Best of
Games

2001

Forgotten Realms Campaign Setting (Forgotten Realms)


Ed Greenwood - 2001
    Forgotten Realms Campaign Setting (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)This book contains nearly everything you need to run a bare-bones version of Forgotten Realms: it details various regions, cities, people, world, cosmology, monsters, deities and other items of interest, such as NPCs people have learned to love and hate.It also has new rules, prestige classes and feats that are Faerûn-specific, but which can be ported to other game worlds as well.

FINAL FANTASY X Official Strategy Guide


Dan Birlew - 2001
    Every side quest and mini-game uncovered to help you become the ultimate blitzer! All-inclusive bestiary lets you discover the strengths and weaknesses of every fiend in the game and the spoils rewarded for defeating them. Game secrets include secret world map locations and airship passwords. Plus, area maps, detailed item, weapon, and armor inventories are also included! This Signature Series guide combines quality design and innovative content, serving as the ultimate FINAL FANTASY X resource. Some of the features in this guide include a special cover treatment, exclusive interviews, and an exclusive two-sided poster, with sphere grid & Rikku's overdrive, and mix.

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

Dungeons and Dragons Core Rulebook 1 Players Handbook


Jonathan Tweet - 2001
    

Understanding Chess Move by Move


John Nunn - 2001
    John Nunn, a top-class grandmaster and one of the world's most highly regarded chess writers, explains every move using terms and phrases everyone can understand and shows how key ideas are handled by today's grandmasters. The book is divided into three main sections: Opening themes, Middlegame themes, and Endgame themes, with an emphasis on understanding principles. Detailed analysis is given only when it is necessary to illustrate key strategic and tactical themes. Anyone interested in learning how to play better chess will benefit from this step-by-step explanation of how chess games are won.

Versus Books Official Pokemon Crystal Perfect Guide


Casey Loe - 2001
    Includes 264 pages of the most detailed walk through and the most massive Pokedex ever. This book not only will help you find all the Pokemon, but will also give you get the most fun out of the experience of playing Pokemon Crystal. Only Versus Books can provide the Perfect Guide for Pokemon games.

Fundamental Chess Endings


Karsten Müller - 2001
    It makes full use of endgame tablebases and analytical engines that access these tablebases; where previous authors could only make educated guesses, Müller and Lamprecht have often been able to state the definitive truth, or get much closer to it.New time-controls involve competitive games being played to a finish in one session, so it is especially important that chess-players understand the key endgame principles. This book provides comprehensive assistance for any players wishing to study the endgame. In addition to a feast of detailed analysis, the authors emphasize the practical side of endgame play, describing rules of thumb, principles, and thinking methods.Fundamental Chess Endings is both the ideal endgame reference work, and a book that can profitably and enjoyably be read from start to finish.

Supercade: A Visual History of the Videogame Age, 1971-1984


Van Burnham - 2001
    From Pong to Pac-Man, Asteroids to Zaxxon - more than 50 million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems.

The First Quarter : A 25-year History of Video Games


Steven L. Kent - 2001
    The book was compiled from more than 500 first-hand interviews with such people as Nolan Bushnell (founder of Atari), Shigeru Miyamoto (creator of Donkey Kong), Toru Iwatani (designer of Pac-Man), etc. Above all, this book provides an intimate look into the lives of a group of brilliant and quirky people, and the sometimes serious and sometimes wacky way they ran their business.

Learn to Sign the Fun Way!: Let Your Fingers Do the Talking with Games, Puzzles, and Activities in American Sign Language


Penny Warner - 2001
    Signers-to-be will discover:·Great games to make learning ASL an entertaining adventure ·Activities for both the individual and the classroom ·Cool groups of signs that appeal esspecially to kids ·And much more!Kids love to sign, whether it be to communicate with a hearing-impaired individual or as a "secret" language with their friends. With this illustrated book they'll quickly and easily become signing superstars!Inside are cool signs for kids, including: ·People signs·Alphabet and numbers·Animals·Food and drinks·Home signs·Clothing·Color·Sports·Activity signs·Thoughts and feelings·Action signs·Body parts·School talk·Calendar signs·Silly and fun signs

Capcom Design Works


Capcom - 2001
    There’s just so much amazing stuff cramped in here ( more than 230 pages ) that my mind was spinning from visual overload after perusing the book from cover to cover.

Morton's List: The End to Boredom


Nathan Andren - 2001
    There is no playing board but the ground you walk on. There are no imaginary characters or scores—only the players, and the real activities set forth by Morton’s List. Those of weak disposition be warned; when you play this game you may get more than you bargained for.Learning to play is easy; all is explained in the first few pages of this book. To briefly summarize, all players agree to play for a set time - 1 hour is popular. Next, one player is randomly selected to lead and coordinate the group. This important and influential leader is now known as the Table Master, and could be any player. The Table Master rolls a 30-sided die, called the Morton Boulder, on various Lists & Tables. to randomly select one of 360 activities, called Quests. These include not only every possible leisure activity, but also endeavors that are adventurous, mind-boggling, or even a bit risqué...Once the Quest is revealed, players start their adventure! Many times you'll will find yourself doing things you never considered before. Your eyes will soon be opened to wondrous possibilities as you explore a world of Life Changing Entertainment. At the end of a game of Morton’s List there are no winners or losers, only the memories and real experiences enjoyed.Unquestionably, this game goes against the norm of day to day experience. Much like a person’s love, it is not meant for everyone. Rather, Morton’s List belongs to the bold, adventurous, thrill-seekers - people willing to take a chance and enter the unknown.The choice to play is yours; but since destiny has brought you this far, why not open the book...?The Morton's List Box Set contains:*1 402 Page book, containing 360 different real-life Quests over 13 themed Tables. Each Table is introduced by a glossy full-color illustration. Each Quest is fully researched, with black and white diagrams, illustrations, and photographs throughout. *1 30-sided die, called the Morton Boulder (random color)*6 6-sided dice (random colors)*1 black velveteen dice pouch Everything you need to begin your journey of random reality and limitless Quests! Recommended for 3 or more players, ages 13 and up

Commonly Used Conventions in the 21st Century: The Spade Series (ACBL Bridge)


Audrey Grant - 2001
    Successfully used for over 20 years, this edition has been updated to reflect modern theory. Lessons include the Stayman Convention, the Jacoby Transfer, Major-Suit Openings and Responses, Minor-Suit Opening Bids and Responses, the Subsequent Auction, Weak Two-Bids, and Strong 2 Club Opening.

Animal Crossing: The Official Nintendo Player's Guide


Nintendo - 2001
    

My Best Games Of Chess: 1924 1937


Alexander Alekhine - 2001
    

Pokemon Crystal: Prima's Official Strategy Guide


Elizabeth M. Hollinger - 2001
    Get Out Your PokéGear–Your Destiny Awaits!• Quick-path walkthrough for Pokémon trainers on the move• Complete maps and walkthroughs of the Johto and Kanto regions• Comprehensive PokéDex containing Crystal moves, How to Catch charts, and detailed stats for all 251 Pokemon• Every secret, item location, and puzzle solution exposed• Detailed Pokémon evolution and breeding tips

1,000 Playthinks: Puzzles, Paradoxes, Illusions & Games


Ivan Moscovich - 2001
    An obsessive collection of 1,000 challenges, puzzles, riddles, illusions-both original as well as must-do classics. Jam-packed on the page and illustrated throughout in full-color, with a visual for each entry, the book, opened anywhere, is like a call to action. And once started it's hard to stop, because at the end of every successfully completed game the puzzle-solver feels smart, successful, and at one with the beauty of mathematics. Created by Ivan Moscovich, PLAYTHINKS is the first and only book where science, math, and art puzzles all come together. Broken down by chapter, PLAYTHINKS challenges with 12 basic categories, including games of Geometry; Patterns; Numbers; Logic and Probability; and Perception. A special Bonus Round is included for die-hard puzzlers who, after all that, still haven't had enough. An easy-to-read key at the!top of each game ranks its difficulty on a scale of 1 to 10. The lie-flat spiral binding makes the hefty book completely reader-friendly. So do the answers in the back.

Everquest: Atlas: The Maps of Myrist


Amanda Flock - 2001
    

Fathom featuring Tomb Raider: Child of Two Worlds


Michael Layne Turner - 2001
    From the depths they rose in search of the child of two worlds, she who walked among the air-breathers but was part of another world, the world below. Her name is Aspen Matthews, and they showed her her heritage, the beauty of the oceans. But behind their concern lurked a darker agenda, a brewing war with mankind and an anicent mystery. Aspen is the key, a vessel of immense power, and she stands at a crossroads, torn between the world that birthed her and world that raised her. Her destiny unfolds...

Final Fantasy Chronicles Official Strategy Guide: Chrono Trigger and Final Fantasy 4


Dan Birlew - 2001
    Comprehensive weapon, armor, and accessory lists for both games. The "Chrono Trigger" section covers tech and magic lists along with secrets and tips to access every ending. The "FINAL FANTASY IV" section covers character classes, bestiaries, and locations of key items.

Little Fears


Jason L. Blair - 2001
    Remember when you were young and you were afraid of all those things that went bump in the night?Ever wonder where they went?Little Fears - The roleplaying game of childhood terror.You're not scared, are you?

Sonic Adventure 2: Prima's Official Strategy Guide


Prima Publishing - 2001
    Eggman's adventures• Locations of all rings, Chao, and other important items

Computer Animation: Algorithms and Techniques (The Morgan Kaufmann Series in Computer Graphics)


Rick Parent - 2001
    This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing. * The leading text for animation courses that have a technical focus* Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code* Decribes the key mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique

The Legend of Zelda: Oracle of Seasons & Oracle of Ages: Prima's Official Strategy Guide


Debra McBride - 2001
    Tips for Controlling Chaos using the Rod of SeasonsTime Travel tactics using the Harp of AgesHow to use the Innovative Link SystemStatistics on all of Link's Friends and EnemiesComprehensive maps outlining every searchable area

Lucky 13: Solitaire Games For Kids


Michael Street - 2001
    There's something for everyone in this excellent compendium, from classics like Klondike and Canfield, to fast-paced Hit or Miss and mind-bending Intrigue, to games like Double Your Fun that boost memory and counting skills. Whether basic, advanced, or two-pack games, the clear step-by-step directions and strategies combined with black-and-red card diagrams make them a snap to learn--and once you start, you're hooked! With over sixty-five games and variations (and one hundred funny pictures), here's an essential handbook for veteran cardsharks or beginning enthusiasts of all ages.

Munchkin


Steve Jackson - 2001
    Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.Admit it. You love it.Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .And it's illustrated by John Kovalic!Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.

HackMaster Player's Handbook


Jolly R. Blackburn - 2001
    Furthermore, if you've ever played a fantasy role-playing game before based on a d20 combat roll and armor class, you already know how to play this game! And while this is the 4th edition of the HackMaster game, in another time, another edition or an alternate universe, this could easily have been called "3e." It's the 1st/2nd edition with new crunchy-bits and a whole lot of fresh attitude. Playing this game will make you feel like you did when you first started role-playing. Excited. Filled with wonder. And just a bit nervous.Here's just a sample of what you're gonna find in this tome:* Over 750 Spells (97 new MU spells alone, including Sidewinders, Skipping Betties and 17 other Fireball spells!)* 17 character classes (including a revamped non-wuss Bard, Monk, Berserker, BattleMage, Dark Knight, Assassin and Knight Errant)* Building Point rules with more than 250 Skills, Talents and Proficiencies (including Mapless Travel, Armor Maintenance, Attitude Adjustment, Wuss Slap, Mocking Jig, Advanced Looting, Underground Survival and Major Taunting)* 13 revised races (including Grunge Elves/Grel, Drow, Pixie Fairies, Gnome Titans and Gnomelings)* 132 Official map symbols* Exclusive, highly detailed Honor system* Countless tips on improving your play to a more respectable level* Insight into the dice-rolling techniques of the creator Himself* All-new quirks and flaws (including trick knee, HackFrenzy, multiple personality disorder, and more)* Improved combat system with Penetration Damage, Hit Points for armor and shields and revamped Turning rules* Mulligans, Bad Karm, Dibs Protocol* Advice on sympathy monsters, grudge monsters, character baiting and other classic GM tricks for the unwary* Over 150 different charts and tables (Including Birth Legitimacy, Quality of Upbringing, Livestock, and Saving Throws* In excess of 350,000 words of wisdom

A Gardner's Workout: Training the Mind and Entertaining the Spirit


Martin Gardner - 2001
    Gardner's problems foster an agility of the mind as they entertain. This volume presents a new collection of problems and puzzles not previously published in book form. Martin Gardner has dedicated it to "all the underpaid teachers of mathematics everywhere, who love their subject and are able to communicate that love to their students."

Pokemon Adventures, Band 1


Hidenori Kusaka - 2001
    

The Official Christian Babysitting Guide [With Flashlight Key Chain]


Rebecca Park Totilo - 2001
    For Christian girls, babysitting goes beyond getting paid to show up and watch TV until the parents get home. It's offering a trustworthy service to their customers while sharing God's love with the kids for whom they are caring. The Official Christian Babysitting Guide teaches girls how to be a blessing as they baby sit.

My Pet Turtle (Blue's Clues: Ready-to-Read, #5)


Deborah Reber - 2001
    Preschoolers will find out how Blue takes care of her and what happens when she brings her to school!

Pirc Alert!: A Complete Defense Against 1. e4


Lev Alburt - 2001
    Alburt and Chernin explain both the winning ideas as well as the moves of the Pirc Defense, a dynamic system used by the world's chess elite. The perfect companion to Alburt's Comprehensive Chess Course, this book makes use of time-tested educational techniques to make it easy for you to read and remember. The most important principles and positions are highlighted in color. Lesson previews and unique "memory markers" lock in what you've learned. Frequent diagrams allow you to study without a board. Pirc Alert! is the first volume of the brand-new three-volume series, Alburt's Chess Openings, which will give you all the opening knowledge essential to playing this phase of the game like a master. Two-color illustrations throughout. "Pirc Alert!...does a fine job at being thematic while offering enough analysis to satisfy anyone who wants to adopt the defense that runs 1 e4 d6 2 d4 Nf6 4 Nc3 g6."—Andy Soltis, Chess Grandmaster, New York Post, June 3, 2001

Blondie24: Playing at the Edge of AI


David B. Fogel - 2001
    Unlike Deep Blue, the celebrated chess machine that beat Garry Kasparov, the former world champion chess player, this evolutionary program didn't have access to strategies employed by human grand masters, or to databases of moves for the endgame moves, or to other human expertise about the game of chekers. With only the most rudimentary information programmed into its brain, Blondie24 (the program's Internet username) created its own means of evaluating the complex, changing patterns of pieces that make up a checkers game by evolving artificial neural networks---mathematical models that loosely describe how a brain works. It's fitting that Blondie24 should appear in 2001, the year when we remember Arthur C. Clarke's prediction that one day we would succeed in creating a thinking machine. In this compelling narrative, David Fogel, author and co-creator of Blondie24, describes in convincing detail how evolutionary computation may help to bring us closer to Clarke's vision of HAL. Along the way, he gives readers an inside look into the fascinating history of AI and poses provocative questions about its future.

Paper Mario: Prima's Official Strategy Guide


Elizabeth M. Hollinger - 2001
    With Paper Mario: Prima's Official Strategy Guide, you'll find all the resources you need, including: - An unfolding walkthrough of all eight levels in the Mushroom Kingdom- Cutting-edge RPG battle strategies you can tear into- Detailed files on all friends and foes- A complete list of items, including Badges, stars, and recipes- Solutions to wrap up all subquests, including errands, quizzes, and relays

The Outrageous Outdoor Games Book


Bob Gregson - 2001
    These activities are great for multiple inteeligences and a variety of learning styles. All games are easy to play, require little or no preparation, and are readily adaptable to a variety of situations and skill levels. Step-by-step instructions are included for each game. Great for whole class, small and large collaborative groups, and community-building activities.

The Latvian Gambit Lives!


Tony Kosten - 2001
    Written for club and tournament players.

If... Questions for Teens


Evelyn McFarlane - 2001
    What do teens want to know about and ask about? It may be friends, TV, school, romance, music, peer pressure, cliques, proms, parties, gossip, parents, food, hair, videos, shopping, sports, card, the future -- just to name a few. And there is nothing more fun for teens than asking friends and schoolmate questions about all these things. With the same imaginative zeal that has made the "If "series so wildly popular, Evelyn MacFarlane and James Saywell engage teems with question such as: If you could pick any three friends to go to college with, whom would you take? If you could start a new fashion trend a school, what style would you propose? If you could have any one super power, what would you choose? If you were stranded on an island and could have one CD, movie, and book -- what would they be? If you could have starred in any music video in history, which would you pick?

Jack Vance's The Excellent Prismatic Spray (Volume1:Issue 2)


Jim Webster - 2001
    Robin D. Laws presents "Phasms", an adventure for powerful arch-magicians; Gary Gygax details the influence of Jack Vance on the Dungeons and Dragons game. Phil Masters, Steven Long, and many other stellar names present material of comparable interest. Whether you are a roleplayer or fan of master fantasy author Jack Vance, this volume will prove an indispensable adjunct. You grandchildren will thank you for it.

Game Theory: Critical Concepts in the Social Sciences


Yanis Varoufakis - 2001
    The articles gathered here chart the intellectual history of game theory from its place in the Enlightenment tradition, through the explosion of literature in the late 1970s, to issues of current and emerging debates. This extensively indexed set will be a valuable reference tool to researchers in sociology and politics, as well as economics.