In his four years with the SO19, the Metropolitan Police Special Firearms Wing, Steve Collins has been in over thousand contacts, that is gun battles with Yardies, IRA gunmen, East End gangsters such as the notorious Arifs and their hitman, drug smugglers from South America and elsewhere and lone gunmen who have simply gone beserk. A judge commending the bravery of Steve`s team recenty said, ` If only the public knew the calibre of the men that protect them. ' SO19 is the invisible blue line that protects us all from the chaos and the violence that continually threatens to take over the capital. These groups are simply the best when it comes to firearms operations in an urban enviroment-the SAS come to them for training! Here Steve Collins gives the inside story of these operations, which we otherwise only get to hear about when they make the headlines.
You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the action and arcade genre. This focused guide gives you exactly what you need. It walks you through the process of designing for the action and arcade genre and shows you how to use the right techniques to create fun and challenging experiences for your players.
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
12 Secrets to Getting Selected Spec Ops Essential Guide for All Future Operators
Thinking about trying out for Spec Ops? You can make it with these ESSENTIAL Spec Ops preparation guide SECRETS. Guaranteed the fastest way into Spec Ops. This book is a MUST read if you are thinking about trying out for Spec Ops. Full of Spec Ops Fitness workouts (8 week with and without equipment workouts, Spec Ops specific swim workouts), simplified nutrition, gear preparation, Spec Ops foot care, MINDSET, and the 12 MUST know SECRETS on how to get through any hell week (BUD/S, A&S, SFAS, Indoc). This is the book the Spec Ops cadre don't want you to read before you try out. About The Author: Chase Warren has extensive training in Close Quarters Battle (CQB), Unconventional Warfare, Para Operations, Amphibious Operations, Small Unit Tactics, Medical Trauma Care, Survive, Evade, Resist, and Escape (SERE School), Language Training, various team leader and war fighting schools. He has deployed to every continent (except Antarctica) in support of missions to shape the environment. See more at 12STGScom
What is it like to be a police officer? Have you ever looked at a police officer and wondered, "Who is that person in that uniform?" Who goes into law enforcement and why? What is it like behind the badge? What does a police officer do and what does it do to him or her? Wearing The Blue is one person's experience and answer to these questions.
THE HEART AND THE FIST shares one man’s story of extraordinary leadership and service as both a humanitarian and a warrior. In a life lived at the raw edges of the human experience, Greitens has seen what can be accomplished when compassion and courage come together in meaningful service. As a Rhodes Scholar and Navy SEAL, Greitens worked alongside volunteers who taught art to street children in Bolivia and led US Marines who hunted terrorists in Iraq. He’s learned from nuns who fed the destitute in one of Mother Teresa’s homes for the dying in India, from aid workers who healed orphaned children in Rwanda, and from Navy SEALs who fought in Afghanistan. He excelled at the hardest military training in the world, and today he works with severely wounded and disabled veterans who are rebuilding their lives as community leaders at home. Greitens offers each of us a new way of thinking about living a meaningful life. We learn that to win any war, even those we wage against ourselves; to create and obtain lasting peace; to save a life; and even, simply to live with purpose requires us—every one of us—to be both good and strong.
Money and support tend to flow in the direction of economics, science, and other academic departments that demonstrate measurable "progress." The humanities, on the other hand, offer more abstract and uncertain outcomes. A humanist's objects of study are more obscure in certain ways than pathogens and cells. Consequently, it seems as if the humanities never truly progress. Is this a fair assessment? By comparing objects of science, such as the brain, the galaxy, the amoeba, and the quark, with objects of humanistic inquiry, such as the poem, the photograph, the belief, and the philosophical concept, Volney Gay reestablishes a fundamental distinction between science and the humanities. He frees the latter from its pursuit of material-based progress and restores its disciplines to a place of privilege and respect. Using the metaphor of magnification, Gay shows that, while we can investigate natural objects to the limits of imaging capacity, magnifying cultural objects dissolves them into noise. In other words, cultural objects can be studied only within their contexts and through the prism of metaphor and narrative. Gathering examples from literature, art, film, philosophy, religion, science, and psychoanalysis, Gay builds a new justification for the humanities. By revealing the unseen and making abstract ideas tangible, the arts create meaningful wholes, which itself is a form of progress.
Back Cover Text They came not in spaceships of flying saucers, but in microscopic spores drifting through the infinitude of space. 100 billion stars, 100 billion solar systems in SB galaxies like our own milky way galaxy. Why did they have to come to our solar system? Somehow they made it past the powerful gravitational fields of the huge frozen outer planets Neptune, Uranus, Saturn, and Jupiter. They made it through the asteroid belt. They avoided being burnt up on Venus, Mercury, or on the sun. Somehow they manage to land on the only planet in the solar system teeming with life - our planet - Earth. Of all the planets, moons and asteroids in our solar system, why did they come here? They were monstrous, hideous, snakelike, vinelike parasite things that attacked, entered, possessed, then duplicated the bodies of the terrestrial life forms. We humans are terrestrial life forms. Dr. Fugate discovered the alien things, but no one believed him. Now twenty years later those alien things live on and walk among us. Dr. Fugate made one very bad mistake. He reported the things to the government. He trusted the government and he should have known better. The United States government is secretly cooperating with those alien things and the President of The United States is probably one of those things! Now, twenty years later vast numbers of those alien things live and walk among us, and their numbers are increasing. Now Dr. Fugate is desperately trying to find a way to combat the alien things and save the world again. But how? It's too late! And he's too old and too sick, both physically and mentally. He has a bad heart, and he has a bad case of arthritis, and he's depressed. And worst of all he's crazy! He's paranoid schizophrenic. He sees and hears things that do not exist! The alien things send assassination teams against Dr. Fugate, because he knows something that can be used against them. Dr. Fugate realizes that, but he has forgotten what it is. He believes that the answer might lie in the small, now deserted town in Western Kentucky where he first discovered the alien things. Somehow, he will have to return to Kentucky. And he is sure that the alien things will be waiting there, for him.