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› Find signed collectible books: 'Agincourt 1415: Triumph Against the Odds'
Agincourt is one of the most evocative names in English military history. Remembered as a fifteenth-century Dunkirk, the battle is part of the great English tradition of victory in the face of vastly superior forces. The French army, according to chroniclers, was between three to six times as large as that of the English and composed the flower of France's chivalry. Henry V's forces were numerically weakened by their earlier siege-action at Harfleur, and had become increasingly tired, hungry, and ill as they journeyed through enemy territory on their way to the safe port of Calais. The appearance of large French forces blocking their way seemed to signal the end of Henry V's brief attempt at the crown of France. However, the English had several advantages over their enemies. Not only was their command structure far more coherent than that of the French, but also their forces had far greater tactical flexibility. English success in arms was based on the extremely effective combination of heavily armoured men-at-arms with troops armed with the long-range, quick-firing longbow. The havoc that this weapon wreaked on the French forces before they were close enough to engage with the English knights was crucial for the English victory, as was the disorganisation of the French forces and the unforeseen problems in their pre-prepared battle plan. Matthew Bennett examines the Agincourt campaign from the siege of Harfleur to the aftermath of the battle at Agincourt itself. Ably using original fifteenth century evidence, including the surviving French battle plan and the accounts of men present in both armies, Bennett discusses the lead-up to the battle, the tactical dispositions of the two forcesand the reasons for the ultimate English success. What results is a full and extremely interesting account of one of the most important campaigns of the Hundred Years' War. [via]
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› Find signed collectible books: 'All In : The (Almost) Entirely True Story of the World Series of Poker'
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› Find signed collectible books: 'Amarillo Slim's Play Poker To Win: Million Dollar Strategies From The Legendary World Series Of Poker Winner'
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› Find signed collectible books: 'Artificial Reality'
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› Find signed collectible books: 'Bad Beats and Lucky Draws'
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› Find signed collectible books: 'Bid Better, Play Better'
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› Find signed collectible books: 'Big Deal'
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› Find signed collectible books: 'Big Deal: Confessions of a Professional Poker Player'
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› Find signed collectible books: 'The Big U'
The New York Times Book Review called Neal Stephenson's most recent novel "electrifying" and "hilarious". but if you want to know Stephenson was doing twenty years before he wrote the epic Cryptonomicon, it's back-to-school time. Back to The Big U, that is, a hilarious send-up of American college life starring after years our of print, The Big U is required reading for anyone interested in the early work of this singular writer.
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› Find signed collectible books: 'Bimbos Of The Death Sun'
"Sharyn McCrumb is a born storyteller."
*Mary Higgins Clark
WINNER OF THE EDGAR AWARD!
"Sharyn McCrumb has few equals and no superiors among today's novelists."
*San Diego Union-Tribune
For one fateful weekend, the annual science fiction and fantasy convention, Rubicon, has all but taken over a usually ordinary hotel. Now the halls are alive with Trekkies, tech nerds, and fantasy gamers in their Viking finery *all of them eager to hail their hero, bestselling fantasy author Appin Dungannon: a diminutive despot whose towering ego more than compensates for his 5' 1" height . . . and whose gleeful disdain for his fawning fans is legendary.
Hurling insults and furniture with equal abandon, the terrible, tiny author proceeds to alienate ersatz aliens and make-believe warriors at warp speed. But somewhere between the costume contest and the exhibition Dungeons & Dragons game, Dungannon gets done in. While die-hard fans of Dungannon's seemingly endless sword-and-sorcery series wonder how they'll go on and hucksters wonder how much they can get for the dead man's autograph, a hapless cop wonders, Who would want to kill Appin Dungannon? But the real question, as the harried convention organizers know, is Who wouldn't ?
"I loved BIMBOS OF THE DEATH SUN . . . Beautifully observed, funny, nicely constructed, even compassionate."
*Robert Silverberg [via]
› Find signed collectible books: 'Burning Bright'
When space pilot Quinn Lioe gets shore leave on the planet of Burning Bright, she finds herself drawn into the world's mixture of hi-tech games and fascinating political intrigue. By the author of Dreamships. [via]
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› Find signed collectible books: 'Chris Crawford on Interactive Storytelling'
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› Find signed collectible books: 'Conquering Sega Genesis Games'
A guide to the most popular Sega Genesis video games provides tips, strategies, hidden codes, score sheets, reviews, and violence ratings for Sonic III, NBA Jam, Mortal Kombat, and more. By the author of the How To Win At series. [via]
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› Find signed collectible books: 'Cribbage Is the Name of the Game'
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› Find signed collectible books: 'Crouching Buzzard, Leaping Loon'
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› Find signed collectible books: 'Danger at Dunwater, Advanced Dungeon and Dragons Module U-2'
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› Find signed collectible books: 'Descent'
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› Find signed collectible books: 'Designing Virtual Worlds'
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› Find signed collectible books: 'Digital Game-based Learning'
Recognizing that people respond more effectively to speed, fun and graphics, Prensky's revolutionary approach melds the engagement of fast-paced video games with serious business content to create better and more engaging training.
Digital Game-Based Learning expands on his technique by explaining what digital game-based learning is, why it is different and better, why it's not just another fad, where it can be used, and how to implement it. Brimming with case studies based on on-site visits to companies who have already successfully utilized this revolutionary training methodology, readers will discover new ways to better motivate and educate.
A Web site -- www.twitchspeed.com -- linked to the guide will bring together the various people and companies involved in the game-based learning field and become a forum for the exchange of ideas. [via]
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› Find signed collectible books: 'Ender's Game'
Ender Wiggin is a very bright young boy with a powerful skill. One of a group of children bred to be military geniuses and save Earth from an inevitable attack by aliens, known here as "buggers," Ender becomes unbeatable in war games and seems poised to lead Earth to triumph over the buggers. Meanwhile, his brother and sister plot to wrest power from Ender. Twists, surprises and interesting characters elevate this novel into status as a bona fide page turner. It captured the Nebula and Hugo Awards. [via]

› Find signed collectible books: 'The Game Design Reader: A Rules of Play Anthology'
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› Find signed collectible books: 'Games People Play'
Dr. Eric Berne, as the originator of transactional analysis, has attained recognition for developing one of the most innovative approaches to modern psychotherapy. Discover how many of these "secret games" you play everyday of your life: Iwfy (If it weren't for you); Sweetheart; Threadbare; Harried; Alcoholic, and many more. A groundbreaking book that bores deep into the heart of all our relationships, GAMES PEOPLE PLAY is a classic that should be read again and again. [via]
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› Find signed collectible books: 'Games People Play: The Psychology of Human Relationships'
We think were relating to other peoplebut actually were all playing games.
Forty years ago, Games People Play revolutionized our understanding of what really goes on during our most basic social interactions. More than five million copies later, Dr. Eric Bernes classic is as astonishingand revealingas it was on the day it was first published. This anniversary edition features a new introduction by Dr. James R. Allen, president of the International Transactional Analysis Association, and Kurt Vonneguts brilliant Life magazine review from 1965.
We play games all the timesexual games, marital games, power games with our bosses, and competitive games with our friends. Detailing status contests like Martini (I know a better way), to lethal couples combat like If It Werent For You and Uproar, to flirtation favorites like The Stocking Game and Lets You and Him Fight, Dr. Berne exposes the secret ploys and unconscious maneuvers that rule our intimate lives.
Explosive when it first appeared, Games People Play is now widely recognized as the most original and influential popular psychology book of our time. Its as powerful and eye-opening as ever. [via]
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› Find signed collectible books: 'Gamma World Module Gw1--Legion of Gold'
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› Find signed collectible books: 'The Glass Bead Game'
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› Find signed collectible books: 'The Glass Bead Game (Magister Ludi)'
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› Find signed collectible books: 'Goren Settles the Bridge Arguments'
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› Find signed collectible books: 'Hackers: Heroes of the Computer Revolution'
Steven Levy's classic book explains why the misuse of the word "hackers" to describe computer criminals does a terrible disservice to many important shapers of the digital revolution. Levy follows members of an MIT model railroad club--a group of brilliant budding electrical engineers and computer innovators--from the late 1950s to the mid-1980s. These eccentric characters used the term "hack" to describe a clever way of improving the electronic system that ran their massive railroad. And as they started designing clever ways to improve computer systems, "hack" moved over with them. These maverick characters were often fanatics who did not always restrict themselves to the letter of the law and who devoted themselves to what became known as "The Hacker Ethic." The book traces the history of hackers, from finagling access to clunky computer-card-punching machines to uncovering the inner secrets of what would become the Internet. This story of brilliant, eccentric, flawed, and often funny people devoted to their dream of a better world will appeal to a wide audience. [via]
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› Find signed collectible books: 'Hardwired'
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› Find signed collectible books: 'High Score : The Illustrated History of Electronic Games'
In this lavishly illustrated full-color retrospective, discover never-before-seen photos that bring to life the people and stories behind the most popular games of all time, including Space Invaders, Pac-Man, Centipede, Donkey Kong, Asteroids, SimCity, Quake, Myst, Tomb Raider, and more. This is the inside scoop on the history, successes, tricks, and even failures of the entire electronic games industry. [via]
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› Find signed collectible books: 'Improving Your Chess'
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› Find signed collectible books: 'The King's Quest Companion'
By the standards of computer game books, this is a staggering tome. That it covers the solutions to all seven King's Quest games doesn't account for its length and richness--not even when you take into account that it leads to multiple solutions of many problems. This is more than just a computer game solution book: it's a fantasy novel in its own right. In The King's Quest Companion we often follow the narrative stories of the King's Quest characters, seeing their world through their eyes, hearing their voices and thoughts, seeing them not as on-screen game pieces but as fully developed characters. That might even be too mild a description, because Spear insists throughout that the world of Daventry is "real" and that these stories all really happened. Certainly, the characters have become real for the devoted players who've followed their exploits since the first King's Quest changed the face of computer gaming in 1984. Spear's strategy guide offers solutions to the puzzles that have driven players to distraction for years, but more than that, he adds new depth to the King's Quest experience. [via]
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› Find signed collectible books: 'Little Wars'
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› Find signed collectible books: 'The Making of Doom 3: The Official Guide'
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› Find signed collectible books: 'Man, Play and Games'
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› Find signed collectible books: 'The Mechanical Turk : The True Story of the Chess-Playing Machine That Fooled the World'
This title tells the true story of the Turk, the infamous 18th-century automation. The story links an unlikely cast of historical characters, from Napoleon, Beethoven and Poe to the pioneers of the computer age, and provides an accessible way of examining the complex relationship between magic, man, mind and machine, from the Enlightenment to the computer age. [via]
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› Find signed collectible books: 'The Medium of the Video Game'
Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis.
In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.
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› Find signed collectible books: 'The Mensa Genius Quiz-A-Day Book'
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› Find signed collectible books: 'Moneymaker: How an Amateur Poker Player Turned $40 into $2.5 Million at the World Series of Poker'
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› Find signed collectible books: 'New Literacies'
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› Find signed collectible books: 'New York Post Sudoku 1: The Official Utterly Addictive Number-Placing Puzzle'
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› Find signed collectible books: 'Only You Can Save Mankind'
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› Find signed collectible books: 'Phil Hellmuth's Texas Hold 'em'
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› Find signed collectible books: 'Playing the Future: How Kids' Culture Can Teach Us to Thrive in an Age of Chaos'
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› Find signed collectible books: 'Read 'Em and Weep: A Bedside Poker Companion'
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› Find signed collectible books: 'Shut Up and Deal'
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› Find signed collectible books: 'Software Engineering and Computer Games'
"This book should be a requirement of anyone that wants to write games ¿ period"
André Lamothe, author and CEO of Xtreme Games
There are many books on the art of games programming but now acclaimed author Rudy Rucker has gone a step beyond and transformed it into a science.
Software Engineering and Computer Games uses an object-oriented (OO) approach throughout, incorporating UML for OO analysis and design and discussing software patterns and how to incorporate them into the design process.
The book covers nine topics:
1) Basic software engineering principles and techniques.
2) How to organize and complete a substantial software project
3) Practical examples of object-oriented design and programming.
4) The design of computer games.
5) Simulating physics inside our computer-generated worlds.
6) Artificial life, or how to simulate live creatures inside a computer program.
7) How to use two and three-dimensional computer graphics.
8) Windows programming with the Microsoft Foundation Classes, or MFC.
9) How to develop a project using Microsoft Visual Studio(Either Version 6.0 or .NET)
The game engine accompanying the book is an open source C++ framework (the POP Framework), available together with other accompanying material from the website.
The book can be used for self-study, with readers encouraged to use the POP Framework as a starting point for creating their own games.
Software Engineering and Computer Games was developed as the primary textbook for an undergraduate software engineering course and can also be the main book for courses on software projects or computer game design and programming.
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› Find signed collectible books: 'Space Demons'
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› Find signed collectible books: 'Star Fleet Technical Manual'
Everything you ever wanted to know about the technical specs for the Enterprise. Filled with diagrams, illustrations and descriptions of key systems aboard the Enterprise. [via]
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› Find signed collectible books: 'Star Trek Star Fleet Technical Manual'
OFFICIAL USE ONLY
MARK R5PC
STARFLEET COMMAND
STARFLEET HEADQUARTERS
UNITED FEDERATION OF PLANETS
FRANZ JOSEPH
UNITED FEDERATION REPRESENTATIVE
STARDATE 7512.02
To: Ballantine Books
Planetary Agents, NA, USA, 10019
1. A printed Terran version of the Starfleet Technical Manual was approved by the Federation Council for release to civilians and civilian auxiliaries on your planet. We have reviewed copies of this version as printed by you, and wish to assure you and the others that these copies are precisely correct and complete as authorized. We believe some of your civilians are confused because they are unfamiliar with the system and arrangement of Technical Orders, therefore, we offer the following by way of clarification.
2. The print-out version of the Starfleet Technical Manual, as used by the Starfleet Academy, is a collection of only those Technical Orders necessary to the indoctrination of new cadets until such time as they become experienced in the use of the data read-out stations of Mastercom/SFHQ. Further, the Terran version contains even fewer Technical Orders because of the prohibition of the Prime Directive. Neither version is a book of pages as the questioners seem to thinknor do they contain all of the technical information stored in the data banks of Mastercom/SFHQ. Your civilians must understand these technical data banks contain all the knowledge presently known to the United Federation of Planets from all the member planets. If it were to be published in book form, the sum total would amount to more books than you now have stored in your libraries. Obviously, this cannot be done. It is equally obvious that you cannot have the galactic knowledge of future centuries given to your planet as a gift; you must earn it by your own efforts just as others have done.
3. In the Terran version, the General Index summarizes the subject area groupings by Technical Order number blocks as a part of the total system of classification. It does not give the total classification system, nor does it indicate whether or not such subject matter is available. The Introduction (T.0:00:00:06) for instance, is not included because it has not been authorized for release at this time. Each Section Index lists the Technical Orders currently approved for
each section, and shows the correct issue by authentication date (and amendment codeif required). Thus a Section Index shows whether or not a particular manual contains the correct issues. Those listed with an asterisk may become available in a future print-out from Mastercom/SFHQ. Other Technical Order numbers that are missing do not appear by reason of the prohibition of the Prime Directive, or they have not been approved for release at this time.
4. In as gentle and as diplomatic a manner as we may, we would like to point out that this confusion is just another example of the many primitive attributes of your planet that prevents its acceptance into the United Federation of Planets at this time in your current calendar. But be patient, the day will come when your planet will have finally overcome these obstacles, and take its place in the intergalactic community of intelligent life forms.
Live long and prosper. [via]
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› Find signed collectible books: 'Sudoku Easy to Hard: Presented by Will Shortz 100 Wordless Crossword Puzzles'
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› Find signed collectible books: 'The Tasks of Tantalon'
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› Find signed collectible books: 'Thursday-Night Poker: How To Understand, Enjoy--and Win'
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› Find signed collectible books: 'The Tolkien Quiz Book'
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› Find signed collectible books: 'The Traveller Adventure'
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› Find signed collectible books: 'The Traveller Book: Traveller Science-Fiction Adventure in the Far Future'
The Traveller Book incorporates the first three original rule books, plus additional material. [via]
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› Find signed collectible books: 'Twisty Little Passages'
Interactive fiction -- the best-known form of which is the text game or text adventure -- has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.
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› Find signed collectible books: 'User Unfriendly'
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› Find signed collectible books: 'What Is Dungeons and Dragons?'
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› Find signed collectible books: 'Wraeththu'
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