The Andromeda Stein

The Andromeda Stein
Author: Karl Garrison
Publisher: Lulu.com
Total Pages: 210
Release: 2012-08
Genre: Fiction
ISBN: 1300034521

An ordinary guy from Earth inadvertently gets carried along on a crazy and dangerous intergalactic beer run.

The Physics of Theism

The Physics of Theism
Author: Jeffrey Koperski
Publisher: John Wiley & Sons
Total Pages: 293
Release: 2015-01-20
Genre: Science
ISBN: 1118932803

The Physics of Theism provides a timely, critical analysis of the ways in which physics intertwines with religion. Koperski brings clarity to a range of arguments including the fine-tuning argument, naturalism, the laws of nature, and the controversy over Intelligent Design. A single author text providing unprecedented scope and depth of analysis of key issues within the Philosophy of Religion and the Philosophy of Science Critically analyses the ways in which physics is brought into play in matters of religion Self-contained chapters allow readers to directly access specific areas of interest The area is one of considerable interest, and this book is a timely and well-conceived contribution to these debates Written by an accomplished scholar working in the philosophy of physics in a style that renders complex arguments accessible

Game Over

Game Over
Author: David Sheff
Publisher: Vintage
Total Pages: 558
Release: 2011-11-02
Genre: Business & Economics
ISBN: 0307800741

More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.

Summary and Analysis of The Tetris Effect: The Game that Hypnotized the World

Summary and Analysis of The Tetris Effect: The Game that Hypnotized the World
Author: Worth Books
Publisher: Open Road Media
Total Pages: 49
Release: 2017-04-25
Genre: Games & Activities
ISBN: 1504008715

So much to read, so little time? This brief overview of The Tetris Effect tells you what you need to know—before or after you read Dan Ackerman’s book. Crafted and edited with care, Worth Books set the standard for quality and give you the tools you need to be a well-informed reader. This short summary and analysis of The Tetris Effect includes: Historical context Chapter-by-chapter summaries Profiles of the main characters Detailed timeline of key events Important quotes Fascinating trivia Glossary of terms Supporting material to enhance your understanding of the original work About The Tetris Effect: The Game that Hypnotized the World by Dan Ackerman: In his book The Tetris Effect, Dan Ackerman provides an informative, intriguing account of the history of one of the world’s most popular video games. The surprising story begins in Soviet Russia, where computer researcher Alexey Pajitnov programmed the first version of Tetris using outdated software—before it spread westward and went viral. As the addictive game grew in popularity around the world, so did the fight for its ownership. Learn about the early days of Cold War–era computer programming, the people and companies who sought control of the intellectual property, and how playing Tetris physically impacts our brains. The summary and analysis in this ebook are intended to complement your reading experience and bring you closer to a great work of nonfiction.

The Sad Storytellers Club

The Sad Storytellers Club
Author: Jena Wren
Publisher: Lulu.com
Total Pages: 160
Release: 2018-02-09
Genre: Fiction
ISBN: 1387553372

Parker's problems with alcohol have led to yet another unfortunate incident and it seems there is no escaping this one. He finds solace in a green door and tripping through, Parker finds himself in the world of the Sad Storytellers Club. Once a month the group meets to share short stories they have written about the hardships in each of their lives. Young and old, they all carry with them the burdens life too often bestows. Parker finds comfort within the group, but feels that his life is not sad enough to maintain a spot in the Sad Storytellers Club. He spins his own story, deceiving the group. When disaster strikes the green-doored building, Parker is entrusted with the confusing Natasha, a strange cat, and a notebook full of others' secrets. Parker is then met with a decision; does he risk his new friends, a girl he is falling for, and the healing that came with the Storytellers, or does he make a name for himself and finally become someone his parents will be proud of?

Vintage Game Consoles

Vintage Game Consoles
Author: Bill Loguidice
Publisher: CRC Press
Total Pages: 369
Release: 2014-02-24
Genre: Computers
ISBN: 1135006512

Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.

The Tetris Effect

The Tetris Effect
Author: Dan Ackerman
Publisher: PublicAffairs
Total Pages: 273
Release: 2016-09-06
Genre: Games & Activities
ISBN: 161039612X

The definitive story of a game so great, even the Cold War couldn't stop it Tetris is perhaps the most instantly recognizable, popular video game ever made. But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space? A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made. In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits. The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone.

Stars, Stones and Scholars

Stars, Stones and Scholars
Author: Andis Kaulins
Publisher: Trafford Publishing
Total Pages: 424
Release: 2008-12-12
Genre: History
ISBN: 1412217644

The hermetic tradition claims "As above, so below". Did the ancients mean that literally? Stars, Stones and Scholars shows that many ancient megalithic sites are not tombs, but are remnants of ancient local, regional and perhaps even larger Neolithic surveys of the Earth by Stone Age astronomy, with gigantic stones being placed as immovable survey markers. Circa 40 photographs, 240 drawings and 80 maps show how megaliths were carved and "sculpted" with figures and cupmarks (holes in the stones) to represent stars and constellations, long before the modern astrological Zodiac was known. Megalithic sites from England (Stonehenge), Wales (Paviland), Scotland (Clava Cairns), Ireland (Newgrange, Knowth), Germany (Externsteine), Benelux (Weris), France (Carnac), Italy (La Spezia), Malta (Tarxien), Greece, Turkey (Anatolia), Scandinavia (Tanum), the Baltic, Russia, the Near East, the Far East (China and Japan), Africa, Central and South America (Tikal, Maya, Aztecs), Oceania (Hawaii), The USA (Cahokia, Miami Circle, Clovis) and Canada (Peterborough Petroglyphs) are included in this fascinating book.

The Ultimate History of Video Games, Volume 1

The Ultimate History of Video Games, Volume 1
Author: Steven L. Kent
Publisher: Crown
Total Pages: 625
Release: 2010-06-16
Genre: Social Science
ISBN: 0307560872

The definitive behind-the-scenes history of the dawn of video games and their rise into a multibillion-dollar business “For industry insiders and game players alike, this book is a must-have.”—Mark Turmell, designer for Midway Games and creator of NBA Jam, NFL Blitz, and WrestleMania With all the whiz, bang, pop, and shimmer of a glowing arcade, volume 1 of The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. Starting in arcades then moving to televisions and handheld devices, the video game invasion has entranced kids and the young at heart for nearly fifty years. And gaming historian Steven L. Kent has been there to record the craze from the very beginning. The Ultimate History: Volume 1 tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, Kent chronicles firsthand accounts of how yesterday’s games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today’s empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you’ll discover • the video game that saved Nintendo from bankruptcy • the serendipitous story of Pac-Man’s design • the misstep that helped topple Atari’s $2-billion-a-year empire • the coin shortage caused by Space Invaders • the fascinating reasons behind the rise, fall, and rebirth of Sega • and much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who’s ever touched a joystick.