Memoirs of a Virtual Caveman


Book Description

Join veteran gamer, video game fansite webmaster, and born storyteller, Rob Strangman as he takes you on a tour of some of the most defining moments in video game history as seen through his eyes. From the fall of Atari to the emergence of the Sony PlayStation and beyond, Rob relates tales of the adventures that were had during the golden age of gaming. Rob also discusses his experiences with importing, the ""gamer"" stereotype, and shares his opinions on the current state of gaming. While Rob may have been the original ""Virtual Caveman,"" he certainly wasn't the only one. Included here are many other stories and contributions from gamers both young and old. Also within these pages you will find interviews with many of the gaming industry's veterans: David Crane, Howard Scott Warshaw, Martin Alessi, Yuzo Koshiro, Kouichi ""Isuke"" Yotsui and more.




A History of Competitive Gaming


Book Description

Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.




Mega Man 3


Book Description

A critical and historical look at the game that turned Mega Man from a fluke hit to Capcom's tentpole franchise.




Food: A Love Story


Book Description

NEW YORK TIMES BESTSELLER • “A brilliantly funny tribute to the simple pleasures of eating” (Parade) from the author of Dad Is Fat Have you ever finished a meal that tasted horrible but not noticed until the last bite? Eaten in your car so you wouldn’t have to share with your children? Gotten hungry while watching a dog food commercial? Does the presence of green vegetables make you angry? If you answered yes to any of the following questions, you are pretty pathetic, but you are not alone. Feast along with America’s favorite food comedian, bestselling author, and male supermodel Jim Gaffigan as he digs into his specialty: stuffing his face. Food: A Love Story is an in-depth, thoroughly uninformed look at everything from health food to things that people actually enjoy eating.




Splendid Isolation


Book Description

In this sweeping historical saga, you will discover the Millionaires' joys, tribulations, and deeply guarded secrets - told through the unique voices of four Club employees.




The Disappearing Spoon


Book Description

From New York Times bestselling author Sam Kean comes incredible stories of science, history, finance, mythology, the arts, medicine, and more, as told by the Periodic Table. Why did Gandhi hate iodine (I, 53)? How did radium (Ra, 88) nearly ruin Marie Curie's reputation? And why is gallium (Ga, 31) the go-to element for laboratory pranksters? The Periodic Table is a crowning scientific achievement, but it's also a treasure trove of adventure, betrayal, and obsession. These fascinating tales follow every element on the table as they play out their parts in human history, and in the lives of the (frequently) mad scientists who discovered them. The Disappearing Spoon masterfully fuses science with the classic lore of invention, investigation, and discovery -- from the Big Bang through the end of time. Though solid at room temperature, gallium is a moldable metal that melts at 84 degrees Fahrenheit. A classic science prank is to mold gallium spoons, serve them with tea, and watch guests recoil as their utensils disappear.




Commodork: Sordid Tales from a BBS Junkie


Book Description

For nearly two decades, computer-based Bulletin Board Systems were the primary method of communication between computer users. 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.




The NES Omnibus


Book Description

The NES Omnibus: The Nintendo Entertainment System and Its Games, Vol. 1 (A-L), covers the first half of the NES library in exhaustive and engaging detail. More than 350 games are featured, including such iconic titles asCastlevania, Donkey Kong, Double Dragon, Duck Hunt, Final Fantasy, and The Legend of Zelda. Each game, whether obscure or mainstream, is given the spotlight. In addition to thorough gameplay descriptions, the book includes reviews, memories, historical data, quotes from vintage magazines, and, best of all, nostalgic stories about many of the games from programmers, authors, YouTube celebs, and other industry insiders. The book also features more than 1,500 full-color images, including box art, screenshots, and vintage ads.




Planet Funny


Book Description

A Kirkus Reviews Best Book of the Year The witty and exuberant New York Times bestselling author and record-setting Jeopardy! champion Ken Jennings relays the history of humor in “lively, insightful, and crawling with goofy factlings,” (Maria Semple, author of Where’d You Go Bernadette)—from fart jokes on clay Sumerian tablets to the latest Twitter gags and Facebook memes. Where once society’s most coveted trait might have been strength or intelligence or honor, today, in a clear sign of evolution sliding off the trails, it is being funny. Yes, funniness. Consider: Super Bowl commercials don’t try to sell you anymore; they try to make you laugh. Airline safety tutorials—those terrifying laminated cards about the possibilities of fire, explosion, depressurization, and drowning—have been replaced by joke-filled videos with multimillion-dollar budgets and dance routines. Thanks to social media, we now have a whole Twitterverse of amateur comedians riffing around the world at all hours of the day—and many of them even get popular enough online to go pro and take over TV. In his “smartly structured, soundly argued, and yes—pretty darn funny” (Booklist, starred review) Planet Funny, Ken Jennings explores this brave new comedic world and what it means—or doesn’t—to be funny in it now. Tracing the evolution of humor from the caveman days to the bawdy middle-class antics of Chaucer to Monty Python’s game-changing silliness to the fast-paced meta-humor of The Simpsons, Jennings explains how we built our humor-saturated modern age, where lots of us get our news from comedy shows and a comic figure can even be elected President of the United States purely on showmanship. “Fascinating, entertaining and—I’m being dead serious here—important” (A.J. Jacobs, author of The Year of Living Biblically), Planet Funny is a full taxonomy of what spawned and defines the modern sense of humor.




Classic Home Video Games, 1985-1988


Book Description

A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.