It has been a long time since I've written any machine or assembler code, and it is a rare day that I hand construct a logic circuit using transistors. But it is comforting to know that these skills and the knowledge associated with them still reside in some form or another in the world of microprocessors.
The Manga Guides published by No Starch Press and written by a wide range of authors manga-based graphic novels on diverse topics in science, math, statistics, and technology. I've reviewed several here (see this post for a partial list of some of the other guides). And the newest entry to this growing and rather large and excellent library is The Manga Guide to Microprocessors by Michio Shibuya, Takashi Tonagi, and Office Sawa.
This book is really thorough, packing in piles of details about computers, focusing on the microprocessor level technology but covering a lot of related things as well such as memory and data storage and programming, with a whole section on controllers.
But this information is embedded in a story, as is the case with all the Manga guides.
This is the story of Ayumi, a master chess player who is beaten by a computer. She engages with the computer's programmer, Kano, in a quest to learn all she can about her nemesis.
The book has three modes. One is a standard manga graphics novel sequence of frames with the main story. That is most of the book. The other is a more detailed conversation between iconic versions of the protagonists, in which detail that would be difficult to easily convey in pure cartoon form is gone over. The third is a retrospective or detailed section at the end of each chapter which is lightly illustrated, text heavy, and serves to contextualize the previous material.
Here is what the various modes look like: