AUGUSTA, Ga. — As he entered the tee box on No. 18, the roars began, reached a crescendo as he approached the green and shook the pristine Augusta National course once he drained his final putt and spectators raucously chanted his name. Tiger Woods has done it again. Woods is a Masters champion for the fifth time in his illustrious, storied career.

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"I am error. " - The Legend of Zelda II

The Legend of Zelda: Skyward Sword

Initial Release Date: 11-18-2011
Genre(s): Adventure, Role-playing (RPG), Puzzle, Platform
Series: The Legend of Zelda
Publisher: Nintendo
Developer: Nintendo EAD Group No. 3
Avg. Critic Rating: 92.71
IGDB Link: Click Here
Finished? Yes
Platform(s): Wii, Wii U
Alternative Names: 塞尔达传说:天空之剑, ゼルダの伝説 スカイウォードソード, Zelda no Densetsu: Skyward Swordゼルダの伝説 スカイウォードソード

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Description
Skyward Sword is the sixteenth entry in the Legend of Zelda series. The game makes use of the Wii MotionPlus peripheral for sword fighting, with a revised Wii Remote pointing system used for targeting.

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"Reality is broken. Game designers can fix it. " - Jane McGonigal, interview, Wired, February 11, 2010

Zelda II: The Adventure of Link

Initial Release Date: 01-14-1987
Genre(s): Adventure, Role-playing (RPG)
Series: The Legend of Zelda
Publisher: Nintendo
Developer: Nintendo EAD
Avg. Critic Rating: 0
IGDB Link: Click Here
Finished? Yes
Platform(s): Nintendo Entertainment System (NES), Wii, Nintendo 3DS, Virtual Console (Nintendo), Nintendo GameCube, Game Boy Advance, Wii U, Family Computer Disk System
Alternative Names: The Legend of Zelda 2: Link no Bouken, Zelda IIZelda 2: The Adventure of LinkThe Legend of Zelda 2: Link no BoukenThe Legend of Zelda 2: Link no BōkenTHE LEGEND OF ZELDA 2 リンクの冒険

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Description
The land of Hyrule is in chaos. As Link, you’ll be sent on a treacherous journey to return six precious Crystals to their origins in six stone statues. Only by defeating the guardians of the six palaces will you gain passage to the seventh palace, take on the ultimate challenge that awaits you, and wake the Princess Zelda from her sleeping spell. On your way, helpful villagers you encounter will offer clues and secret messages invaluable in your quest. As you guide Link through the levels of Hyrule, close-ups and overviews will enhance your video vision. Are you up to the challenge?

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“I am no bird, and no net ensnares me: I am a free human being with an independent will." - Charlotte Brontë, Jane Eyre

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture

Author: David Kushner
Pages: 368
Genre(s): Biography & Autobiography
Publisher: Random House Trade Paperbacks
Subject:
Country:
Publication Year: 2004
Edition
Finished? Yes, on
Signed? No

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Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart.

Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative.

“To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams

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and humanity is won by continuing to play in face of certain defeat." - Ralph Ellison, Invisible Man

Earth Unaware (The First Formic War Book 1)

Author: Orson Scott Card, Aaron Johnston
Pages: 417
Genre(s): Fiction
Publisher: Tor Books
Subject:
Country:
Publication Year: 2012
Edition
Finished? Yes, on
Signed? No

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Description

A hundred years before Ender's Game, humans thought they were alone in the galaxy. Humanity was slowly making their way out from Earth to the planets and asteroids of the Solar System, exploring and mining and founding colonies.

The mining ship El Cavador is far out from Earth, in the deeps of the Kuiper Belt, beyond Pluto. Other mining ships, and the families that live on them, are few and far between this far out. So when El Cavador's telescopes pick up a fast-moving object coming in-system, it's hard to know what to make of it. It's massive and moving at a significant fraction of the speed of light.

But the ship has other problems. Their systems are old and failing. The family is getting too big. There are claim-jumping corporates bringing Asteroid Belt tactics to the Kuiper Belt. Worrying about a distant object that might or might not be an alien ship seems…not important.

They're wrong. It's the most important thing that has happened to the human race in a million years. This is humanity's first contact with an alien race. The First Formic War is about to begin.
Earth Unaware is the first novel in The First Formic War series by Orson Scott Card and Aaron Johnston.

THE ENDER UNIVERSE

Ender series
Ender’s Game / Speaker for the Dead / Xenocide / Children of the Mind / Ender in Exile / Children of the Fleet

Ender’s Shadow series
Ender’s Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight

The First Formic War (with Aaron Johnston)
Earth Unaware / Earth Afire / Earth Awakens

The Second Formic War (with Aaron Johnston)
The Swarm / The Hive

Ender novellas
A War of Gifts / First Meetings

At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.

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"Hey, boo." - To Kill a Mockingbird

Ender's Shadow (The Shadow Series)

Author: Orson Scott Card
Pages: 384
Genre(s): Fiction
Publisher: Tor Books
Subject:
Country:
Publication Year: 2000
Edition
Finished? Yes, on
Signed? No

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The novel that launched the bestselling Ender's Shadow series.

The human race is at War with the "Buggers," an insect-like alien race. As Earth prepares to defend itself from total destruction at the hands of an inscrutable enemy, all focus is on the development of military geniuses who can fight such a war, and win. The long distances of interstellar space have given hope to the defenders of Earth--they have time to train these future commanders up from childhood, forging them into an irresistible force in the high orbital facility called the Battle School. Andrew "Ender" Wiggin was not the only child in the Battle School; he was just the best of the best. In Ender's Shadow, Card tells the story of another of those precocious generals, the one they called Bean--the one who became Ender's right hand, part of his team, in the final battle against the Buggers. Bean's past was a battle just to survive. His success brought him to the attention of the Battle School's recruiters, those people scouring the planet for leaders, tacticians, and generals to save Earth from the threat of alien invasion. Bean was sent into orbit, to the Battle School. And there he met Ender....

THE ENDER UNIVERSE

Ender series
Ender’s Game / Ender in Exile / Speaker for the Dead / Xenocide / Children of the Mind

Ender’s Shadow series
Ender’s Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight

Children of the Fleet

The First Formic War (with Aaron Johnston)
Earth Unaware / Earth Afire / Earth Awakens

The Second Formic War (with Aaron Johnston)
The Swarm /The Hive

Ender novellas
A War of Gifts /First Meetings

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"I wished to know the meaning of things. I am the meaning. I wished to find a warrant for being. I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." - Ayn Rand, Anthem

The Legend of Zelda: Breath of the Wild--Creating a Champion

Author:
Pages: 424
Genre(s):
Publisher: Dark Horse Books
Subject:
Country:
Publication Year: 2018
Edition
Finished? Yes, on
Signed? Yes

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Description
This oversized hardcover is the ultimate companion to the award-winning video game The Legend of Zelda: Breath of the Wild and includes material from its DLC packs. Witness the making of a champion!

This book features:

  *  Nearly 50 pages of sketches and official illustrations from Takumi Wada

  *  296 Pages of design artwork and commentary about the making of the game from creators

  *  55 Page historical section that divulges an in-depth history of the Hyrule of Breath of the Wild.

  *  Interviews with key members of the development team including Hidemaro Fujibayashi, Satoru Takizawa, Takumi Wada, and Eiji Aonuma

Make sure to check out the other installments in this unparalleled collection of historical information on The Legend of Zelda franchise with the New York Times best selling The Legend of Zelda: Hyrule Historia, The Legend of Zelda: Art & Artifacts, and The Legend of Zelda: Encyclopedia which detail the first 30 years of this historic video game franchise!

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"A book should be an axe to chop open the frozen sea inside us." - J.M. Coetzee, Summertime Fiction

These Truths: A History of the United States

Author: Jill Lepore
Pages: 960
Genre(s): Civil rights
Publisher: W. W. Norton & Company
Subject:
Country:
Publication Year: 2018
Edition
Finished? Yes, on
Signed? Yes

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New York Times Bestseller

In the most ambitious one-volume American history in decades, award-winning historian and New Yorker writer Jill Lepore offers a magisterial account of the origins and rise of a divided nation, an urgently needed reckoning with the beauty and tragedy of American history.

Written in elegiac prose, Lepore’s groundbreaking investigation places truth itself―a devotion to facts, proof, and evidence―at the center of the nation’s history. The American experiment rests on three ideas―"these truths," Jefferson called them―political equality, natural rights, and the sovereignty of the people. And it rests, too, on a fearless dedication to inquiry, Lepore argues, because self-government depends on it. But has the nation, and democracy itself, delivered on that promise?

These Truths tells this uniquely American story, beginning in 1492, asking whether the course of events over more than five centuries has proven the nation’s truths, or belied them. To answer that question, Lepore traces the intertwined histories of American politics, law, journalism, and technology, from the colonial town meeting to the nineteenth-century party machine, from talk radio to twenty-first-century Internet polls, from Magna Carta to the Patriot Act, from the printing press to Facebook News.

Along the way, Lepore’s sovereign chronicle is filled with arresting sketches of both well-known and lesser-known Americans, from a parade of presidents and a rogues’ gallery of political mischief makers to the intrepid leaders of protest movements, including Frederick Douglass, the famed abolitionist orator; William Jennings Bryan, the three-time presidential candidate and ultimately tragic populist; Pauli Murray, the visionary civil rights strategist; and Phyllis Schlafly, the uncredited architect of modern conservatism.

Americans are descended from slaves and slave owners, from conquerors and the conquered, from immigrants and from people who have fought to end immigration. "A nation born in contradiction will fight forever over the meaning of its history," Lepore writes, but engaging in that struggle by studying the past is part of the work of citizenship. "The past is an inheritance, a gift and a burden," These Truths observes. "It can’t be shirked. There’s nothing for it but to get to know it."

127 illustrations

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"It is never too late to be wise." - Daniel Defoe, Robinson Crusoe

The Design of Everyday Things: Revised and Expanded Edition

Author: Don Norman
Pages: 368
Genre(s): Business & Economics
Publisher: Basic Books
Subject:
Country:
Publication Year: 2013
Edition
Finished? Yes, on
Signed? Yes

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The ultimate guide to human-centered design
Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door. The fault, argues this ingenious-even liberating-book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization.

The Design of Everyday Things shows that good, usable design is possible. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints. The goal: guide the user effortlessly to the right action on the right control at the right time.

The Design of Everyday Things is a powerful primer on how--and why--some products satisfy customers while others only frustrate them.

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"If you don’t imagine, nothing ever happens at all." - John Green, Paper Towns

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made

Author: Jason Schreier
Pages: 304
Genre(s): Business & Economics
Publisher: Harper Paperbacks
Subject:
Country:
Publication Year: 2017
Edition
Finished? Yes, on
Signed? Yes

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Description

NATIONAL BESTSELLER

Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.

Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.

Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

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