color-coded Bidding Ladder indicates the meaning of bids, and tabs grant quick access to any of the topics. This revision adds four pages, providing expanded information and a handy new scoring chart.

Hey! Listen!: A journey through the golden era of video games


Steve McNeil - 2019
    He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'.Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment.This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt?Joysticks at the ready. Let's Play!

Monitor


Leigh Alexander - 2016
    After they recover an NBN executive’s PAD at a protest in Broadcast Square, it seems Lana Rael and her friends, Johnny and Tim, might finally have their chance to discover the truth behind NBN’s saccharine and explosively popular franchise, Sunshine Junction.But when the aspiring activists stumble into the corporation’s all­ seeing eye, they find themselves in the limelight—and not in the way they hoped.As camdrones begin to follow them through the megacity and broadcast their every move on live threedee, Lana and her friends will have to ask themselves just how much they’re willing to sacrifice to fight the corps. Is making a difference worth risking their privacy, their lifestyle, or their lives?Fans of media giant NBN, its colorful programs, and its high-profile characters gain unparalleled access to the megacorp's HQ in Leigh Alexander's Monitor. As the media-focused megacorp responds to the threat posed by a trio of wannabe activists, we learn more about such popular characters as Jackson Howard, Victoria Jenkins, and Dinosaurus.Meanwhile, as the protagonists have their privacy stripped away, they lose control of their lives. Their actions become increasingly desperate and surprising. As they look for ways to retaliate, will their lives spiral into total anarchy? Will they regain control of the context that defines them? And who is responsible for their suffering? In Monitor, the truth is malleable, and learning how to shape it is paramount.In addition to its 96 pages of fiction, the hardcover edition of Monitor comes with a sixteen-page full color insert with setting information on activism in the Android future, NBN's Global Adaptive Entertainment, MegaBuy, and the future of marketing.

The Grand History of the Realms


Brian R. James - 2007
    Although not a game supplement, it serves as a handy reference guide for players and Dungeon Masters seeking information on specific historical events. In addition, the book features an exclusive Forgotten Realms short story by best-selling author R.A. Salvatore and new revelations for Realmslore aficionados.

Wizards & Spells


Jim Zub - 2020
    Featuring easy-to-follow and entertaining explanations of how spells are created and used in the game, along with original illustrations of the game's essential magical characters, this book shines a spotlight on the mystical side of D&D.The perfect jumping-on point for young fans of fantasy looking to give D&D a try, Wizards and Spells also features prompts to encourage creative problem-solving skills in the dangerous situations that may be encountered in a Dungeons & Dragons adventure.