Triple H Making The Game
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Author | : Hunter Hearst Helmsley |
Publisher | : Simon and Schuster |
Total Pages | : 215 |
Release | : 2004-12-07 |
Genre | : Sports & Recreation |
ISBN | : 0743478886 |
Love him or hate him, Triple H does what he wants, when he wants to do it. And now, for the first time anywhere, he tells youhowhe does it -- and howyoucan, too. More than a personal account of life in and out of the ring,Making The Game: Triple H's Approach to a Better Bodyis Triple H's verbal and visual blueprint for building your body. The leader of Evolution discusses how "a jones for bodybuilding and a love for wrestling" morphed a skinny, 135-pound fourteen-year-old from Nashua, New Hampshire, into one of the biggest superstars ever to dominate World Wrestling Entertainment. But be warned -- the "Cerebral Assassin" has zero tolerance for anything less than a hundred percent effort. He's spent the past twenty years living by the philosophy that training results in improved strength and conditioning, self-discipline, and an ability to focus on setting goals. This book isn't for big mouths who'd rather exercise their egos than their deltoids. Of course, even Triple H had help along the way. He didn't get to be "that damn good" without the support of a loving family. And over the years several bodybuilders (including world-renowned trainer Charles Glass) worked with him to develop the best training regimens. Their advice, plus hardcore commitment, helped Paul Levesque survive "The Hard Way In" through Walter "Killer" Kowalski's wrestling school in Malden, Massachusetts, and go on to become "Terra Ryzing" within Kowalski's International Wrestling Federation; enabled a "GUD" ("Geographically UnDesirable") to adjust to a difficult life on the road as "the French guy" in World Championship Wrestling; and gave "Hunter Hearst-Helmsley" the self-assurance to earn his stripes in WWE and eat something that literally made other up-and-comers squeal. On the subject of food consumption,Making The Gameimparts tips as essential as exercise is for burning off calories and adding on muscle. Triple H spends over two hundred days a year on the road, and his traveler's guide will help you find ideal meals even in fast-food restaurants. He also provides the template for a must-have training-and-meals diary. Triple H reveals the dietary plan that he claims stokes his furnace 24/7 -- the plan he believes is "the single biggest element" in transforming his physique. Nevertheless, for a World Champion in WWE, it's as the saying goes: "No pain, no gain." That's whyMaking The Gamebreaks down and demonstrates the split-training workout program Triple H has embraced to achieve new levels of success in sculpting his body. Between drilling you with reps and sets, he relates in painstaking detail how training gave him the inner strength to shoulder the brunt of a controversial "Curtain Call" in the ring and, later, to elevate his position with Stone Cold Steve Austin and The Rock as one of the "Big Three" in WWE. Then, after breaking a sweat with Triple H reliving the fateful Raw events of May 2001 that left him with a torn quadricep muscle, you too can feel "The Triple H Burn," one of the exercises he endured through nine months of intense physical therapy to repair his leg that had been destroyed and resume a career most considered was "Game Over." Pain is temporary...but "The Game" is forever. Besides offering step-by-step exercises for both novice bodybuilders and those looking to radically advance their workout,Making The Gameweighs in on the science behind progressive-training resistance and rest-pause techniques; the significance of exerciseformovervolume;the truth behind achieving "six-pack abs"; the dangers of overtraining and "skullcrushing" exercises that risk injury; and how creativity can go a long way in your workout. Triple H sees it as his mission to provide the guidelines for you to follow in the months and years ahead. And if there's one thing he knows how to do, it's succeed. It's time to stop playing The Game...and time to startMaking The Game.
Author | : Triple H |
Publisher | : Simon and Schuster |
Total Pages | : 271 |
Release | : 2009-10-06 |
Genre | : Biography & Autobiography |
ISBN | : 1439166625 |
The inside story of DX, otherwise known as, D Generation-X, from their formation to today told by the men who created it. DX is generally considered one of the most popular factions in professional wrestling history, not to mention, one of the most notable. D-Generation X, as they were also known, headed by Triple H and Shawn Michaels and had a changing roster of rebels who did whatever they wanted, whenever, wherever- regardless of the ultimate outcome. Created as a way for two friends to work together, the clique became so popular that other wrestlers joined, and DX became one of the factions in WWE climbing back to the top and putting Ted Turner's WCW out of business.
Author | : Dirk Hayhurst |
Publisher | : Kensington Books |
Total Pages | : 320 |
Release | : 2014 |
Genre | : Biography & Autobiography |
ISBN | : 0806534877 |
"The best writer in a baseball uniform." --Tyler Kepner, The New York Times After nearly a decade in the minors, Dirk Hayhurst defied the odds to climb onto the pitcher's mound for the Toronto Blue Jays. Newly married, with a big league paycheck and a brand new house, Hayhurst was ready for a great season in the Bigs. Then fate delivered a crushing hit. Hayhurst blew out his pitching shoulder in an insane off-season workout program. After surgery, rehab, and more rehab, his major-league dreams seemed more distant than ever. From there things got worse, weirder, and funnier. In a crazy world of injured athletes, autograph-seeking nuns, angry wrestlers, and trainers with a taste for torture, Hayhurst learned lessons about the game--and himself--that were not in any rulebook. Honest, soul'searching, insightful, hilarious, and moving, Dirk Hayhurst's latest memoir is an indisputable baseball classic. Praise for The Bullpen Gospels and Out of My League "Dirk Hayhurst writes about baseball in a unique way. Observant, insightful, human, and hilarious." --Bob Costas "A fun read. . .This book shows why baseball is so often used as a metaphor for life." --Keith Olbermann "Entertaining and engaging. . .reminiscent of Jim Bouton's Ball Four." --Booklist "A rare gem of a baseball book." --Tom Verducci, Sports Illustrated "A humorous, candid, and insightful memoir of Hayhurst's rookie season in the majors. . .Grade: Home Run." --Cleveland Plain Dealer
Author | : Adam Copeland |
Publisher | : Simon and Schuster |
Total Pages | : 388 |
Release | : 2010-05-11 |
Genre | : Sports & Recreation |
ISBN | : 1439121761 |
Adam Copeland on Edge is what the author describes as “a mental picture.” It's also a dream—“one of many”—that he decided to realize while at home convalescing from potential career-ending neck surgery. And it's a journey that explores not only his life but also his innermost thoughts. In the small town of Orangeville, Ontario, Copeland was raised by a loving mother who, while working multiple jobs just to pay the rent, nurtured her son's passion for Spider-Man comics and KISS albums. When a family tragedy created a void in Copeland's life, that void was soon filled by the wrestling legend Hulk Hogan, who “made me feel like I could accomplish anything.” For Copeland, “anything” meant becoming a wrestler, an ambition shared by his friend Jason Reso, who would eventually form the indie tag team Suicide Blondes with Copeland, then join him in WWE as Edge's “brother,” Christian. Winning a newspaper essay contest earned Copeland free wrestling training from independent veterans Sweet Daddy Siki and Ron Hutchinson. The author shares his vivid, often outrageous memories of wrestling throughout Canada and the midwestern United States and befriending future WWE Superstars like Terry Richards (Rhyno), Sean Morley (Val Venis), and Chris Jericho. Hard work and persistence brought Copeland to World Wrestling Entertainment. But his “inauspicious” Raw debut—during which he accidentally knocked out his opponent—supports his claim that “I had no idea” how to make the transformation to Edge. Copeland retraces the steps he took to “Edgeucate” himself, from his goth days with the Brood's Christian and Gangrel to ushering in the “E&C Dynasty,” which in turn revitalized WWE's Tag Team division (with the aid of the Hardy Boyz, the Dudley Boyz, and countless tables, ladders, and chairs). With vivid detail and sincerity, Copeland offers his thoughts about not only fulfilling his goals but also building upon them. He shares his actual surprise over winning the Intercontinental title for the first time; the anxiety he felt while splitting up with Christian; his eventual determination “to grab the damn ball out of someone's hands and take off”; the distress of almost losing his long blond hair to Kurt Angle; his wonder over enjoying a brief Tag Team title reign with the icon who first inspired him; the simultaneous pain of a broken marriage and two ruptured discs in his neck; and the nervous energy of returning to Raw in March 2004 and setting his sights on the WWE World Heavyweight Championship. You think you know Edge? Then read on....
Author | : Kevin Sullivan |
Publisher | : Simon and Schuster |
Total Pages | : 322 |
Release | : 2011-11-29 |
Genre | : Sports & Recreation |
ISBN | : 1439193215 |
Presents a history of the championship matches hosted by World Wrestling Entertainment, tracing their expansion and popularity throughout the world, and citing the contributions of such performers as Hulk Hogan, Andre the Giant, and the Iron Sheik.
Author | : Wlad Marhulets |
Publisher | : |
Total Pages | : 270 |
Release | : 2020-06-29 |
Genre | : |
ISBN | : 9781735232508 |
If you know nothing about game development, you're basically me before I started working on my first game DARQ. This book assumes no knowledge of game development on the reader's part. As a first-time developer with no prior experience in coding, modeling, texturing, animation, game design, etc., I managed to launch DARQ to both commercial success and critical acclaim. With zero dollars spent on marketing, it was featured in major media outlets, such as IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others. Ultimately, DARQ became #42 Most Shared PC Video Game of 2019, according to Metacritic, with the average user rating of 9 out of 10. In my book, I'm sharing with you exactly how I did it. The book guides you through a step-by-step process of making a game: from downloading a game engine to releasing your first commercial title. The book features advice from 15 industry professionals, including Mark Kern (team lead of World of Warcraft), Quentin De Beukelaer (game designer of Assassin's Creed IV: Black Flag, Assassin's Creed Unity, Ghost Recon Breakpoint), Bjorn Jacobsen (sound designer of Cyberpunk 2077, Divinity: Fallen Heroes, Hitman), Austin Wintory (Grammy-nominated composer of Journey, ABZÛ, Assassin's Creed: Syndicate), and others. The foreword is written by my mentor John Corigliano, Oscar, Pulitzer Prize, and 5-time Grammy Award-winning composer.
Author | : James Guttman |
Publisher | : ECW Press |
Total Pages | : 254 |
Release | : 2010-11-16 |
Genre | : Sports & Recreation |
ISBN | : 155490269X |
The nepotism, backward logic, racist overtones, and power plays behind the World Wrestling Entertainment's (WWE) downfall are exposed in this indictment of wrestling's first family--the McMahons.
Author | : Triple H |
Publisher | : Simon and Schuster |
Total Pages | : 305 |
Release | : 2010-05-11 |
Genre | : Sports & Recreation |
ISBN | : 1439121753 |
Love him or hate him, Triple H does what he wants, when he wants to do it. And now, for the first time anywhere, he tells you how he does it—and how you can, too. More than a personal account of life in and out of the ring, Making the Game: Triple H’s Approach to a Better Body is Triple H’s verbal and visual blueprint for building your body. The leader of Evolution discusses how “a jones for bodybuilding and a love for wrestling” morphed a skinny, 135-pound fourteen-year-old from Nashua, New Hampshire, into one of the biggest superstars ever to dominate World Wrestling Entertainment. But be warned—the “Cerebral Assassin” has zero tolerance for anything less than a hundred percent effort. He's spent the past twenty years living by the philosophy that training results in improved strength and conditioning, self-discipline, and an ability to focus on setting goals. This book isn't for big mouths who'd rather exercise their egos than their deltoids. Besides offering step-by-step exercises for both novice bodybuilders and those looking to radically advance their workout, Making the Game weighs in on the science behind progressive-training resistance and rest-pause techniques; the significance of exercise form over volume; the truth behind achieving “six-pack abs”; the dangers of overtraining and “skullcrushing” exercises that risk injury; and how creativity can go a long way in your workout. Triple H sees it as his mission to provide the guidelines for you to follow in the months and years ahead. And if there's one thing he knows how to do, it’s succeed. It's time to stop playing The Game...and time to start Making The Game.
Author | : Cliff Bleszinski |
Publisher | : Simon and Schuster |
Total Pages | : 320 |
Release | : 2022-11-01 |
Genre | : Biography & Autobiography |
ISBN | : 1982149167 |
The designer of Unreal and Gears of War offers an eye-opening personal account of the video game industry as it grew from niche hobby to hundred-billion-dollar enterprise. Video games are dominating the planet. In 2020, they brought in $180 billion dollars globally—nearly $34 billion in the United States alone. So who are the brilliant designers who create these stunning virtual worlds? Cliff Bleszinski—or CliffyB as he is known to gamers—is one of the few who’ve reached mythical, rock star status. In Control Freak, he gives an unvarnished, all-access tour of the business. Toiling away in his bedroom, Bleszinski created and shipped his first game before graduating high school, and at just seventeen joined a fledgling company called Epic Games. He describes the grueling hours, obscene amounts of Mountain Dew and obsessive focus necessary to achieve his singular creative visions. He details Epic’s rise to industry leader, thanks largely to his work on bestselling franchises Unreal and Gears of War (and, later, his input on a little game called Fortnite), as well as his own awkward ascent from shy, acne-riddled introvert to sports car-driving celebrity rubbing shoulders with Bill Gates. As he writes, “No one is weirder than a nerd with money.” While the book is laced with such self-deprecating humor, Bleszinski also bluntly addresses the challenges that have long-faced the gaming community, including sexism and a lack of representation among both designers and the characters they create. Control Freak is a hilarious, thoughtful, and inspiring memoir. Even if you don’t play games, you’ll walk away from this book recognizing them as a true art form and appreciating the genius of their creators.
Author | : Alan G. Lafley |
Publisher | : Harvard Business Press |
Total Pages | : 274 |
Release | : 2013 |
Genre | : Business & Economics |
ISBN | : 142218739X |
Explains how companies must pinpoint business strategies to a few critically important choices, identifying common blunders while outlining simple exercises and questions that can guide day-to-day and long-term decisions.