Best of
Games

1997

How to Reassess Your Chess: The Complete Chess Mastery Course


Jeremy Silman - 1997
    In clear, direct language, Silman shows how to dissect a position, recognize its individual parts and ultimately find the move that conforms to the needs of that particular situation. By explaining the thought processes that go into a master's choice of move, the author presents a system of thought that makes advanced strategies seem clear, logical and at times even obvious. How the Reassess Your Chess offers invaluable knowledge and insight that cannot be found in any other book.

Official Final Fantasy VII Strategy Guide


David Cassady - 1997
    Complete walkthroughs and all the maps help players navigate the game. Character descriptions, complete lists of items, monsters and magic and the revelation of all the secrets help players defeat the evil corporation.Sony expects sales of 1,000,000 units for this titleSony has committed to a multi-million dollar marketing campaign, including TV and print advertising, which is more than they will spend on any othe title this yearStrategy guides for past Square Soft RPG titles have experienced 30% attach rates to software sales

Delta Green


Dennis Detwiller - 1997
    Do you know who is pulling the strings? Delta Green knows. Things from beyond time and space that lurk and titter in the shadows, the slow rot at the core of humanity, the dark stars that whirl madly above- these are the true masters of the world. Delta Green has been fighting them since the 1928 Raid on Innsmouth, and the fight still rages on. This book is your weapon and your guide. The largest Call of Cthulhu sourcebook ever. Inside you will find the secret history of the 20th century, and the movers and shakers who are players in the game: Delta Green, the outlaw conspiracy working inside the U.S. government to fight the darkness; Majestic-12, the clandestine agency that cuts deals with aliens and reports to no one; Saucerwatch, a UFO study group closer to the truth than they know; the Karotechia, immortal Nazis who serve a risen Hitler; and The Fate, an occult criminal syndicate that knows where the bodies are buried. Plus: new skills, new spells, new weapons, new Mythos tomes, profiles of thirty-six real-world intelligence and law enforcement agencies, with character templates for each.A look at Mi-go biology, philosophy and operations, analysis of the Cthulhu Mythos in the modern day, a factual history of the U.S. intelligence and law-enforcement community, dozens of useful NPCs, campaign construction guidelines, two scenarios, a short campaign and more.

From Myst to Riven: The Creations and Inspirations


Richard Kadrey - 1997
    With full-color photographs, MYST / RIVEN: The Art of the Game gives readers a behind-the-scenes look at the luminous art and fantastic creation of the world's bestselling CD-ROM phenomenon, MYST, and its stunning sequel, RIVEN.

Fallout 4 Vault Dweller's Survival Guide


Prima Games - 1997
    As the sole survivor of Vault 111, you enter the world destroyed by nuclear war. Every second is a fight for survival, and every choice is yours. This staggeringly complete guide is stuffed with all the information you'll need to survive and thrive in Fallout 4.Your ultimate Wasteland companion: walkthroughs and detailed maps give you all the strategies, locations, items and loot. Plus specs and reference data for all the perks, armour, weapons, items and creatures you'll encounter and complete crafting and workshop references detail the thousands of items you can collect, upgrade and build.Includes a free mobile-friendly eGuide optimized for a second-screen experience.

Go: A Complete Introduction to the Game


Cho Chikun - 1997
    Today, go is becoming increasingly popular in the western world as more and more people discover its beauty, elegance, and strategic depth.This book is the best and most authorative introduction to this ancient and fascinating game. Written specifically for the western reader by one of the strongest players in the world, it presents the rules, tactics, and strategy of this unique game in a step-by-step, easy to understand way.Besides showing you how to play, it contains essays about the world of go which will broaden your knowledge and understanding as well as pique your interest. From history to modern tournament play, from traditional playing sets to computer go, you'll find it in these pages.

Quicksilver


Karl E. Rohnke - 1997
    It should be of interest to those working with young people (including youth workers, teachers and social workers) as well as trainers in people-oriented organizations and businesses. This book was published in USA in 1995 by Project Adventure Inc and the Kendal/Hunt Publishing Company. It is distributed in the UK and Europe by Russell House Publishing Limited.

The Monopoly Companion (2nd)


Mr. Monopoly - 1997
    Monopoly "RM" championship?-- Why do the best Monopoly "RM" players avoid buying hotels for their properties?-- Which property name on your Monopoly "RM" board is misspelled?-- What's the world record for the longest Monopoly "RM" game played upside down?There's only one man who could answer questions like these -- and hundreds more that are just as fascinating. It's Mr. Monopoly "TM"In this book, he reveals to Philip Orbanes everything he knows about the world's most popular board game. "And that, quite frankly, " boasts Mr. Monopoly "TM", "is everything."

Vasily Smyslov: Endgame Virtuoso


Vasily V. Smyslov - 1997
    In taking the reader through over 150 instructive examples, taken mostly from his own games, Smyslov covers a very broad range of positions - and provides an excellent overall insight into the endgame as a whole. Unlike standard endgame manuals, which concentrate purely on the most basic and technical positions, this book has numerous examples with many pieces on the board - the type of endgame you are in fact most likely to reach. By learning from Smyslov's impeccable technique, readers will improve their own endgame ability - and results!

Solve the Mystery: 41 Puzzling Cases


A.C. Gordon - 1997
    They’re all here in concise, carefully constructed scenarios featuring hapless victims of suspicious redheads, scheming socialites, and assorted crooks.As a would-be detective, you’re invited to crack The Case of The Attic Arsonist, The Case of The Bashful Bullet, The Case of The Bomb in the Bon-Bons, The Case of The Conked Clerk, The Case of The Dapper Dead-Beat, and 36 other intriguing puzzles. Junior-grade sleuths can check their crime-solving conclusions by reading the solutions at the end of each story.

The Art of Shogi


Tony Hosking - 1997
    However, one of the most distinctive and creative features of shogi is that all captured pieces immediately change sides ( a reflection of change of alliance in past warfare in Japan, when the rules of shogi were codified in the 17th century). All captured pieces become the capturing player's reserves or 'pieces in hand', which can be placed or 'dropped' back onto the board )instead of moving a piece already on the board). In shogi all the pieces are thus kept in play for the whole game, with capturing greatly increasing move possibilities. Consequently almost every game of shogi is exciting.

Everyone Hide From Wibbly Pig


Mick Inkpen - 1997
    Help him to find his friends by lifting the flaps. Tiny Pig has found a great hiding place. Will you be able to find him?

Backgammon for Serious Players


Bill Robertie - 1997
    Includes basic backgammon probabilities and odds, unusual plays, priming strategy, essential bearoff play and lots more. Features five games by champions with move by move insights, 113 diagrams and the secret dynamics of playing boldly and like a champion. An audience of 75 million casual and serious players learn the advanced strategies and winning secrets of play from the world's best backgammon player and only two-time champion.

The Complete Hoyle's Games


Edmond Hoyle - 1997
    This popular series covers everything from the familiar and practical to the extraordinary and outrageous.

Bullfrog's Official Guide to Dungeon Keeper


Melissa Tyler - 1997
    You can either emerge victorious or have your oozing, puffy corpse used to stuff the pillow of some strange woman with too many teeth.? To survive, you must have "Dungeon Keeper Official Secrets." Inside you will find all the rules . . . and how to thwart them; your enemies? weaknesses and how to exploit each one; and hints on how to carve your way in and cut all of your enemies down to creature kibble Dungeon Keeper Management Academy supplies: - Two Types of Maps for Each RealmSee not only the realm prior to your incursion, but also a visual analysis of your enemies? probable expansion plans.- Specific Location AdviceThere are thousands of ways to conquer the world, but not all of them work everywhere.- Detailed Facts and StatsGet to know the Creature of Light and Dark-- study who you?re up against, as well as who you?ve got working for you.- Tips for Every SituationPick the twisted brains of the Dark Creator-Overlords and Tester-Fiends. They?ve been there before, and their advice is the best. Some people would rather light a candle than curse the darkness. They make excellent targets for the rest of us.

Games Children Play


Kim Brooking Payne - 1997
    This is a classic games book, which is a stand by for parents and teachers. The games are all tried and tested, and are used for teacher training. The book explores children's personal development and how this is expressed in movement, play, songs and games.

Winning Ways for Your Mathematical Plays, Vol. 2


Elwyn R. Berlekamp - 1997
    Now carefully revised and broken down into four volumes to accommodate new developments, the Second Edition retains the original's wealth of wit and wisdom. The authors' insightful strategies, blended with their witty and irreverent style, make reading a profitable pleasure. In Volume 2, the authors have a Change of Heart, bending the rules established in Volume 1 to apply them to games such as Cut-cake and Loopy Hackenbush. From the Table of Contents: - If You Can't Beat 'Em, Join 'Em! - Hot Bottles Followed by Cold Wars - Games Infinite and Indefinite - Games Eternal--Games Entailed - Survival in the Lost World

50 Ways to Use Your Noodle: Loads of Land Games with Foam Noodle Toys


Chris Cavert - 1997
    These games and activities are played on dry land You can use your noodles all year long Easy to read with pictures and diagrams

GURPS Reign of Steel: The War Is Over, The Robots Won


David L. Pulver - 1997
    The desolate and hopeless future mimics that of the Terminator film series, except that the humans are caught in the conflict between the machines themselves.

The Search for Perfection


C.J.S. Purdy - 1997
    Purdy. After Purdy's death he and IM Robert Jamieson put together the "best" of Purdy's writings from his various chess magazines and published them as a book. Purdy had a knack for writing about chess which few could equal. In his quirky language he would always get to the core of the issue, not matter how complicated.This edition is an expansion on "CJS Purdy His Life His Games His Writings", with additional material and corrections.

GURPS Warehouse 23


S. John Ross - 1997
    -- Ties in with current Hollywood hits...aliens and conspiracy!-- A fan favorite: a whole book with hundreds of Weird Things which the government is supposedly keeping from us all.-- Launched a whole online feature: www.warehouse23.com/basement/

Halcyon Days: Interviews with Classic Computer and Video Game Programmers


James Hague - 1997
    At the time it was one of the first retrogaming projects to focus on lost history rather than game collecting, and certainly the first entirely devoted to the game authors themselves. Now a good number of the interviewees have their own web sites, but none of them did when I started contacting them in 1995. And it was an early experiment in digital publishing: though the book used html for formatting, it was shipped to readers on a 3 1/2" diskette for a price of $20. In 1997 this seemed odd and gutsy, but the little collection of interviews found an audience and sold a good many of copies for the next five years. It was twice written up in Wired News, and was quoted or mentioned in The Dallas Morning News, The Austin Chronicle, and other major newspapers. It was paired with Susan Lammers's wonderful Programmers at Work on a disc in the Dr. Dobb's CD-ROM library.It is now 2002 and Halcyon Days has run its commercial course. I'm putting it on the web because I still think the information in the book is fantastic and inspiring, and because much of it cannot be found elsewhere. The contents and HTML have been minimally edited from the original, which why the filenames are in all capitals, for example. But enough rambling. If you have any of the giddy anticipation that I did whenever I picked up a magazine containing an interview with Mark Turmell or Dan Bunten, then you want to start reading.