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Explores how Cold War men's magazines idealized warrior-heroes and sexual-conquerors and normalized conceptions of martial masculinity.
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
This book collects the best "Dragon" magazine content from the past year intoone easy-to-reference source.
No one saw it coming. At its launch in 1981, IBM’s original Personal Computer was an expensive business machine—not a gaming behemoth of the kind you saw from Apple, Atari, Commodore, and Tandy. But by 1990, the PC had trampled all its competitors and become the gaming juggernaut it remains to this day. How did this happen? What did the PC do that the ostensibly superior Commodore Amiga, Atari ST, and Apple IIGS, couldn’t? In Starflight: How the PC and DOS Exploded Computer Gaming 1987–1994, author Jamie Lendino tells the full story, starting with the PC’s humble CGA and monochrome origins, moving through early ill-fated (if influential) failures such as the PCjr and Tandy 1000, and diving deep into the industry-shattering innovations in processing, graphics, sound, software, and distribution that gave the PC (and the gamers who loved it) unprecedented power and reach. Along the way, Lendino explores more than 110 of the PC’s most entertaining and important games, revealing how they paved the way for PC supremacy while also offering players new levels of challenge and fun. From groundbreaking graphic adventures (King’s Quest, The Secret of Monkey Island), innovative role-playing games (Ultima, Might and Magic), and sprawling space combat epics (Wing Commander, X-Wing) to titanic strategy titles (Civilization, X-Com), first-person shooters (Stellar 7, Doom), wide-ranging simulations (Stunts, Falcon 3.0), and hard-driving arcade action games (Arkanoid, Raptor), you’ll discover every detail of how the PC’s games catapulted it into the computer gaming stratosphere. Whether you were there at the time—experiencing first-hand the transition of EGA to VGA and single-voice beeps and boops to sweepingly symphonic Roland MT-32 sound, and discovering historic titles upon their release—or you’re only now discovering the wonders of the era, Starflight: How the PC and DOS Exploded Computer Gaming 1987–1994 is a fresh, dynamic, and impossible-to-put-it-down look at the years when PC gaming—and computer gaming itself—changed forever.
One of the Atlantic's "Books to Get Lost in This Summer" Best Books of August 2023: New York Times Book Review, Christian Science Monitor, InsideHook, BookRiot, WNET AllArts, Arlington Magazine A trenchant reclamation of the Chinese American movie star, whose battles against cinematic exploitation and endemic racism are set against the currents of twentieth-century history. Born into the steam and starch of a Chinese laundry, Anna May Wong (1905–1961) emerged from turn-of-the-century Los Angeles to become Old Hollywood’s most famous Chinese American actress, a screen siren who captivated global audiences and signed her publicity photos—with a touch of defiance—“Orientally yours.” Now, more than a century after her birth, Yunte Huang narrates Wong’s tragic life story, retracing her journey from Chinatown to silent-era Hollywood, and from Weimar Berlin to decadent, prewar Shanghai, and capturing American television in its infancy. As Huang shows, Wong’s rendezvous with history features a remarkable parade of characters, including a smitten Walter Benjamin and (an equally smitten) Marlene Dietrich. Challenging the parodically racist perceptions of Wong as a “Dragon Lady,” “Madame Butterfly,” or “China Doll,” Huang’s biography becomes a truly resonant work of history that reflects the raging anti-Chinese xenophobia, unabashed sexism, and ageism toward women that defined both Hollywood and America in Wong’s all-too-brief fifty-six years on earth.
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