Fuck Yeah, Video Games

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Fuck Yeah, Video Games

Fuck Yeah, Video Games

The Life and Extra Lives of a Professional Nerd

  • Author: Daniel Hardcastle
  • Publisher: Unbound Publishing
  • ISBN: 1783527897
  • Category: Games & Activities
  • Page: N.A
  • View: 3674
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As Daniel Hardcastle careers towards thirty, he looks back on what has really made him happy in life: the friends, the romances... the video games. Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world. From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles. Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games.

Hey! Listen!

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Hey! Listen!

Hey! Listen!

A journey through the golden era of video games

  • Author: Steve McNeil
  • Publisher: Hachette UK
  • ISBN: 1472261348
  • Category: Games & Activities
  • Page: 288
  • View: 9464
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For fans of Daniel Hardcastle's Fuck Yeah!, Videogames and Retro Tech by peter leigh. Equal parts hilarious and informative, Hey! Listen! should be in every gamer's library. - Lucy James, (Gamespot) An informative, accessible romp through the early years of the games industry. All hail Il pirata pallido; the gaming hero we never knew we needed. - Adam Rosser BBC Radio 5Live Steve McNeil is funny, knowledgeable, and a massive, shameless, nerd. His brilliant book reminded me just how much of my life I've wasted. If the Golden Age of Gaming is a horse, then Steve's book is the stable. - Paul Rose (aka Mr Biffo), Digitiser A thoroughly enjoyable look at the early days of video gaming - comprehensive and fun. Loved it! - Stuart Ashen (aka ashens) The 'A La Recherche du Temps Perdu' of the gaming community. The 'A La Recherche du Temps Pew-Pew-Pew', as it were. - Dara O'Briain If 'Games Master' was a Nobel title passed on through the ages like 'Duke of York' or 'Rear of the Year' rather than simply the name of a 90s magazine and TV show then Steve McNeil would surely be the current holder of the esteemed position. What I'm saying is, he knows a LOT about games... - Scroobius Pip Taking us on a historical journey from the very early days all the way through to the late 1990s the book tells the stories of the men and women behind some of the most wonderful (and occasionally awful) games of the golden age, the fierce rivalries, bizarre business practices and downright bonkers risks taken during the pioneering days of computer and video gaming. This informal yet extremely well-researched book manages to educate and entertain in equal measure and this - dare I say - well-informed retrohead actually learnt a good deal. A thoroughly enjoyable read! - Mark Howlett (aka Lord Arse) Hugely funny, and full of fantastic facts about the history of video games. But enough about me; Steve's book is also quite good. - Ellie Gibson, Eurogamer A hilarious history of the golden period of computer games from the creator of Dara O'Briain's Go 8 Bit. It is fair to say Steve McNeil likes video games. 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 do a gaming!

Music Video Games

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Music Video Games

Music Video Games

Performance, Politics, and Play

  • Author: Michael Austin
  • Publisher: Bloomsbury Publishing USA
  • ISBN: 1501308491
  • Category: Games & Activities
  • Page: 352
  • View: 3835
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Music Video Games takes a look (and listen) at the popular genre of music games – video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band to new, emerging games for smartphones and tablets, scholars from diverse disciplines and backgrounds discuss the history, development, and cultural impact of music games. Each chapter investigates important themes surrounding the ways in which we play music and play with music in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's collection goes on to discuss issues in musicianship and performance, authenticity and “selling out,” and composing, creating, and learning music with video games. Including a glossary and detailed indices, Austin and his team shine a much needed light on the often overlooked subject of music video games.

Gamers

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Gamers

Gamers

Writers, Artists and Programmers on the Pleasures of Pixels

  • Author: Shanna Compton
  • Publisher: Soft Skull Press
  • ISBN: 9781932360578
  • Category: Games
  • Page: 280
  • View: 3167
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Providing a witty, wide-screen look at how video games are becoming part of the cultural landscape, noted writers, artists, scholars, poets, and programmers talk about what gaming means to them and discuss its growing impact on fashion, fiction, film, and music.

Two Player Game - A Tale of Digital Excitement

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Two Player Game - A Tale of Digital Excitement

Two Player Game - A Tale of Digital Excitement

Five Explicit Erotica Stories

  • Author: Melody Anson
  • Publisher: RW Futures Erotica Press
  • ISBN: N.A
  • Category: Fiction
  • Page: 32
  • View: 5079
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Two Player Game: A Tale of Digital Excitement Five Explicit Erotica Stories TWO PLAYER GAME is the new series from Melody Anson and RW Futures Erotica. Meet Connie, a lovely woman in her mid-thirties. She’s captivated by Harry, a recent college graduate with a very, very sexy toy. Can excitement and romance that germinates in virtual reality turn into something more than just pixels? Here’s episode one, and you can just imagine how sexy the rest will be! More than Virtual (The Cougar, the Cub, and the Console Controller) A Tale of Digital Excitement Series: Two Player Game (1) Connie has worked hard to build her housekeeping business, and she’s excited to get started with a new client. When she arrives, though, she’s shocked to find him wearing a crazy kind of headset and watching a porn movie. Is it a movie? Whatever it is, the sight of this younger man masturbating drives Connie crazy. She stepped in the house as a maid but now she’s feeling a hell of a lot more like a cougar. Warning: This ebook contains very explicit descriptions of sexual activity and includes masturbation, virtual sex, older woman/younger man, pornography, deep throat, rough sex, and more. Only mature adults who won’t find that offensive should read this story.

My Paperback Book

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My Paperback Book

My Paperback Book

  • Author: Karl Sorensen
  • Publisher: Lulu.com
  • ISBN: 1365931072
  • Category: Fiction
  • Page: 120
  • View: 1577
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The adventure of a lifetime awaits you in the new hit book Mr. Tedzi in: A Tragic Tale of a Time-Warp Variant. Read about far of lands and dangerous adventures the likes of which you could never imagine. Be there as Mr. Tedzi faces down unimaginable evils from far off dimensions. Enjoy a tale full of twists that you'll never see coming. Witness a junkie fight for his life against overwhelming adversity. All this and more in this fabulous tale of horrific terror....

Game Face

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Game Face

Game Face

  • Author: N.A
  • Publisher: N.A
  • ISBN: N.A
  • Category: Computer games
  • Page: N.A
  • View: 4377
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Groove Music

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Groove Music

Groove Music

The Art and Culture of the Hip-Hop DJ

  • Author: Mark Katz
  • Publisher: Oxford University Press
  • ISBN: 0199913013
  • Category: Music
  • Page: 352
  • View: 6810
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It's all about the scratch in Groove Music, award-winning music historian Mark Katz's groundbreaking book about the figure that defined hip-hop: the DJ. Today hip-hop is a global phenomenon, and the sight and sound of DJs mixing and scratching is familiar in every corner of the world. But hip-hop was born in the streets of New York in the 1970s when a handful of teenagers started experimenting with spinning vinyl records on turntables in new ways. Although rapping has become the face of hip-hop, for nearly 40 years the DJ has proven the backbone of the culture. In Groove Music, Katz (an amateur DJ himself) delves into the fascinating world of the DJ, tracing the art of the turntable from its humble beginnings in the Bronx in the 1970s to its meteoric rise to global phenomenon today. Based on extensive interviews with practicing DJs, historical research, and his own personal experience, Katz presents a history of hip-hop from the point of view of the people who invented the genre. Here, DJs step up to discuss a wide range of topics, including the transformation of the turntable from a playback device to an instrument in its own right, the highly charged competitive DJ battles, the game-changing introduction of digital technology, and the complex politics of race and gender in the DJ scene. Exhaustively researched and written with all the verve and energy of hip-hop itself, Groove Music will delight experienced and aspiring DJs, hip-hop fans, and all students or scholars of popular music and culture.

Medieval Afterlives in Contemporary Culture

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Medieval Afterlives in Contemporary Culture

Medieval Afterlives in Contemporary Culture

  • Author: Gail Ashton
  • Publisher: Bloomsbury Publishing
  • ISBN: 144116068X
  • Category: Literary Criticism
  • Page: 368
  • View: 4669
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With contributions from 29 leading international scholars, this is the first single-volume guide to the appropriation of medieval texts in contemporary culture. Medieval Afterlives in Contemporary Culture covers a comprehensive range of media, including literature, film, TV, comics book adaptations, electronic media, performances, and commercial merchandise and tourism. Its lively chapters range from Spamalot to the RSC, Beowulf to Merlin, computer games to internet memes, opera to Young Adult fiction and contemporary poetry, and much more. Also included is a companion website aimed at general readers, academics, and students interested in the burgeoning field of Medieval afterlives, complete with: - Further reading/weblinks - 'My favourite' guides to contemporary medieval appropriations - Images and interviews - Guide to library archives and manuscript collections - Guide to heritage collection See also our website at https://medievalafterlives.wordpress.com/.

Redeployment

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Redeployment

Redeployment

  • Author: Phil Klay
  • Publisher: Penguin
  • ISBN: 069815164X
  • Category: Fiction
  • Page: 304
  • View: 3824
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Winner of the 2014 National Book Award for Fiction · Winner of the John Leonard First Book Prize · Selected as one of the best books of the year by The New York Times Book Review, Time, Newsweek, The Washington Post Book World, Amazon, and more Phil Klay's Redeployment takes readers to the frontlines of the wars in Iraq and Afghanistan, asking us to understand what happened there, and what happened to the soldiers who returned. Interwoven with themes of brutality and faith, guilt and fear, helplessness and survival, the characters in these stories struggle to make meaning out of chaos. In "Redeployment", a soldier who has had to shoot dogs because they were eating human corpses must learn what it is like to return to domestic life in suburbia, surrounded by people "who have no idea where Fallujah is, where three members of your platoon died." In "After Action Report", a Lance Corporal seeks expiation for a killing he didn't commit, in order that his best friend will be unburdened. A Morturary Affairs Marine tells about his experiences collecting remains—of U.S. and Iraqi soldiers both. A chaplain sees his understanding of Christianity, and his ability to provide solace through religion, tested by the actions of a ferocious Colonel. And in the darkly comic "Money as a Weapons System", a young Foreign Service Officer is given the absurd task of helping Iraqis improve their lives by teaching them to play baseball. These stories reveal the intricate combination of monotony, bureaucracy, comradeship and violence that make up a soldier's daily life at war, and the isolation, remorse, and despair that can accompany a soldier's homecoming. Redeployment is poised to become a classic in the tradition of war writing. Across nations and continents, Klay sets in devastating relief the two worlds a soldier inhabits: one of extremes and one of loss. Written with a hard-eyed realism and stunning emotional depth, this work marks Phil Klay as one of the most talented new voices of his generation. From the Trade Paperback edition.