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A collection of games and retrospectives from James Ernest, the President and creator of Cheapass Games.
Winner of the 2017 Pulitzer Prize. Filled with warm humor and tremendous heart, SWEAT tells the story of a group of friends who have spent their lives sharing drinks, secrets, and laughs while working together on the factory floor. But when layoffs and picket lines begin to chip away at their trust, the friends find themselves pitted against each other in a heart-wrenching fight to stay afloat.
This bestselling guide contains the most current information on ordering products and services online, by phone, and by mail at savings of up to 80 percent off the retail price. While finding the best outlets and sources for bargains, consumers will learn how to "shop smart" for every product imaginable--from caviar, gourmet coffee, and clothing to linens, snow tires, and carpeting. Full of large and small businesses that have found innovative ways to save consumers hundreds of dollars on the highest-quality goods and best-known brands, this tome of money-saving advice offers tips on how to minimize shipping and handling fees, keep credit card information secure on the Internet, and access sites and savings unknown to the common consumer. Meticulously researched and actively tested by 25 successful years on the market, this bargain hunter's classic is a resourceful and indispensable sourcebook for those shoppers who refuse to pay market prices.
Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.
The Consumer's Bible to big savings online and by mail.
Contact Juggling is an unusual and beautiful juggling technique. It involves rolling one or more balls on the hands, arms, and body. It combines the visual grace of dance with the technical demands of juggling. It is a joy to watch and a satisfying challenge to perform. This is James Ernest's original instruction book on contact juggling, first released in 1990, and now in its third edition. It contains instructions for all the basic moves, including hand rolls, isolations, multi-ball palm spinning, and more. It also contains updated sections describing a wealth of new and unusual contact juggling tricks. Juggler's World Magazine called Contact Juggling "one of the best-designed juggling instruction books available." The text and illustrations are clear and thorough. Grab your copy today!
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.
Morty Martinez is known in the industry of estate liquidation as a "feeler." If you were to look him up in the Brooklyn yellow pages, he would be listed under "home content removal," but his real job is looking for stashes of cash crammed into tin cans that have been left out of wills, kept out of banks, and hidden away for decades by the frugal elderly suspicious of ATMs and the IRS. When Morty hits upon the biggest score of his life, over $800,000.00, he knows that news travels fast and he must operate quickly and carefully to safeguard his booty, his life and his destiny as patrician of a seaside Mexican village. But what he doesn't know is that there are others after the same buried treasure, including the recently paroled prison assassin Danny Kessel.
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
"After living in San Francisco for fifteen years, journalist Gordon Young found himself yearning for his Rust Belt hometown: Flint, Michigan, the birthplace of General Motors and the “star” of the Michael Moore documentary Roger & Me. Hoping to rediscover and help a place that had once boasted one of the world’s highest per capita income levels but had become one of the country's most impoverished and dangerous cities, he returned to Flint with the intention of buying a house. What he found was a place of stark contrasts and dramatic stories, where an exotic dancer could afford a lavish mansion, speculators scooped up cheap houses by the dozen on eBay, and arson was often the quickest route to neighborhood beautification. He also uncovered the misguided policies, flawed leadership, and unforgiving economic trends that lead to disasters like the Flint water crisis. Updated with a new preface, Young skillfully blends personal memoir, historical inquiry, and interviews with Flint residents, constructing a vibrant tale of a once-thriving city still fighting - despite overwhelming odds - to rise from the ashes. Hard-hitting, insightful, and often painfully funny, Teardown reminds us that cities are ultimately defined by the people who live there."--Back cover.