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Super Mah Jong: The art of Winning opens a new paradigm of thinking and playing Mah Jong; it is a more methodical approach. If you are serious about improving your Mah Jong skills, this is the book for you. Winning is more than just relying on plain luck. It is about using proper techniques, preparation, and the maintaining a right state of mind. The proven method is a culmination of many years of my experiences with Inner Chi-Energetics and Mah Jong. There are certain universal principles that I found in both of them. There is the science and the art of winning. This book contains over 100 Strategies and Tactics, Practical Advices, and sections on Flipping Luck to boost your chances on winning. Does it work? Yes! Over the years, I had over 90% success rate by using the methods found here. There is no other book like this in the market. Discover and enjoy the success!
Mahjong is East Asia's most traditional and recognizable game. Westerners, however, often disregard this intriguing and addictive game. No longer! Written by the first American to be inducted into the prestigious Japan Professional Mahjong League, this book's the best resource for learning all the tricks of the Reach Mahjong pros. It makes players out of total beginners, explaining the background, rules, and strategies of mahjong and enabling a newbie to participate within hours. For the first time ever, daunting Japanese terms and rules are translated and simplified for the edification of players of all ages. With full-color illustrations, all the tiles, tools, and hands of the game are easy to recognize and soft on the eyes. So, have a seat and get ready to learn a unique hobby that will challenge you and your friends forever. Once you start playing, you'll never want to stop.
Diaoyu university students accidentally opened the mysterious jade, obtained the supreme heritage, since then an unstoppable fight, beat rich young bullies, soaked the school beauty, all the way, who can block the berserk?
If a mountain man felt compelled to dance, how would he do it? If koala bears could talk, what would they say? And what’s the right pickup line, if you’re a necrophiliac? (Maybe “I’m pretty sure I’m not going to get you pregnant.”) In the throes of debates like these, we’re lucky to have the learned people of McSweeney’s Internet Tendency, America's best low-budget humor website, and their edifying work. From their best-looking writers comes this collection of over three hundred lists, including... “Signs Your Unicorn Is Cheating on You.”"Errors in Communication Between My Hairdresser and Me, in the Form of What I Said and What He Heard""Things This City Was Built On, Besides Rock 'n' Roll""Things This One Girl Sitting Near Me in a Movie Theater Said Out Loud When One of the Characters Was Shown Pulling Into a Gas Station""Future Winners of the New Yorker Cartoon Caption Contest""Adjectives Rarely Used by Wine Tasters""The Collected Apologies of Lawrence H. Summers, President of Harvard""Exactly What I Mean When I Say My Ex-Girlfriend Kristin and I 'Wanted Different Things from Life’"And much, much more...
After the high school student Qi Jin had obtained his special ability, he had relied on his special ability to cheat in order to gain admission to the Criminal Police Academy. He was sent to be a spy in the police force, and his superpower was constantly being upgraded. There were countless ways to cheat, and with the liveliness of the city, people with all sorts of identities proudly rose to the top, becoming an immortal legend.
I want to know what this adventure will make of me.
The "Heavenly God", Li Fan, had lost his skills and returned to his birthplace, but had had an absurd night with the chairman of the Su Clan, Su Ning. In the end, the two of them had somehow walked together, causing trouble for the beautiful chairman, for the silly girl police, and even for the famous stars themselves.
This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.
The Dreamcast Encyclopedia is the fifth book in Scottish author and games journalist Chris Scullion’s critically-acclaimed series of video game encyclopedias. The Sega Dreamcast is fondly remembered by players as a games console that was ahead of its time, almost to a fault. Its incredible graphics offered a level of detail that hadn’t been seen on home systems to that point, and its built-in modem brought online multiplayer to many console players for the first time ever. Ultimately though, the release of the PS2 (and later the GameCube and Xbox) led to struggling sales and Sega would eventually pull the plug on the Dreamcast just two years into its life, bowing out of the console manufacturing business altogether. On paper the Dreamcast was a commercial failure, but those who owned one remember it so fondly that for many it remains one of the greatest games consoles of all time, with a small but well-formed library of high-quality games. This book contains every one of those games, including not only the entire western library of around 270 titles, but also the 340 or so games that were exclusively released in Japan. With over 600 games covered in total, screenshots for every title and a light-hearted writing style designed for an entertaining read, The Dreamcast Encyclopedia is the definitive guide to one of the most underrated gaming systems of all time.