100 best video games that never existed crowley nate
100 Best Video Games (That Never Existed) - Crowley Nate
The World''s First Post-Truth Gaming BookAfter rashly tweeting he would dream up an imaginary computer game for every ''like'' received, Nate Crowley found himself on an epic quest to conjure up hundreds of entirely fictional titles. From 1980s hits like BeastEnders to modern classics like 90s Goth Soccer and BinCrab Destiny, this beautiful retrospective takes the reader on a lavish tour of the most memorable and groundbreaking games never made.Brought to hilarious life by a team of genuine videogame industry concept artists and written by a professional over-imaginer, this book doesn''t just throw out silly ideas – it expands on them in relentless, excruciating detail.
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Star Trek Video Games - Mat Bradley-Tschirgi
Star Trek video games have been around almost as long as Star Trek itself. From humble beginnings as an unofficial text-based game playable on mainframe computers to modern multi-million dollar spectacles, Star Trek video games span the history of gaming itself. In _Star Trek Video Games: An Unofficial Guide to the Final Frontier_, author Mat Bradley-Tschirgi dives into notable Star Trek games across a variety of genres in his fun, humorous style with loads of aplomb. Whether they are based on the live-action or animated TV series, movies, or crossover scenarios, dozens of games (some memorable, some not so memorable) are covered in rich detail with proper historical context along the way. Aside from its sometimes snarky text, this book features over 100 color photos showing off the wide variety of Star Trek video games covered within. There's also interviews with game designers, writers, producers, and gaming journalists on select titles offering a behind the scenes look or color commentary on such fan favorites as Star Trek: Starfleet Command, Star Trek: Judgment Rites, Star Trek: Legacy, Star Trek: Resurgence, and more!Relive memories of playing Star Trek games on Mac, PCs, consoles, handhelds, and mobile phones or discover new favorites to ... Unknown localization key: "more"
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Ten Things Video Games Can Teach Us - Daniel Griliopoulos, Jordan Erica Webber
WOULD YOU KILL ONE PERSON TO SAVE FIVE OTHERS?If you could upload all of your memories into a machine, would that machine be you? Is it possible we''re all already artificial intelligences, living inside a simulation?These sound like questions from a philosophy class, but in fact they''re from modern, popular video games. Philosophical discussion often uses thought experiments to consider ideas that we can''t test in real life, and media like books, films, and games can make these thought experiments far more accessible to a non-academic audience. Thanks to their interactive nature, video games can be especially effective ways to explore these ideas.Each chapter of this book introduces a philosophical topic through discussion of relevant video games, with interviews with game creators and expert philosophers. In ten chapters, this book demonstrates how video games can help us to consider the following questions:1. Why do video games make for good thought experiments? (From the ethical dilemmas of the Mass Effect series to ''philosophy games''.)2. What can we actually know? (From why Phoenix Wright is right for the wrong reasons to whether No Man''s Sky is a lie.)3. Is virtual reality a kind of reality? (On whether VR headsets like the Oculus ... Unknown localization key: "more"
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Designing Video Games - Stuart Maine
Have you ever played a video game and wondered how it was made? Do you have an idea for a game but don’t know how to create it? Maybe you’re curious about the skills needed to land a job as a video games developer?This book breaks down the tools and techniques behind making games, providing practical advice to help you create experiences that grab players and transport them to worlds of mystery and adventure. Packed with examples and tips, Designing Video Games details each step in the process:* Thinking up and evaluating ideas. * Turning ideas into designs. * Understanding your audience. * Creating game content. * Using psychological techniques. * Fixing common development problems. * Polishing, marketing, and releasing games. Yes, you absolutely have what it takes to make great video games. This book will show you how.
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VGC: The 2025 Guide to Video Games - 1981 Media Ltd
There’s no such thing as a quiet year in video games, and 2024 has been no different. For players, a steady stream of high-profile game releases has meant there’s always been something new to play regardless of what console, handheld, PC or mobile device they were using. Meanwhile, behind the scenes 2024 has been one of the most turbulent years in the history of the games industry, with widespread job losses, studio cuts, acquisitions and other controversies. Video Games Chronicle, the expert source for video game news, has covered 2024’s goings-on every step of the way, and this book summarises the entire year in one handy volume. Designed like an old-school games magazine, this book presents the VGC website’s best coverage of 2024 in a more traditional format. Our News section takes you through all the major stories that took place throughout the year, allowing you to relive every moment (for better or worse). Our Reviews section contains every notable VGC game review from 2024, ‘remastered’ and presented to you in physical form (we’re big on preservation, you see). Our Features section offers some of our best long-form articles from the past year. Finally, our Previews section takes a look ... Unknown localization key: "more"
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Video Games - Anne Elder
Classic games for playful babies—level up your little gamer and “spark imaginative play” (School Library Journal) in Gamer Baby: Video Games! Grab your controller! Are you ready to play? Time to pick a character. Which one do you want to be? With this adorable baby book, it’s never too early for your little gamer to graduate from NPC to protagonist! Simple descriptions of game play—from gamepad controls to bosses—and vibrant characters make video games exciting and easy for all ages. Jump and duck and run at the tap of a button. Overcome obstacles and build reaction time in mission after mission—let’s collect achievements! A glossy cover and delightful details throughout make this little board book perfect for baby showers or first story times. This charming introduction to video games will have your little ones gaining XP in no time! So get your controller and press START: Ready for the next level of the game? Let’s go! From Starry Forest Books, Gamer Baby invites little ones to play and discover adventurous new skills.
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The 175 Best Camp Games - Kathleen Fraser, Mary Fraser, Laura Fraser
Games for kids 4 to 16, plus tips on keeping them fun and fair for all participants. Camp games are meant to be fun. Here are the very best camp-tested games for boys and girls aged 4 to 16, with easy-to-follow instructions and illustrations. The Frasers include indoor and outdoor games for both small and large groups, with some old favorites and lots of new, soon-to-be favorites. The 175 Best Camp Games also includes advice on: Choosing the right game for the situation Starting and ending games Dealing with rule breakers Modifying games for varied abilities Assuring safety and good supervision. This practical guide is easy to use, and the more than 175 games are divided into five chapters: Break the Ice (Name Dropping, Life Raft) Taking It Easy (Speed Rabbit, Electricity) Getting Them Moving (Soh Koh No, Kitty Wants a Corner) Running Them Ragged (Pairs Tag, Fox in the Henhouse) Wet and Wild (Battleship, Sharks and Mermaids). Though written with camp leaders in mind, this book will appeal to youth activity directors, counselors, counselors-in-training, coaches, scout leaders, parents, teachers and any other adult looking for creative group activities for youth that include all participants and require little or no ... Unknown localization key: "more"
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Video Games - Elizabeth Neuenfeldt
From the beginning, video games have hooked kids and adults alike! This high-interest title shares many types of video games and the technology developed to play them. Fun facts and vibrant photos pop off the page, supporting the book’s leveled text. A timeline and other special features highlight the evolution of video games from the first computer to arcades to the beloved games and events of today!
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151 Video Games - Simon Parkin
Updated and extended in 2025. Whether you are playing as a supersonic hedgehog, an athletic archeologist, or a moustachioed Italian plumber, video games allow their players to inhabit spaces where the usual parameters of existence do not apply. The medium's history is chronicled through the individual stories of 151 of the most iconic video games. Beginning in the early 1970s, the book charts five decades of the pixel revolution. The story of each game is accompanied by trivia and quotations, and illustrated with photographs, screenshots and artwork. This celebratory reference and history, newly updated, will enthrall any video games aficionado.
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The Comic Book Story of Video Games - Jonathan Hennessey
Jonathan Hennessey provides readers with everything they need to know about video games - from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go.
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Learn to Play the 200 Best Ever Card Games - Jeremy Harwood
This essential reference brings together all the best card games, including canasta, bridge, rummy, blackjack, cribbage, whist, solitaire and poker. Everything from fun and simple games for beginners and family players, to professional tips and expert gui,
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The 21st Century in 100 Games - Aditya Deshbandhu
The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry.This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.
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Marty Frye, Private Eye: The Case of the Busted Video Games & Other Mysteries - Janet Tashjian
Marty Frye, Private Eye: The Case of the Busted Video Games & Other Mysteries is the third in the young chapter book mystery series by bestselling author-illustrator team Janet Tashjian and Laurie Keller!In this new collection of mysteries, everyone’s favorite poet detective is back in action. When a prankster tangles all the school jump ropes into knots and gym is canceled, Marty pins down the culprit. When five machines are mysteriously found broken at the arcade, Marty jumps on the case. And when Mom’s phone goes missing after a trip to the mall, Marty races against the clock to track it down before dinner. But can he still manage to make up rhymes while he solves new crimes?Broken into three short stories, this is an ideal stepping stone to longer chapter books. Young readers will be off in search of a rhyme in no time.Christy Ottaviano Books
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The Games That Made Us - Daniel Hurley
1992 to 2022 was a period like no other for West Ham United. Taking in the rise of the Premier League, promotion, relegation, European nights and so much more, Daniel Hurley looks at key moments in West Ham''s recent history from a fan''s perspective, remembering joy and despair in equal measure along his journey as a football supporter from child to adult. The Games That Made Us is the story of an unforgettable period in West Ham''s history told through the club''s 50 most important matches over the past 30 years, with each game put into context and the consequences examined. From Dicks to Di Canio, Harewood to Antonio, Redknapp to Allardyce, The Games That Made Us tells tales of last-minute winners and last-second heartbreak, of trips to Cardiff, 5-4 victories and 4-2 defeats, plus more matches against Wimbledon than you would expect. Find out how a former manager once gave Daniel a transfer exclusive, why his son''s first game was possibly the worst debut in history and why John Hartson ruined his 14th birthday.
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The Age of Video Games - Jean Zeid
Press Start on an immersive journey revealing the pixels, polygons, and people that revolutionized entertainment forever. Join journalist Jean Zeid, artist Émilie Rouge, and their console pal Roby to learn how digital dreams built an industry now worth hundreds of billions of dollars. This engaging and comprehensive graphic novel is a knowledge power-up for hardcore gamers and curious noobs of all ages!Time travel to pivotal moments in video game history with a wistful millennial Jean Zeid, extremely online zoomer, Émilie Rouge, and their robot sidekick Roby in a lively, action-packed conversation all generations of gamers will enjoy. Émilie's massive portal cannon takes the team from era-to-era, lab-to-lab, revealing the real people, inventions, and breakthroughs in gaming. Go right with them as they clear levels in 8-bit sidescrollers, combat games, simulators, multi-player RPGs, and more --- but watch your step! Includes a full index and acknowledgements.
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The Game That Never Ends - Julien Mailland
A guide to the fascinating legal history of the videogame industry, written for nonlawyers.Why did a judge recall FIFA 15, a nonviolent soccer game, from French shelves in 2014? Why was Vodka Drunkenski, a character in Nintendo-Japan’s Punch-Out!, renamed Soda Popinski in the US and then in Western Europe, where the pun made no sense? Why was a Dutch-American company barred by US courts from distributing a clone of Pac-Man? Julien Mailland answers all these questions and more in The Game That Never Ends, an inside look at the legal history that undergirds our favorite videogames. Drawing on a series of case studies as vignettes of the human comedy, Mailland sheds light on why and how the role of lawyers is key for understanding the videogame industry.Each chapter in The Game That Never Ends is a mini-puzzle that pieces together how an important legal issue arose, was resolved, and impacted the industry and the experience of gamers in real time. These chapters are interspersed with shorter chapters called “The Lawyer’s Corner,” opportunities to dive deeper into individual cases. Lightly footnoted, these interludes connect the previous chapters together by providing a conceptual meta-analysis. Offering a comprehensive overview of the global legal ... Unknown localization key: "more"
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Girls that Never Die - Safia Elhillo
''Incredibly moving ... Every single poem is stellar'' Roxane Gay, author of Difficult Women and Hunger____________________________________________In Girls That Never Die, award-winning poet Safia Elhillo reinvents the epic to explore Muslim girlhood and shame, the dangers of being a woman, and the myriad violences enacted and imagined against women’s bodies. Drawing from her own life and family histories, as well as cultural myths and news stories about honor killings and genital mutilation, she interlaces the everyday traumas of growing up a girl under patriarchy with magical realist imaginings of rebellion, autonomy, and power. Elhillo writes a new world: women escape their stonings by birds that carry the rocks away; slain girls grow into two, like the hydra of lore, sprouting too numerous to ever be eradicated; circles of women are deemed holy, protected. Ultimately, Girls That Never Die is about wrestling ourselves from the threats of violence that constrain our lives, and instead looking to freedom and questioning: [what if i will not die][what will govern me then]____________________________________________''Elhillo''s is a voice that walks into the future'' Ilya Kaminsky''Brilliant. And fierce'' Aracelis Girmay''An astonishment'' Tracy K. Smith
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The Boy That Never Was - Perry Karen
***SOON TO BE A MAJOR TV SERIES***Read the deeply atmospheric and masterfully crafted tale of love and loss that will chill you to the bone.''Stunning'' Simon Mayo Radio 2 Book Club''A twist-filled page-turner'' Closer---Three-year-old Dillon vanished in the middle of the night. His father Harry can''t forgive himself for not protecting his only child. Yet Harry isn''t blamed by his wife Robin: she bares her own secret guilt.Five years later, thousands of miles away, Harry spots an eight-year-old boy in a crowd - a boy he is convinced is Dillon.Desperate to find his missing son, Harry''s obsession tears apart his marriage, exposing shameful secrets and shattering the one thing he and Robin had left - trust.Why won''t Robin believe Harry? What is she hiding? Can the boy really be Dillon?And how far will Harry go to find their lost son?---''The Boy That Never Was is that powerful thing, a beautifully written mystery driven by its exploration of the characters'' innermost hearts'' Tana French''A truly remarkable novel . . . Written in a captivating, lyrical style and brilliantly structured, the story grips your heart from the first pages and simply never lets go'' Jeffery Deaver''This is a debut novel that will ... Unknown localization key: "more"
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Titanic: The Ship That Never Sank? - Robin Gardiner
In 1912 the unthinkable happened - the supposedly unsinkable Titanic sank after hitting an iceberg, or so it was thought. In this bestselling book author Robin Gardiner claims that it was not in fact the Titanic but the sister ship, the Olympic, which finished its days sinking in the icy waters of the North Atlantic on that fateful night. His contention is that what happened was an insurance scam perpetrated by the White Star line which may have involved the possible collusion by the British government in the cover-up. On 20 September 1911, the Olympic was involved in a collision with the Royal Navy Warship HMS Hawke in Southampton Water. Olympic was found to be to blame in the collision. Because of this finding, White Star''s insurers allegedly refused to pay out on the claim. As this would amount to a serious financial loss for the company, it is alleged that, to make sure at least one vessel would be earning money, the badly damaged Olympic was patched up and then converted to become the Titanic. The real Titanic when complete would then quietly enter service as the Olympic. To dispose of the Olympic, which had allegedly been damaged beyond ... Unknown localization key: "more"
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Nat Tate - William Boyd
The infamous literary hoax that fooled the art worldOn January 8 1960, artist Nat Tate set out to burn his entire life''s work. Four days later he jumped off a Staten Island ferry, killing himself. His body was never found. When William Boyd published his biography of Abstract Expressionist Nat Tate, tributes poured in from a whole host of artists and critics in the New York art world. They toasted the troubled genius in a Manhattan launch party attended by David Bowie and Gore Vidal. But Nat Tate never existed. The book was a hoax. Will Boyd''s biography of a fake artist is a brilliant probe into the politics of authenticity and reputation in the modern art scene. It is a playful and intelligent insight into the fascinating, often cryptic world of modern art.
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Brazil That Never Was - A.J. Lees
A famed British neurologist embarks on an expedition in Brazil to follow the trail of Percy Fawcett, an occult-obsessed explorer who went missing in the Amazon rainforest and was the subject of the 2016 film The Lost City of Z.As a boy growing up near Liverpool in the 1950s, Andrew Lees would visit the docks with his father to watch the ships from Brazil unload their exotic cargo of coffee, cotton bales, molasses, and cocoa. One day, his father gave him a dog-eared book called Exploration Fawcett. The book told the true story of Lieutenant Colonel Percy Fawcett, a British explorer who in 1925 had gone in search of a lost city in the Amazon and never returned. The riveting story of Fawcett''s encounters with deadly animals and hostile tribes, his mission to discover an Atlantean civilization, and the many who lost their own lives when they went in search of him inspired the young Lees to believe that there were still earthly places where one could "fall off the edge."Years later, after becoming a successful neurologist, Lees set off in search of the mysterious figure of Fawcett. What he found exceeded his wildest imaginings. With access to the cache ... Unknown localization key: "more"
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The Question that Never Goes Away - Philip Yancey
Some days, the news seems too much to bear. Yet another tsunami or earthquake or flood or fire or war atrocity. One more gun-toting madman stalking young people in idyllic Norway or moviegoers in Colorado or schoolchildren in Newtown, Connecticut. We turn off the news only to get a phone call about expectant parents with a stillborn baby, or a loved one whose cancer has returned. If we have faith in God, it gets shaken to the core. What was God doing in the moment when that tragedy could have been prevented? If we can''t trust God to keep our children safe or our loved ones from dying in agony, what can we trust God for?In his classic book WHERE IS GOD WHEN IT HURTS?, Philip Yancey gave us permission to doubt, reasons not to abandon faith, and practical ways to reach out to hurting people. Now, with new perspectives and stories gathered across nearly twenty-five years, once again he tackles the hard questions head-on. His visits to three places in 2012 raised the old problems with new urgency. More veteran pilgrim than curious journalist in his later years, Yancey faces with his trademark honesty the issues that often undermine ... Unknown localization key: "more"
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Scotland The Best 100 Places - Peter Irvine
100 beautiful places in Scotland to walk, eat and sleepPeter Irvine, bestselling author of SCOTLAND THE BEST,has selected 100 extraordinary places that epitomise what istruly great about Scotland. This personal and diverse compendium is illustrated with beautiful and evocative images by some of Scotland’s best photographers.Peter Irvine has drawn on a lifetime of experiences to create this list of the 100 best places in Scotland: reflective, magnificent and human places. Some choices may be surprising but all are exceptional.This book is Pete’s ultimate collection selected from the hundreds of places that feature in the bestselling independent guide to Scotland, SCOTLAND THE BEST. As well as expert commentary, all 100 places include highly selective recommendations of where to walk, eat and sleep nearby.Some of Scotland’s finest photographers have captured the essence of each place. From wild glens to ancient buildings, remote islands to vibrant cities, this is Pete’s list of the places in Scotland that you really should visit in your lifetime.
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Jumping for Joy: The History of Platform Video Games - Chris Scullion
Complete history of Mario and Sonic platformers, two of the best-selling video game franchises of all time.
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How Video Games Made the Metaverse - Kelly Vero
Drawing on over 30 years of industry experience, Kelly Vero explores the rich interplay between narrative, design, and technology, making the case for why story, far from being a cosmetic layer, is foundational to player engagement, emotional investment, and lasting value in games and virtual worlds.
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Fall Through - Nate Powell
"Devastating and gorgeous," the New York Times Book Review proclaims. "Perhaps it’s a ghost story, perhaps it’s a fantasy story, but it’s refreshingly oblique. The images are heightened and stylized, the better to pass along that frisson so essential to punk art—rock or otherwise."Love and Rockets meets Russian Doll in this original, full-color graphic novel about an underground punk band caught in a loop of an eternally repeating tour—from National Book Award–winning cartoonist Nate Powell. Master cartoonist Nate Powell has crafted a graphic novel that serves as both a brilliant example of circular storytelling and a love letter to the spirit of punk communities. Fall Through will stay with the reader long after they’ve turned the last page, asking the impossible question: Would you burn down everything you love in order to save it all? At first glance, Diamond Mine seems to have emerged in 1979 as Arkansas’s first punk band. Instead, this quartet is revealed to be interdimensional travelers from 1994, guided—largely against their will—by vocalist Diana’s powerful spell embedded into their song “Fall Through.” As Diamond Mine tours the country, each performance of the song triggers a fracturing of space-time perceptible only by the band members as they’re ... Unknown localization key: "more"
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10 Things That Never Happened - Alexis Hall
Sam Becker loves-or, okay, likes-his job.Sure, managing a bed and bath retailer isn't exactly glamorous, but it's good work and he gets on well with the band of misfits who keep the store running. He could see himself being content here for the long haul. Too bad, then, that the owner is an infuriating git.Jonathan Forest should never have hired Sam. It was a sentimental decision, and Jonathan didn't get where he is by following his heart. Determined to set things right, Jonathan orders Sam down to London for a difficult talk...only for a panicking Sam to trip, bump his head, and maybe accidentally imply he doesn't remember anything?Faking amnesia seemed like a good idea when Sam was afraid he was getting sacked, but now he has to deal with the reality of Jonathan's guilt-as well as the unsettling fact that his surly boss might have a softer side to him.There's an unexpected freedom in getting a second shot at a first impression...but as Sam and Jonathan grow closer, can Sam really bring himself to tell the truth, or will their future be built entirely on one impulsive lie?
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The Rough Guide to the 100 Best Islands in the World - Rough Guides
The Rough Guide to the 100 Best Islands in the World — the latest picture-packed addition to Rough Guides’ Inspiration range — reveals the world’s most spectacular archipelagos in a brand-new gift book.From tiny sand-laced specks in tropical waters to remote Arctic archipelagos and wildlife-rich Ecuadorian islands, Rough Guides has combed every corner of the globe to find the most beautiful, curious and surprising islands. In this photo-rich coffee-table book, Rough Guides'' dedicated team of experts reveal their favourite spots, from the Bay of Naples’ best-kept secret to a haven of pristine wilderness off Canada’s Pacific Coast.Whether you’re after nature, history, wildlife or culture, we’ve got the island for you. This fully illustrated book aims to inspire readers to head off the mainland and escape the tourist trail, whether that’s to the wind-contoured Faroe Islands, the sun-soaked Caribbean or the remote southwest coast of Japan. Over 150 stunning images combine with authoritative text and insider information to give a strong flavour of each destination in this first-edition hardback book.With every destination selected by expert Rough Guides’ authors and editors, this brand-new, hardback book arms travellers with visual inspiration that’ll enthuse them to get out there and explore the world with ... Unknown localization key: "more"
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The Army That Never Was - Taylor Downing
The Army That Never Was: D-Day and the Great Deception tells the remarkable story of the deceptions, hoaxes and misdirections carried out by the Allies ahead of the most pivotal moment of the Second World War - the D-Day invasion. The most audacious of these schemes aimed to convince German forces that plans to storm Normandy were a mere sideshow, and featured a fictitious army led by General Patton and furnished with hundreds of real-world dummy landing craft, tanks and aircraft. New research reveals a hidden link with Britain's film industry, as the fascinating behind-the-scenes story of this dramatic gambit is explored in detail. Full of fascinating characters from the US, Britain and Germany, this compelling and propulsive narrative explores one of the most remarkable secret campaigns of the Second World War.
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100 Best-Ever Step-by-Step Barbecues - Jan Cutler
A stunning collection of 100 sun-drenched barbecue, grill and griddle recipes featuring easy-to-follow techniques and ways to bring out the very best in freshness and flavour, From super-fast seared dishes to slow-cook spit-roasts, every possible occasion is catered for - including rainy weather alternatives, Try delicious bite-sized nibbles such as Chilli and Herb Polenta, fantastic fish dishes including Raffia-tied Mackerel with Nutty Bacon Stuffing, or an original twist on meaty classics such as the meltingly gorgeous Stilton Burgers , Vibrant vegetarian options include Roasted Vegetable Quesadillas and Stuffed Peppers, plus there is a range of cooked and chilled salads to serve on the side, Offers expert advice on choosing the right barbecue, boosting flavour with rubs, marinades and dressings, and using a griddle to best advantage - over hot coals or when cooking indoors, Features 340 superb step-by-step photographs to illustrate all preparation and cooking techniques, and to set the scene for an entire summer of fabulous al fresco food, At-a-glance nutritional notes provide an accurate breakdown of fat, calories, fibre and cholesterol to aid in planning a healthy diet, This stunning best-of collection is a must-have guide for barbecue lovers everywhere. With 100 of the greatest ever grill and ... Unknown localization key: "more"
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The Beauty of Games - Frank Lantz
How games create beauty and meaning, and how we can use them to explore the aesthetics of thought.Are games art? This question is a dominant mode of thinking about games and play in the twenty-first century, but it is fundamentally the wrong question. Instead, Frank Lantz proposes in his provocative new book, The Beauty of Games, that we think about games and how they create meaning through the lens of the aesthetic. We should think of games, he writes, the same way we think of literature, theater, or music—as a form that ranges from deep and profound to easy and disposable, and everything in between. Games are the aesthetic form of interactive systems, a set of possibilities connected by rules of cause and effect. In this book, Lantz analyzes games from chess to poker to tennis to understand how games create beauty and evoke a deeper meaning. He suggests that we think of games not only as hyper-modern objects but also as forms within the ancient context of artistic production, encompassing all of the nebulous and ephemeral qualities of the aesthetic experience.
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Legends: The Best Players, Games, and Teams in Basketball - Howard Bryant
From Magic Johnson to Michael Jordan to LeBron James to Steph Curry, ESPN''s Howard Bryant presents the best from the hardwood--a collection of NBA champions and superstars for young sports fans! Fast-paced, adrenaline-filled, and brimming with out-of-this-world athleticism, basketball has won the hearts of fans all across America—yet it is particularly popular among kids and teens. Giants of the game like Steph Curry, LeBron, and Michael Jordan have transcended the sport to become cultural icons and role models to young fans. From the cornfields of Indiana and the hills of North Carolina, to the urban sprawl of New York City, Chicago and L.A., love of the game stretches from coast to coast. Featuring Top Ten Lists to chew on and debate, and a Top 40-style Timeline of Key Moments in Basektball History, this comprehensive collection includes the greatest dynasties, from the Bill Russell-era Celtics, to the Magic Jonson-led Lakers, to the Jordan-led Bulls, right up to the Tim Duncan-led Spurs. All the greats take flight toward the hoop in this perfect book for young fans who dream about stepping on an NBA court."A trove of awesome athletic feats, game-changing stars of the past and present, and rich fodder for heated ... Unknown localization key: "more"
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Narrative Design for Mobile and Live Games - Valentina Tamer
This is a comprehensive guidebook for long-term storytelling in mobile games and games-as-a-service (also known as live games). This book formalizes creative techniques of game writing and narrative design for a platform (and revenue model) that has shown drastic growth and changes over the past few years. The unique challenges of mobile games and live games are also increasingly relevant across the whole games industry. With hybrid consoles such as the Nintendo Switch, cloud gaming, and cross-platform titles, the lines between mobile and console have begun to blur. Additionally, many games now offer live support to extend player engagement.This book starts with an introduction to narrative design and the world of mobile games, followed by a deep dive into open-ended and seasonal storytelling. Besides the creative aspect of development, it covers areas of production such as documentation, collaboration, and monetization. To illustrate its solutions, it uses examples from video games and other media, specifically screenwriting for TV shows.This book will be of great interest to all game narrative and writing professionals working on mobile and live games.
Objev podobné jako Narrative Design for Mobile and Live Games - Valentina Tamer
The Army That Never Was - Taylor Downing
The Army That Never Was: D-Day and the Great Deception tells the remarkable story of the deceptions, hoaxes and misdirections carried out by the Allies ahead of the most pivotal moment of the Second World War - the D-Day invasion. The most audacious of these schemes aimed to convince German forces that plans to storm Normandy were a mere sideshow, and featured a fictitious army led by General Patton and furnished with hundreds of real-world dummy landing craft, tanks and aircraft. New research reveals a hidden link with Britain's film industry, as the fascinating behind-the-scenes story of this dramatic gambit is explored in detail. Full of fascinating characters from the US, Britain and Germany, this compelling and propulsive narrative explores one of the most remarkable secret campaigns of the Second World War.
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Casio GA-140-1A1ER
Casio G-Shock GA-140-1A1ER jsou pánské sportovní hodinky s kombinovaným analogovým a digitálním ciferníkem. Model navazuje na úspěšnou řadu G-100 a nabízí funkce jako měření rychlosti, stopky a budík. Design je inspirován retro stylem kazeťáků z 90. let.
- Kombinovaný analogový a digitální ciferník pro přehledné zobrazení
- Retro design inspirovaný kazeťáky z 90. let
- Funkce měření rychlosti pohybujícího se předmětu
- Odolný G-Shock provedení s budíkem a stopkami
Objev podobné jako Casio GA-140-1A1ER
Waiting for Something That Never Arrived - Dan Shanahan
Současný politický diskurs v USA - a i v dalších průmyslových demokraciích - byl až doposud založen na bezmezné víře v "prosperitu", která pramenila z pocitu vítězství nad chudobou a zápasem o přežití. Dnes, když demokracie získala spíše materiální rozměr, se již málo bavíme o tom, kam by měla vlastně směrovat. Stejně tak se neptáme na otázku, jaký vztah by ve skutečnosti měl být mezi menšinou lidstva, která si užívá prosperity a většinou , která k prosperitě přístup nemá. Kniha Waiting for Something That Never Arrived vychází z několika výměn názorů mezi autorem a nedávno zesnulým britským historikem Tony Judtem a postupně se snaží o vybudování filosofického základu pro progresivní myšlení a rozvážnou politickou diskuzi. Kniha je v anglickém jazyce. Autor knihy Dan Shanahan je profesorem komunikace na Fakultě humanitních studií Univerzity Karlovy v Praze. Působil na fakultách Monterey Institute of International Studies v Kalifornii a na Ecole des hautes etudes commerciales v Paříži. Dvakrát také přednášel v rámci stipendií Fulbrightova programu. Je autorem knih Towards a Genealogy of Individualism (UMass Press, 1992) a Language, Feeling and the Brain (Transaction Publishers, 2007).
Objev podobné jako Waiting for Something That Never Arrived - Dan Shanahan
The Game Changers: How Playing Games Changed the World and Can Change You Too - Clare Tim
Why is playing games a universal human instinct? Why did the same games evolve across wildly different civilisations? And how can those games make your life happier, healthier and more fulfilled? The history of board games is really the history of human civilisation. Through it we see how our species has learned to live with one another, make deals, take on different roles and manage the ups and downs of luck.In this entertaining and thought-provoking look at games through the ages, Tim Clare explores the legal highs of a good dice roll, the thrills of a predatory race game and the tactile pleasures of the games that age with us through our lives to discover how, through play, we become fully ourselves. Drawing on Roman anti-cheating devices, organised crime card syndicates and the combative domestic bonding ritual of Monopoly, The Game Changers explains why games are more popular now than ever, and how playing them helps us learn to be better losers, make smarter decisions and become more human.
Objev podobné jako The Game Changers: How Playing Games Changed the World and Can Change You Too - Clare Tim
The Rough Guide to the 100 Best Places in the USA - Rough Guides
The Rough Guide to the 100 Best Places in the USA - the latest picture-packed addition to Rough Guide''s Inspiration range - celebrates the most breathtaking and unmissable locations across the country in this irresistible coffee-table book. From the iconic cities of the Northeast to the sweeping landscapes of the Southwest, crossing the Great Lakes, the Plains and the Rocky Mountains, this glossy guide will transport you across some of the most impressive locations throughout America. Each location has been carefully selected by the devoted team of skilled writers and editors at Rough Guides, and these destinations are thoughtfully arranged based on their geographical regions.This incredible photography collection - with more than 150 fabulous images - showcases a mesmerising array of jaw-dropping landscapes, sparkling urban cityscapes and fascinating historic highlights. The combination of gripping text and eye-catching imagery creates a vivid sense of each destination, including what makes each spot unique. So whether you''re looking for weird, wacky or wonderful, on a short vacation or the trip of a lifetime, the USA is bound to exceed expectations and leave you wanting more.Features of the Rough Guide to the 100 Best Places in the USA- Attractive coffee-table book with more than ... Unknown localization key: "more"
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The Summer That Never Was - Peter Robinson
Alan Banks must return home and face the greatest fear of his childhood. The Summer That Never Was is Peter Robinson’s thirteenth novel in the Inspector Banks series, which inspired the major British ITV drama DCI Banks.
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Lonely Planet Kids The Games on the Go Activity Book - Lonely Planet, Lonely Planet Kids
Winner - 2024 KZone/Total Girl Toy Awards - Best Gaming Activity BookThe ultimate on-the-go activity book that''s packed with over 100 travel-themed games for curious minds who enjoy pencil to paper challenges.From road trip bingo to search-and-find pictures; true or false quizzes to mind-bending mazes; this book makes the ultimate companion for kids who love to solve puzzles and keep their minds busy. Inside The Games on the Go Activity Book:Over 100 games to banish boredom with fill-in activities, word and matching games, drawing tasks and so much moreThe perfect size to fit into your hand luggage or backpack so you can easily dip in and out of the games, brainteasers, and drawing challengesThe much-anticipated follow-up to the Games on the Go activity cards boxset and an entertaining addition to the Lonely Planet Kids’ Activities on the Go seriesAnswers and solutions are available at the end of the bookHours of entertainment with interactive activities including: mirror mirror picture drawing; fill in the blank space; draw your own skyscrapers; word searches; solve the number sequence; memory games; connect the words to pictures; sudoku; spot the odd one out; match the missing image; treasure hunts; word scrambles Make The Games on the ... Unknown localization key: "more"
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A Light That Never Goes Out - Tony Fletcher
To this day, they were, their fans believe, the best band in the world. Critics and sales figures told a similar story. Yet for all their brilliance and adoration – their famously energetic live shows routinely interrupted by stage invasions – The Smiths were continually plagued by their reticence to play the game, and by the time of 1987’s Strangeways Here We Come, they had split. Tony Fletcher’s A Light That Never Goes Out – part celebration, part paean – moves from Manchester in the nineteenth-century to the present day to tell the complete story of The Smiths. The product of extensive research and unprecedented access, it will serve to confirm The Smiths as one of the most important and influential rock groups of all time.
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Retro Games - Marty Allen
Discover over 40 of the best-loved video games from the 80s and 90s and relive those awesome moments from your childhood. Discover over 40 of the best-loved video games from the 80s and 90s and relive those awesome moments from your childhood. Packed with creativity and charm, classic video games provide endless fun—one press of the power button and you’re instantly in pixelated paradise. But what are the ultimate games from this hallowed chapter in gaming history? Were you a Nintendo die-hard and Mario loyalist or seduced by Sonic and SEGA? Maybe you obsessed over GoldenEye or perhaps Tekken 3 on the Playstation was more your scene? Retro Games celebrates some of the most influential shoot-em-ups, platformers, role-players, and more that ripped up the rule book for what we believed video games were capable of. It’s a must read for anyone who has fallen in love with this golden age of gaming. How many have you completed?
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Using Games to Enhance Learning and Teaching
Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology.Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.
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Fun and Games for Cats! - Denise Seidl
Do you have a cat that snootily turns up his nose if you try to involve him in a game? Or perhaps your cat is a loner, reluctant to interact with you? Maybe you think that cats simply don''t play games and are impossible to train ...? Then think again, as this book will introduce you to the games that your cat will love to play, and have great fun doing so! To determine precisely what games will most appeal to your cat, there''s a definition of each type of cat personality, and how best to interest him or her in the activities that the book contains. Fabulous action shots describe every game in detail, plus there’s an explanation of how playing with your cat will strengthen the bond between the two of you. The hunting instinct - explains why cats need to play • A-Z rules of rules on how to interest your cat in playing games • Different types of cat personality: discover your cat''s, and test his intelligence! • Games for loners AND team players • A checklist of everything you need for the games • An in-depth description of each game • Fantastic action shots to ... Unknown localization key: "more"
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STUDO GAMES - Ruleta
Studo Games Ruleta nabízí klasickou kasinovou hru pro domácí použití. Hra obsahuje pravidla odpovídající skutečnému kasinu a umožňuje různé typy sázek. Je vhodná pro společenské večery a vytváří autentickou atmosféru.
- Autentická kasinová atmosféra pro domácí použití
- Flexibilní možnosti sázek (čísla, barvy, lichost)
- Pravidla odpovídající skutečnému kasinovému provozu
- Ideální pro zábavu při společenských setkáních
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The Rambo Report - Nat Segaloff
From the beginning, Rambo was more than a character in a 1972 novel by David Morrell. He was the culmination of the author''s personal encounters with veterans returning from the Vietnam War. The 1982 movie adaptation of First Blood reflected the novel''s powerful insights into a troubled veteran''s post-war experience. Then in 1985, the film''s explosive sequel Rambo: First Blood Part II transformed the character into something shockingly different. With a focus on blood-and-guts action and the beefed-up muscles of Sylvester Stallone - Rambo became an invincible one-man army. A new kind of hero for a new day in America. A full-blown pop-culture icon as controversial as he was crowd-pleasing - blasting his way through the most influential action film franchise in Hollywood history... The Rambo legend was born. Five feature films. Three novels. Seven video games. Countless comic books, action figures, and even an animated TV show for kids. The Rambo machine has been as unstoppable as Rambo himself. Now for the first time, Hollywood insider Nat Segaloff digs deep into the man, the myth, and the massive impact of the phenomenon known as ''The Rambo Effect.'' Packed with behind-the-scenes anecdotes, sharp cultural insights, and ongoing debates about violence ... Unknown localization key: "more"
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60 Classic Indoor Games - Katie Hewett
Filled with 60 new, classic, and beloved family games, this delightful collection will keep families playing and laughing together. Tune out, turn off, and start playing! In an era where everyone has their eyes on a screen, what better way to bring family and friends of all ages together than good old-fashioned indoor games? From Charades to Consequences, Chinese Whispers to Twenty Questions, here are 60 classic games that will create indelible memories of family fun, warmth, and tradition. So, don’t reach for that remote control—play some games instead! Reissue of Parlour Games.
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101 Games and Activities for Children With Autism, Asperger’s and Sensory Processing Disorders - Tara Delaney
LEARNING THROUGH PLAYOne of the best ways for children with autism, Asperger''s, and sensory processing disorders to learn is through play. Children improve their motor skills, language skills, and social skills by moving their bodies and interacting with their environment. Yet the biggest challenges parents, teachers, and loved ones face with children on the autism spectrum or with sensory processing disorders is how to successfully engage them in play. Pediatric occupational therapist Tara Delaney provides the answer. In 101 Games and Activities for Children with Autism, Asperger''s, and Sensory Processing Disorders, she shows you how to teach your children by moving their bodies through play. These interactive games are quick to learn but will provide hours of fun and learning for your child. And many of the games can be played indoors or outdoors, so your child can enjoy them at home, outside, or on field trips.More than one hundred games that help your child:make eye-contact, stay focused, and strengthen his or her motor skillsassociate words with objects and improve language and numerical skillslearn how to interact with others, how to take turns, and other social skills needed for attending preschool and school
Objev podobné jako 101 Games and Activities for Children With Autism, Asperger’s and Sensory Processing Disorders - Tara Delaney
Britain's 100 Best Railway Stations - Jenkins Simon
Discover the architectural gems that are Britain's 100 Best Railway Stations in this Sunday Times top 10 bestseller'This is a cracker . . . a beautiful book' Chris EvansIt is the scene for our hopeful beginnings and our intended ends, and the timeless experiences of coming and going, meeting, greeting and parting. It is an institution with its own rituals and priests, and a long-neglected aspect of Britain's architecture. And yet so little do we look at the railway station. Simon Jenkins has travelled the length and breadth of Great Britain, from Waterloo to Wemyss Bay, Betws-y-Coed to Beverley, to select his hundred best railway stations. Blending his usual insight and authority with his personal reflections and experiences - including his founding the Railway Heritage Trust - the foremost expert on our national heritage deftly reveals the history, geography, design and significance of each of these glories. Beautifully illustrated with colour photographs throughout, this joyous exploration of our social history shows the station's role in the national imagination; champions the engineers, architects and rival companies that made them possible; and tells the story behind the triumphs and follies of these very British creations. These are the marvellous, often undersung places ... Unknown localization key: "more"
Objev podobné jako Britain's 100 Best Railway Stations - Jenkins Simon
Math Games with Bad Drawings - Ben Orlin
Bestselling author and worst-drawing artist Ben Orlin expands his oeuvre with this interactive collection of mathematical games. With 70-plus games, each taking a minute to learn and a lifetime to master, this treasure trove will delight, educate, and entertain.From beloved math popularizer Ben Orlin comes a masterfully compiled collection of dozens of playable mathematical games. This ultimate game chest draws on mathematical curios, childhood classics, and soon-to-be classics, each hand-chosen to be (1) fun, (2) thought-provoking, and (3) easy to play. With just paper, pens, and the occasional handful of coins, you and a partner can enjoy hours of fun-and hours of challenge.Orlin''s sly humor, expansive knowledge, and so-bad-they''re-good drawings show us how simple rules summon our best thinking.Games include:* Ultimate Tic-Tac-Toe* Sprouts* Battleship* Quantum Go Fish* Dots and Boxes* Black Hole* Order and Chaos* Sequencium* Paper Boxing* Prophecies* Arpeggios* Banker* Francoprussian Labyrinth* Cats and Dogs* And many more.
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