The SmartMonsters Bookstore
SmartMonsters' games are not for everyone. We write for
adults with fairly rich educational and cultural backgrounds.
We assume our players like to read, and know how to type. We don't
write for kids. If this sounds like you, welcome!
to read our essay, "Can a Game be Literature?"
The works listed here have all been used in some way as
our flagship game.
why buy through us?
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Books About Myth
Ancient Astrology, Barton, Routledge 1994
Body Guards: Protective Amulets & Charms, Morris, Element 1999
Conversing with the Planets, Aveni, Kodansha 1994
Cults, Territory, and the Origins of the Greek City-State, De Polignac, U. of Chicago Press 1995
Greek Heroine Cults, Larson, U. of Wisconsin 1995
Mysteries of Demeter: Rebirth of the Pagan Way, Reif, Red Wheel/Weiser 2000
Myth: Its Meaning and Functions in Ancient and Other Cultures, Kirk, UC Press 1973
Orpheus and Greek Religion, Guthrie, Princeton 1993
Pythagoras and the Delphic Mysteries, Schure, Kessenger 1997
The Bluesman: The Musical Heritage of Black Men and Women in the Americas, Finn, Interlink Pub. Group 1998
The Golden Fleece and Alchemy, Faivre, SUNY 1993
The Jung Cult: Origins of a Charismatic Movement, Noll, Free Press 1997
The Masks of God: Creative Mythology, Campbell, Arkana 1991
The Masks of God: Occidental Mythology, Campbell, Arkana 1991
The Masks of God: Oriental Mythology, Campbell, Arkana 1991
The Masks of God: Primitive Mythology, Campbell, Arkana 1991
The Metamorphoses, Ovid, Harvest 1995
The Old Enemy: Satan and the Combat Myth, Neil Forsyth, Princeton U. Press 1989
The Trumpet Shall Sound: A Study of 'Cargo' Cults in Melanesia, Worsley, OOP 0000
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"In 1455, Gutenberg invented the printing press -- but not the book as we know it. Books printed before 1501 are called incunabula; the word is derived from the Latin for swaddling clothes and is used to indicate that these books are the work of a technology still in its infancy. It took fifty years of experimentation and more to establish such conventions as legible typefaces and proof sheet corrections; page numbering and paragraphing; and title pages, prefaces, and chapter divisions, which together made the published book a coherent means of communication. The garish videogames and tangled Web sites of the current digital environment are part of a similar period of technical evolution, part of a similar struggle for the conventions of coherent communication. Now, in the incunabular days of the narrative computer, we can see how twentieth-century novels, films and plays have been steadily pushing against the boundaries of linear storytelling." -- Janet H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace ( info)