The Video Games Guide


Book Description

The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.




The Golden Age of Video Games


Book Description

This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene.




Warsong the RPG, Second Edition


Book Description

There are secrets that they don't teach in school. Bookmarks in history books that point to pages that don't exist. The world that has been sold to us is not authentic. The sterile white rooms that test observable reality exist to protect us from the things that we might find out if we look for ourselves. Science would have you believe that everything that is has only existed for a finite period of time. Humans are only 200,000 years old. We'll celebrate our world's five billionth birthday in about half a billion years. The books will tell you that we were hunter-gatherers first. We emerged from evolution only recently. We're just a blink in the eye of the universe, hurling through space on a lonely rock. Alone in the universe with nothing on the other side of reality. Lies. We, and the world we live on, is far older than they tell us. There is another world that existed before. Before we evolved. Before the dinosaurs. Before the great ice ages. Before Jesus. Before Babel. Before Pangea. Before everything we know and everything that science teaches us there was a time of technology and magic. Of heroes and gods who walked among us. Of divine creatures barely removed from the birth of our world. This was a time before our eyes were blinded. Before our ears failed to hear the songs of the incarna. Before our souls withered away from the disconnection to the truth. This is the story we have forgotten. This is the Warsong. Delve into the fantastic, futuristic world of Lemuria in Warsong, the Sengoku Punk role-playing game. This 362 page core book includes everything you need to play!




Electronic Dreams


Book Description

How did computers invade the homes and cultural life of 1980s Britain? Remember the ZX Spectrum? Ever have a go at programming with its stretchy rubber keys? How about the BBC Micro, Acorn Electron, or Commodore 64? Did you marvel at the immense galaxies of Elite, master digital kung-fu in Way of the Exploding Fist or lose yourself in the surreal caverns of Manic Miner? For anyone who was a kid in the 1980s, these iconic computer brands are the stuff of legend. In Electronic Dreams, Tom Lean tells the story of how computers invaded British homes for the first time, as people set aside their worries of electronic brains and Big Brother and embraced the wonder-technology of the 1980s. This book charts the history of the rise and fall of the home computer, the family of futuristic and quirky machines that took computing from the realm of science and science fiction to being a user-friendly domestic technology. It is a tale of unexpected consequences, when the machines that parents bought to help their kids with homework ended up giving birth to the video games industry, and of unrealised ambitions, like the ahead-of-its-time Prestel network that first put the British home online but failed to change the world. Ultimately, it's the story of the people who made the boom happen, the inventors and entrepreneurs like Clive Sinclair and Alan Sugar seeking new markets, bedroom programmers and computer hackers, and the millions of everyday folk who bought in to the electronic dream and let the computer into their lives.




Too Dangerous to Desire


Book Description

Can a Flame from the Past be Rekindled? Long ago, Sophie Lawrance chose prudence over passion, rejecting a rebellious young rogue for the sake of her family-no matter the ache it left in her heart. But after a specter from her father's past resurfaces, threatening to destroy all she holds dear, the desperate beauty knows there is only one man whose shadowy skills can save her. Or Is It Too Dangerous to Play with Fire? Cameron Daggett is a man of many secrets . . . and many sins. He's never forgotten the pain of losing Sophie. But now, with a chance to win her back, Cameron sets aside his anger and agrees to help Sophie save her father's honor. Together they embark on a perilous masquerade, leading them to a remote country estate near the sea. There, they must battle a cunning adversary-and their own burning desires. Will they be consumed by the flames? Or can they prove that true love conquers all?




Too Tempting to Resist


Book Description

In the Wolf's Lair . . . Determined to stop her wayward brother from squandering their dwindling fortune, Lady Eliza Brentford decides to follow him to his favorite den of depravity. There, among the candlelight and raucous revelry, she encounters her brother's role model in debauchery, the notorious Marquess of Haddan, Gryffin Dwight. Staring into his smoldering green eyes, Eliza can't help but find the rakehell nobleman seductively charming-and sinfully attractive. In a Lover's Paradise . . . When Gryffin appears on Eliza's estate as a guest of her brother, a stolen kiss among the garden's blooms leads to a night of unbridled passion. Suddenly the lovely widow feels herself opening up, like the petals of a rose. Could this master of seduction possibly feel true emotion for Eliza? Or is he leading her down the garden path to an Eden of delights no woman can resist-and a fall no woman can escape?




Grand Thieves & Tomb Raiders


Book Description

Gaming: it’s the greatest British invasion of them all. Lara Croft is an international icon and the British-born Grand Theft Auto and its spin-offs have sold more than 100 million copies worldwide. The UK’s games industry is now bigger than either its cinema or its music. Yet the medium’s birth in Thatcher’s Britain was almost accidental. While politicians championed computers like the BBC Micro and the ZX Spectrum as engines of learning, it was left to a grassroots culture of amateur programmers to unlock their true potential. And from bedrooms and classrooms across the country, a brilliant profusion of innovative and idiosyncratic games soon emerged – propelling their young creators to fame, riches and, eventually, a place on the world stage. This is the story of those teenage coders – tracing their journey from the first home computers to the age of the smartphone. A mix of oddball characters, programming miracles and moral panics, Grand Thieves & Tomb Raiders reveals how the unique history of British computing led to some of the greatest games of all time.




Computer Gaming World


Book Description




Metal


Book Description

This is a comprehensive, illustrated book about one of the most enduringly popular forms of music. Combining biography, critical analysis, and detailed reference sections, it profiles all the major heavy metal artists as well as a huge selection of other niche acts from around the world. Metal: The Definitive Guide includes new firsthand interviews with many major metal musicians and detailed discographies. It is the definitive metal encyclopedia.The over 300 illustrations in this book encompass fantastic including artist pictures and memorabilia such as posters, ticket stubs, and much more.




Captive Nation


Book Description

In this pathbreaking book, Dan Berger offers a bold reconsideration of twentieth century black activism, the prison system, and the origins of mass incarceration. Throughout the civil rights era, black activists thrust the prison into public view, turning prisoners into symbols of racial oppression while arguing that confinement was an inescapable part of black life in the United States. Black prisoners became global political icons at a time when notions of race and nation were in flux. Showing that the prison was a central focus of the black radical imagination from the 1950s through the 1980s, Berger traces the dynamic and dramatic history of this political struggle. The prison shaped the rise and spread of black activism, from civil rights demonstrators willfully risking arrests to the many current and former prisoners that built or joined organizations such as the Black Panther Party. Grounded in extensive research, Berger engagingly demonstrates that such organizing made prison walls porous and influenced generations of activists that followed.