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THE CON50LE

THE CON50LE
Author: Mike Diver
Publisher: White Owl
Total Pages: 194
Release: 2024-03-30
Genre: Games & Activities
ISBN: 1399040502

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THE CON50LE is a comprehensive yet conversational account of 50 years of home video gaming history, leaving no rarely sighted system unturned and providing a chronological account of the evolution of the biggest entertainment medium in the world. From the earliest consoles of the 1970s to the cutting-edge machines of the here and now, a line is drawn from one man’s eureka moment to the multi-billion-dollar global industry of today. All the well-known names and massive-selling consoles are here: the Nintendo Entertainment System, the SEGA Mega Drive, the Atari 2600, the Xbox 360, the PlayStation 2. But there’s plenty of room for hardware that many a gamer won’t have heard of before, from Japan-only releases and home computer conversions to ill-advised experiments with VHS and all manner of micro-console magic. Learn about the creators and their inspirations, the games that made the biggest consoles’ eternal reputations, and the failures and flops along the way. Even the consoles that came and went without notable commercial success left a mark, an imprint, on this compelling history – and THE CON50LE unravels it, explains it, one fascinating machine at a time.


The Brain Code

The Brain Code
Author: Norman D. Cook
Publisher: Routledge
Total Pages: 426
Release: 2018-09-03
Genre: Psychology
ISBN: 0429954824

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Originally published in 1986, this stimulating and unorthodox book integrates the major findings of hemispheric research with the larger questions of how the brain stores and transmits information – the ‘brain code’. Norman Cook emphasizes how the two cerebral hemispheres communicate information over the corpus callosum, the largest single nerve tract of the human brain. Excitatory mechanisms are involved in the duplication of information between the hemispheres; in contrast, inhibitory mechanisms are implicated in the production of hemispheric asymmetries and, crucially, in high-level cognitive phenomena such as the right hemisphere’s role in providing the ‘context’ within which left hemispheric verbal information is placed. These callosal mechanisms of information transfer are not only fundamental to the brain code; they are the simplest and most easily demonstrated ways in which the neocortex ‘talks to itself’. The Brain Code demonstrates how popular topics within psychology at the time, such as laterality, hemisphere differences and the psychology of left and right, are central to further progress in understanding the human brain. This book provides stimulating reading for students of psychology, artificial intelligence and neurophysiology, as well as anyone interested in the broader question of how the brain works.


Illustrated Theatre Production Guide

Illustrated Theatre Production Guide
Author: John Holloway
Publisher: Taylor & Francis
Total Pages: 418
Release: 2013-03-20
Genre: Performing Arts
ISBN: 1136082859

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This invaluable guide takes a step-by-step approach to the most common and popular theatre production practices and covers important issues related to the construction of wooden, fabric, plastic, and metal scenery used on the stage. This new edition of the Illustrated Theatre Production Guide uniquely shows you how to build scenery through detailed lessons and hundreds of drawings. The illustrations make this book like no other and offers solutions to problems that you face, from rigging and knot tying, to drapery folding and the most detailed information on metal framing available. Written for the community theatre worker who has to be a jack of all trades and the student who needs to learn the fundamentals, respected author John Holloway teaches in a way that covers the necessities but doesn't bog you down with heavy language and boring verbosity. New features in this book range from expanded information on metal framing and foam construction to brand new elements such as a chapter on stage management and an extremely helpful Website with videos -- meant to go along with the informative section on projects. These videos take you from the drawings and descriptions in the book to the video instructions that will help you learn visually. A must have for the theatre professional as a guide to refer back to over and over again.


How To

How To
Author: Randall Munroe
Publisher: Penguin
Total Pages: 320
Release: 2019-09-03
Genre: Humor
ISBN: 0525537104

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AN INSTANT #1 NEW YORK TIMES BESTSELLER “How To will make you laugh as you learn…With How To, you can't help but appreciate the glorious complexity of our universe and the amazing breadth of humanity's effort to comprehend it. If you want some lightweight edification, you won't go wrong with How To.” —CNET “[How To] has science and jokes in it, so 10/10 can recommend.” —Simone Giertz The world's most entertaining and useless self-help guide from the brilliant mind behind the wildly popular webcomic xkcd and the bestsellers What If? and Thing Explainer For any task you might want to do, there's a right way, a wrong way, and a way so monumentally complex, excessive, and inadvisable that no one would ever try it. How To is a guide to the third kind of approach. It's full of highly impractical advice for everything from landing a plane to digging a hole. Bestselling author and cartoonist Randall Munroe explains how to predict the weather by analyzing the pixels of your Facebook photos. He teaches you how to tell if you're a baby boomer or a 90's kid by measuring the radioactivity of your teeth. He offers tips for taking a selfie with a telescope, crossing a river by boiling it, and powering your house by destroying the fabric of space-time. And if you want to get rid of the book once you're done with it, he walks you through your options for proper disposal, including dissolving it in the ocean, converting it to a vapor, using tectonic plates to subduct it into the Earth's mantle, or launching it into the Sun. By exploring the most complicated ways to do simple tasks, Munroe doesn't just make things difficult for himself and his readers. As he did so brilliantly in What If?, Munroe invites us to explore the most absurd reaches of the possible. Full of clever infographics and fun illustrations, How To is a delightfully mind-bending way to better understand the science and technology underlying the things we do every day.


Dark Souls. Beyond the Grave - Volume 1

Dark Souls. Beyond the Grave - Volume 1
Author: Damien Mecheri
Publisher: Third Editions
Total Pages: 304
Release: 2019-02-19
Genre: Games & Activities
ISBN: 2377840000

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Story of a saga video games... If the Dark Souls series managed to seduce players and journalists, it was mainly by word of mouth. It was such a great success that Dark Souls 2 was named “Game of the Year” 2014 by the vast majority of gaming magazines and websites. To date, this saga is one of the most important in the gaming industry. The odd thing is that these games are well known for their difficulty and their cryptic universe. This publication narrates the epic success story, but also describes its gameplay mechanics and its specific lore across more than 300 pages. Characters, plots and the scenario of the three Souls (Demon's Souls, Dark Souls and Dark Souls II) are deciphered by Damien Mecheri and Sylvain Romieu, who spent a long year studying these dense and enigmatic games down to the smallest detail. The serie Dark Souls and her spiritual father Demon's Souls will not have secrets for you anymore! EXTRACT In May 2014, Hidetaka Miyazaki succeeded Naotoshi Zin as president of FromSoftware, after the studio was purchased by Kadokawa Shoten. This was a highly significant promotion for the person who had led the company’s most successful project, Dark Souls. And yet, he did not lose from view what had attracted him to the field: an insatiable creative drive. In spite of his new status within the studio, one of the conditions he requested and was granted was to remain creative director of his new project: Bloodborne. This allowed him to successfully design this spiritual successor to the first Souls game, while also assuming his new responsibilities. Given his drive to work and create, it is not surprising how quickly Miyazaki moved up through the ranks. ABOUT THE AUTHORS Passionate about films and video games, Damien Mecheri joined the writers team of Gameplay RPG in 2004, writing several articles for the second special edition on the Final Fantasy saga. He continued his work with the team in another publication called Background, before continuing the online adventure in 2008 with the site Gameweb.fr. Since 2011, he has come aboard Third Éditions with Mehdi El Kanafi and Nicolas Courcier, the publisher’s two founders. Damien is also the author of the book Video Game Music: a History of Gaming Music. For Third Éditions, he is actively working on the “Level Up” and “Année jeu vidéo” collections. He has also written or co-written several works from the same publisher: The Legend of Final Fantasy X, Welcome to Silent Hill: a journey into Hell, The Works of Fumito Ueda: a Different Perspective on Video Games and, of course, the first volume of Dark Souls: Beyond the Grave. Curious by nature, a dreamer against the grain and a chronic ranter, Sylvain Romieu is also a passionate traveler of the real and the unreal, the world and the virtual universes, always in search of enriching discoveries and varied cultures. A developer by trade, he took up his modest pen several years ago to study the characteristics and richness of the marvelously creative world of video games. He writes for a French video game site called Chroniques-Ludiques, particularly on the topic of RPGs, his preferred genre.


The Ultimate History of Video Games, Volume 2

The Ultimate History of Video Games, Volume 2
Author: Steven L. Kent
Publisher: Crown
Total Pages: 592
Release: 2021-08-24
Genre: Social Science
ISBN: 1984825437

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The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.


The Big Book of Five Nights at Freddy's

The Big Book of Five Nights at Freddy's
Author: Various Authors
Publisher: Triumph Books
Total Pages: 274
Release: 2022-02-01
Genre: Games & Activities
ISBN: 1637271298

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Step into the haunted and hair-raising world of Five Nights at Freddy's! With animatronic animals, dark shadows, creepy vibes, and an ever-present sense of doom, Five Nights at Freddy's has been perfecting its formula for scares since the first game debuted in 2014. The Big Book of Five Nights at Freddy's is the ultimate guide to this immersive universe, providing comprehensive tips, tricks, and strategies for every game in the series. Additional topics covered include the history of the rapidly expanding franchise as well as the fascinating storylines that are cleverly woven throughout the games, all accompanied by full-color gameplay photos. This deluxe hardcover volume is perfect as a collectible for the experienced fan or a practical guide for new thrill-seekers.


Cuphead Bobbling Figurine

Cuphead Bobbling Figurine
Author: StudioMDHR Entertainment Inc.
Publisher: Running Press Miniature Editions
Total Pages: 48
Release: 2022-05-17
Genre: Antiques & Collectibles
ISBN: 9780762479313

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Bring the fun of Cuphead to your desktop or bookshelf with this officially-licensed, mini bobbling figurine from the classic video game. ONE-OF-A-KIND BOBBLING FIGURINE: Mini collectible of Cuphead with a unique bobbling feature inspired by his movement in the game INCLUDES SOUND: Audio of the announcer's voice plays at the push of a button UNIQUE, TWO-SIDED FLIP BOOK: 48-page, 3-1/2 x 2-5/8 inch illustrated mini book features two original animations from Studio MDHR OFFICIALLY LICENSED: Authentic Cuphead merchandise (c) 2022 StudioMDHR Entertainment Inc. All Rights Reserved. Cuphead(TM) and StudioMDHR(TM) are trademarks and/or registered trademarks of StudioMDHR Entertainment Inc. throughout the world.