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The 10 Best Games of All Time introduces children to ten classic pastimes in one beautifully crafted compendium. From well-loved favourites like Solitaire or Snakes and Ladders to lesser-known treats like Bizingo or the Goose Game, theres lots of fun here for everyone!
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.
In fewer than fifty years videogames have become one of the most popular forms of entertainment, but which are the best games, the ones you must play? This action packed book presents the best videogames from around the world - from 80's classic Donkey Kong to Doom, Frogger and Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed. Video game expert Tony Mott presents 1001 of the best video games from around the world and on all formats, from primitive pioneering consoles like Atari's VCS to modern-day home entertainment platforms such as Sony's PlayStation 3. 1001 VIDEO GAMES defines arcade experiences that first turned video gaming into a worldwide phenomenon such as Space Invaders, Asteroids, and Pac-Man - games that made the likes of Atari, Sinclair and Commadore household names. It also includes the games that have taken the console era by storm from Nintendo Wii to Sony Playstation and beyond - games of the modern era that have become cultural reference points in their own right including multi-million selling series such as Halo, Grand Theft Auto and Resident Evil. For aficionados this is a keepsake - charting the highlights of the past fifty years giving them key information for games they must play. For those just discovering the appeal of gaming this extensive volume will provide everything they need to ensure they don't miss out on the games that revolutionized this overwhelmingly popular medium.
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
"A middle-grade nonfiction book about the history and impact on pop culture of video games"--
More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.
The Dodgers have played more than 10,000 games as a franchise. Their 50 greatest games span two coasts and three centuries worth of baseball. They include: • A doubleheader that lasted six and a half innings combined • A single game that featured three teams on the field • A game in which the Dodgers didn’t record a hit – and won • The games in which the single-season and career home run records were broken • Three perfect games and two no-hitters • The longest game in major league history • The first major league game ever televised • A game in which the Dodgers’ pitcher lost consciousness on the field • An exhibition game that drew 93,103 spectators • The first integrated game in major league history The 50 Greatest Dodgers Games features all the best players to don the uniform: Sandy Koufax, Jackie Robinson, Kirk Gibson, Zack Wheat, Fernando Valenzuela, Orel Hershiser, Duke Snider, Roy Campanella, Clayton Kershaw, Steve Garvey, Don Drysdale, Pee Wee Reese and more. It also features some of the unsung heroes of baseball history, like Cookie Lavagetto, Vic Davalillo, Sandy Amoros, Al Gionfriddo and Joe McGinnity. For the first time, their performances are laid side-by-side in this account of the greatest Dodgers games ever played. Which game ranks number one?
They were calling it the Twentieth Century -- "She is a little animal, surely" -- "He's my son, and I'll break his neck any way I want to" -- "The locomotive of juveniles" -- A little hell-raising Huck Finn -- The boy who couldn't be damaged -- "Make me laugh, Keaton" -- Speed mania in the kingdom of shadows -- Pancakes at Childs -- Comique -- Roscoe -- Brooms -- Mabel at the wheel -- Famous players in famous plays -- Home, made -- Rice, shoes, and real estate -- The shadow stage -- Battle-scarred risibilities -- One for you, one for me -- The "darkie shuffle" -- The collapsing façade -- Grief slipped in -- The road through the mountain -- Not a drinker, a drunk -- Old times -- The coming thing in entertainment -- Coda: Eleanor.
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
This is the only book ever written entirely by Bobby Fischer. It is not to be confused with other books with similar names that were written by other authors. Here is the blurb on the original dust jacket, as published in 1959: THERE ARE 34 games in this book. The 13 from the U.S. Championship Tournament of 1957-58 and the prize-winning "Game of the Century" from the Third Rosenwald Trophy Tournament are penetratingly analyzed by Bobby Fischer, whose annotations provide invaluable instructions to the chess player of either average or advanced ability. In addition, this book includes the scores of Bobby Fischer's 20 games from the 1958 Portoroz Interzonal Tournament in which he played against the world's elite in chess, among them Tal, Gligorich, Petrosyan, and Bronstein. The games in this book reveal Bobby Fischer's brilliance in middle and end-game strategy, and also the latest and soundest treatments of popular openings-in particular, the Sicilian and King's Indian defenses. By playing these games over, the reader will become familiar with the patterns of the latest and soundest lines in chess, and will automatically begin to make stronger moves in his own games. At the age of fifteen, Bobby Fischer was the youngest international grandmaster of all time. He lives in Brooklyn, was a junior at Erasmus Hall High School, and looking forward to the 1959 Candidates' Tournament, the winner of which challenges Mikhail Botvinnik for the world championship. About the Author At the age of fifteen, Bobby Fischer was the youngest international grandmaster of chess of all time. He lived in Brooklyn, was a junior at Erasmus Hall High School, and was looking forward to the 1959 Candidates'Tournament, the winner of which challenged Mikhail Botvinnik for the world championship.