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Games Books sorted by Average customer review: high to low .

Games
Dungeons and Dragons Rules Cyclopedia
Published in Hardcover by Wizards of the Coast (1991-11)
Author: Aaron Allston
List price: $24.95
Used price: $24.74
Collectible price: $24.95

Average review score:

An awesome game
Helpful Votes: 0 out of 0 total.
Review Date: 2008-05-02
This is a wonderful book... a detailed fantasy role-playing game completely outlined, with all the rules needed for players and referees in one book.

It's worth pointing out that this book is essentially all of the rules collected out of the Basic, Expert, Companion, and Master D&D rules put out by Frank Mentzer in the 80's. There's a bit of extra content here too, presumably from outside sources like the magazine.

At this same point in history, Gary Gygax (co-creator of the original D&D) was busy writing his own version of the game, which became Advanced Dungeons and Dragons. They were really two separate games, with D&D supposedly being an "introduction" to AD&D, but both games are really separate and complete in design.

If you ask me, the version of D&D presented in the boxed sets by Mentzer and his predecessors (and hence, the Rules Cyclopedia) very closely match the flavor of the original D&D game that grew out of Gygax and Arneson's basements in the 1970s. Though, with nearly two decades and a half-dozen or so revisions/authors separating them, you can definitely see the difference in complexity.

The book, as you would imagine, is somewhat big, tall and broad with 300-some pages... slightly bigger than your standard WotC sourcebook of today. Pages are printed on a thin, lightly tan paper with black and green ink. As far as the writing quality goes... well, a little of the extra story bits from the original pamphlets were removed to make room for more rules (this is supposed to be a reference, after all). There are sadly several typos. The artwork is downright awful, not nearly as good as the original boxed sets and closer to the doodles on Gary's pamphlets. The game itself translates through clearly though, and that's the important thing.

Chapters 2-6 detail player creation and basic rules, and beyond that is mostly referee territory, with rules for combat (including an interesting mass combat system), monsters, treasure, experience awards, strongholds, followers and a few tips for running campaigns. The last few pages have blank character sheets, and a (full color!) atlas of a game world to play in. Scattered through the book are a few optional rule systems too, like Weapon Mastery and Skills. It's very thorough.

Those used to newer fantasy RPGs might be taken aback by the style of game presented in these books. Though the system may be similar to newer D&D games, the ideology under which they were created is vastly different. That alone makes it an interesting system. Older D&D games were made of huge, multi-leveled and fascinating dungeon expeditions, that lasted several sessions, and they were exceptionally challenging for players... they were lethal much more often, and characters were usually "dead for good". High level heroes were lords with castles and armies. Characters are balanced against each other in ways you wouldn't expect.

This is a great buy for those wanting to experience the boxed-set branch of D&D. Short of tracking down the original pamphlets and a copy of Chainmail, IMO this is one of the closest things you can get to the original D&D experience. There will probably be some optional rules you want to ignore, some house rules you might like to add, but the core of the rules are so simple that you'll have no problem... its almost expected. Its been two decades since these games were printed, so snagging this book might be easier than trying to assemble the original pamphlets or boxed sets. I'd encourage any D&D fan to experience it.

Recipient was thrilled
Helpful Votes: 1 out of 2 total.
Review Date: 2008-03-24
I can't say too much from my own experience. I bought this as a gift. But the recipient was thrilled and says he had a weekend long "geekfest" because of this book! :)

3rd Edition D&D needs a book like this.
Helpful Votes: 1 out of 1 total.
Review Date: 2006-07-14
The Rules Cyclopedia is the type of rulebook that 3rd Edition D&D lacks. Rather than requiring a library worth of books, everything you need to play the game is contained in this one, straightforward and well organized volume. Character, Monster, Treasure and Adventuring rules are all contained within these pages. This book, plus pencil, paper and dice are all a player and DM need for an evening of fantasy adventure. If Wizards of the Coast produced a book like this for 3rd edition, I would buy it in an instant.

Rules!!
Helpful Votes: 1 out of 1 total.
Review Date: 2006-04-01
This is a very good resource book for not only D&D, AD&D, but also newer versions of the game. I use it for ideas in running a Castles and Crusades game. It is one of the best gaming books ever printed by TSR, possibly the best period. Find it and buy it!

A Classic - Must for Every D&D Player
Helpful Votes: 8 out of 8 total.
Review Date: 2002-09-27
The D&D Rules Cyclopedia is undoubtedly a classic. Every rule from the Basic to Masters boxed sets is covered in a very easy-to-read format. Multiple coloured maps of major Known World countries are in this book, along with brief descriptions. Additionally, an entire coloured map of both the Known World and Hollow World. A multitude of monsters are presented, including ones inhabiting the outer planes of existence. Every piece of information you could want about beginning any character and advancing to the hghest possible level also here. Tips for the DM on starting and running a campaign. Every other rule concerning combat encounters (very easy-to-understand) evasion, movement (both on foot and on any conceivable other mode of transportation, from ship to wagon, to horse etc.) Many treasure and magical item tables are very useful. Information on how players advance by acquiring treasure etc. One of the most useful things is a "Balancing Encounters" table which, although optional for the DM, allows him/her to always create fair encounters that will challenge players. Whether you're experienced or a newcomer, this book is truly a must-have, a reference work for D&D players of all levels and DM's.

Games
Earthdawn
Published in Paperback by FASA Corp. (1994-09)
Author: FASA Corporation
List price: $20.00
Used price: $13.50
Collectible price: $124.95

Average review score:

Simple yet complex
Helpful Votes: 1 out of 1 total.
Review Date: 1999-09-16
I had not been roleplaying rpg's in awhile until a friend of a friend told me about Earthdawn, and how great it was. Great it is! The mechanics of gameplay are all based essentially on a single step table that makes the game easy and complex. Overall a worthy addition to any fantasy roleplaying enthusiast. Only problem is Earthdawn is out of print! so get it while it lasts - (or get the main rulebook and create your own!)

Original and highly entertaining, but a little rule heavy
Helpful Votes: 2 out of 2 total.
Review Date: 2006-05-15
Long, long ago a company known as FASA was busy going way against the flow, releasing all kinds of highly original roleplaying material that went against the standard Dungeons and Dragons norm. In 2001 FASA quit producing games, and instead licensed their products out to other companies. Earthdawn was FASA's crowning fantasy achievement, an incredibly detailed completely original world with it's own special flavor and feel. The basic concept behind Earthdawn is that most of the peoples of the world have taken to hiding for over four hundred years. Creatures known as Horrors have come from deep out of astral space and are systematically destroying everything and everyone. As the magically adept of the world had prior knowledge that this Scourge was approaching, they built vast underground cities, in hopes that they could wait until the horrors either died or returned to their home realms. People are now returning to the surface to find a wild and untamed land. Adventurers-a-plenty will be needed to search for survivors, plunder destroyed cities, and fend off the few remaining Horrors.

The races in Earthdawn have much more of their histories, backgrounds, and tendencies described than can be found in most other roleplaying games. There is the standard elves, dwarves, and humans, but also races not normally used by players like orks, trolls, obsidman (a human like race made of stone), windlings (tiny people with wings), and the T'skrang (a reptilian species with a flair for the dramatic). There is a good mix of classes, which are known as Disciplines in Earthdawn. The class mix falls somewhere between the simplicity of D&D, which essentially has four class types with a few variations, and the absurdity of the Warhammer roleplaying game, which has hundreds of classes. The Sky Raider, a sort of aerial pirate with a deep code of honor and a variety of cool abilities, is probably the most interesting warrior variant in any roleplaying game.

Character creation is focused firmly on roleplaying, with a whole section devoted to fleshing out a character's personality traits, phyiscal attributes, and moral/ethical beliefs. Essentially all characters in the game are magic users to some extent (called Adepts), as most skills require the use of minor magic. The actual spell casting classes are divided into four types - wizard, illusionist, ethermancer, and elementalist, all of which cast their spells slightly differently. The magic system itself is rather complex, and is intimately tied to everyday life in Earthdawn, which keeps it constantly just at the back of everyone's minds. The only downside to playing Earthdawn is the rule system, which is much more complex than Dungeons and Dragons, and will take some getting used to if your group has been playing D20 games. Once you get the hang of them, though, the style of play is quite fun. A host of supplemental resource books were created for Earthdawn, which are all out of print now. If you can get your hands on them, you'll find a very rich and detailed setting where the characters will have a chance to play an important role in either uniting or causing strife between the various countries and governments emerging from underground. If political intrigue isn't your cup of tea, remember that there is all kinds of dungeon diving mayhem to be had in Earthdawn as well.

If your roleplaying group is up for a change, definitely give Earthdawn a try, as it is one of the best fantasy role-playing games out there.

Not only is it the greatest RPG but it's BACK!!!!!!!
Helpful Votes: 4 out of 5 total.
Review Date: 2001-03-27
For all you Earthdawn fans out there who don't already know this great game has been picked up by Living Room Games and they'll be releasing a 2nd edition starting this Spring. You can reach Living Room Games website at http://www.lrgames.com be sure to keep an eye out for them. Let's all rejoice in the return of the greatest RPG ever and continue to give Earthdawn our full support.

THE ULTIMATE ROLE-PLAYING GAME ALL CATEGORIES
Helpful Votes: 4 out of 4 total.
Review Date: 1999-06-02
Buy it, play it, feel it! FASA takes you to a new dimension in fantasy role-playing. Get it while it's still available!!! The thing that makes Earthdawn so special is that it captures all the elements that is needed from a cutting-edge role-playing game. Mystique, adventure, unexplored frontiers, lurking evil powers, conspiracies etc. FASA has made the land of Barsaive come to life unlike anything I've ever experienced before (and belive me, I've been around!). From the bottom of my heart I urge you to buy this product and join me, and many more around the globe, in the gaming experience of a lifetime!

fantastic... if you can find the book and willing players
Helpful Votes: 8 out of 8 total.
Review Date: 2001-11-13
Earthdawn was FASA's brilliant attempt for an original roleplaying game in a fantastic sword and sorcery (and more sorcery) fantasy settings.

The game's premise is that the different civilizations are returning to surface life after 400 years of living in underground citadels. Their ancestors had fled to these citadels to escape an invasion of monstrous beings that had been brought by the rising tide of magical energies in the world.

The setting is rich, with tremendous roleplaying potential. Player characters may interact in the re-emerging governments and politics. They may serve as diplomats or warriors in nation disputes over land that has been unclaimed for centuries.

The setting also provides the best justification for ancient ruins and dungeon-searching adventures of any system I have encountered. An unknown number of citadels were overcome by the invading creatures during the 400 year period and even more were lost when their inhabitants attempted to return to the surface too soon. Players may be contracted to clear out the caves, or search for an artifact. The book offers a listing of several common foes, including soldiers of the different races but also several variants of the evil supernatural beings that have been left behind in their species' recent exodus.

The character races feature standard fantasy faire: orks, humans, elves, dwarves, trolls, and also some added variety with a lizard/human race, a species of rock men, and faeries.
The professions are even better, with over 10 to choose from. Each profession uses magic in accordance with its associated skills, from warrior abilities for toughening skin to thieving skills to make the person nearly undetectable.

The only drawback to the system is the complexity. There is a steps/ranks table for handling all skill uses (including spells and combat), and I have no complaints for it. But character advancement becomes complicated because of the character customization. However, I personally view the trade-off as more than worthwhile.

Games
The Encyclopedia of Marx Action Figures: A Price & Identification Guide
Published in Paperback by Krause Publications (1999-06)
Author: Tom Heaton
List price: $24.95
New price: $22.76
Used price: $16.54

Average review score:

A Wonderful Walk Down Memory Lane
Helpful Votes: 0 out of 0 total.
Review Date: 2006-12-29
Tom Heaton's book is an excellent resource for Marx collectors or those who used to play with Marx toys in their childhood. It is packed with clear and colorful photos of the toys, packaging, accessories, etc...

For many years, Santa left me a Best of the West figure under the tree. Being able to flip through the pages and remember the toys and all the neat stuff they came with is a wonderful walk down memory lane.

Although I still have most of my childhood collection, they are in a terrible state of repair. It is comforting to know there are current versions being made (details in this book).

A must have addition to your library if you collect, or used to collect, Marx Action Figures.

An invaluable tool for the Marx collector.
Helpful Votes: 1 out of 1 total.
Review Date: 1999-07-19
Tom Heaton's Encyclopedia of Marx Action Figures is an invaluable tool for any Marx collector. It includes more in-depth coverage of Marx's action figures than any other book to date.

Outstanding! I can't put it down! Awesome photos & history!
Helpful Votes: 3 out of 3 total.
Review Date: 1999-05-16
This is the most outstanding collection guide I have ever read! The author seems to have put unlimited hours into research to come up with such a thorough history of Marx action figures. The photos are fabulous! I've never seen such a variety of great pictures. This book will inspire many others to become new collectors and relive their childhood with Johnny West! A totally awesome book! Many thanks to the author, Tom Heaton, for finally putting a book like this together for us diehards! Cheri Basham

We need to rediscover our childhood.
Helpful Votes: 4 out of 5 total.
Review Date: 1999-08-18
Tom helps us reclaim out youth, it is great to be able to pick this book and feel like a kid again. My 8 year daughter and I use the book for a guide as we search through the thrift stores and antique stores for the best of the west toys.

The Encyclopedia of Marx Action Figures
Helpful Votes: 5 out of 6 total.
Review Date: 2000-01-20
This is a must have book if you are a Marx Action Figure collector or even a fan. I have never seen so many excellent pictures that can really help a collector. Since owning this book I have used it on a daily basis.

Games
Exploring Illustrator CS (Design Exploration Series)
Published in Paperback by CENGAGE Delmar Learning (2003-12-30)
Author: Annesa Hartman
List price: $46.95
New price: $3.99
Used price: $2.91

Average review score:

Worth it !
Helpful Votes: 0 out of 0 total.
Review Date: 2007-01-04
Over the years, I have bought a pile of "How to" books on After Effects,Première Pro, Photoshop and Illustrator and I did not feel any urge to write anything about these books before buying Ms Hartman's Illustrator guide.

I liked the writing : unpretentious, simple with a warm tone that clicks with the reader.

The first lesson in itself, is worth more than half the price of the book.

Illustrator CS
Helpful Votes: 2 out of 3 total.
Review Date: 2006-02-28
This book honestly is like a guide line. Especially if you need to look up something you can't remember, you can probably find what you need in the book.

A most excellent tutorial!
Helpful Votes: 3 out of 5 total.
Review Date: 2005-07-19
This book really showed me, step by (illustrated) step, the way to make the most out of using Illustrator. I highly recommend it to anyone who likes the hands-on approach to learning. In the very first lesson, the author helped me create a logo that was really great looking, which gave me a boost of confidence to go on and do more. This book is just great for a beginner, to learn all the essentials of Illustrator.

A short, but good guide to Illustrator
Helpful Votes: 4 out of 4 total.
Review Date: 2006-05-07
This book is a guide to learning Adobe Illustrator CS and digital illustration. The approach is divided between reading sections and step-by-step exercises. Each chapter is divided into several short lessons with accompanying images describing the steps. The key combination and minor interface differences for Mac and windows are explained when necessary.

Overall, this was a good book that provided a smooth experience to learning Illustrator and design in general. The basics of Illustrator are easy to understand through the reading and exercises provided. Although the lessons are short, there is plenty of opportunity to practice on your own. You are initially walked through an exercise, but then usually given a chance to finish part of it on your own. The "Exploring On Your Own" sections provides extra practice and places to look for more information on the various topics discussed. The rest of the book in dedicated to providing useful information on design concepts such as color chords and art principles (line, fill, value etc). The color chords such as analogous, dyad or monochromatic will definitely help on my color choices on my next project. The CD provides all the needed lesson files and any additional samples for practice.

As for problems, most were really minor with this book. There were only a few minor errors spotted such as steps with missing detail or incorrect menu paths. Also, I did think the review questions at the end of each chapter would have been more helpful if the answers were provided. Actually, the biggest issue I had with this book was the novel sized format it was published in. The book is small and the pages are difficult to keep open. Even my document holder was barely able to keep the pages open. For most of the book I had to use one hand to keep it open while working the mouse with the other. I am probably just being a little finicky since most of these minor problems had little effect on actual content.

In the end, this is still a fine book to quickly get up to speed with Adobe Illustrator. The coverage on related design principles was just a bonus. Since this is a short book, do not expect deep coverage on Illustrator techniques. If you need more advanced concepts and/or less on design, then another book will probably work out better. However, the material that is covered is done so well and it should provide a good start for any beginner.

Everything I needed
Helpful Votes: 5 out of 7 total.
Review Date: 2005-07-20
I am a computer programmer/web designer familiar with adobe photoshop, but I wanted to learn more about designing with illustrator. I knew how to get around the program, but was not confident in using it. This book was wonderful - it's great for beginners, and I love how it encourages you to use keystrokes to get things done, instead of the mouse (much faster).

Games
Final Fantasy Origins Official Strategy Guide
Published in Paperback by BRADY GAMES (2003-04-09)
Authors: Casey Loe and Laura M. Parkinson
List price: $14.99
New price: $39.95
Used price: $19.44

Average review score:

its good but...
Helpful Votes: 0 out of 0 total.
Review Date: 2007-03-19
its good but i didnt beat the game, so i thus didnt use the whole stragey guide so i dont know since i didnt dive into it that much

helpful guid
Helpful Votes: 1 out of 3 total.
Review Date: 2005-10-17
It was nice to have some over view maps of the caves and castles. It help prevent the access use of potions and death of party members at early levels.

Most helpful book ever!
Helpful Votes: 2 out of 2 total.
Review Date: 2004-11-24
This is the most helpful book ever. It has maps, stats for characters and bosses and the eastiest way to beat them. The book tells you what is in each chest if they're guarded and by what. And it has what monster you'll find in certain areas and there stats. It show all the wepons armor and items and their ablities. This book is great. I used it after i beat both and i was amazed at some of the things i missed or did wrong. Personnally though i'd rather spend more time on the game and find the stuff without help it just more fun that way. But when it comesd to strategy guides this is a the top!

OH MY GOD, THIS BOOK IS MAD USEFUL!
Helpful Votes: 4 out of 4 total.
Review Date: 2004-01-28
Wow, this book's got everything! Bestiary, secret items, boss strategies, everything. If you seriously are having trouble, get this guide. You won't be sorry, you'll be like " Wow this thing DOES have EVERYTHING!"

Very helpful!
Helpful Votes: 5 out of 5 total.
Review Date: 2003-08-09
I was VERY impressed with this guide when I bought it the other day and I have to say that it's helped me cover alot of material. I had already beaten FF1, but FF2 was probably the hardest for me to complete alone and I'm sure that this is the same for everone else who's played it as it is said to be the HARDEST one in the FF franchise! Without it, I probably wouldn't have gotten as far as I thought. The guide covers both games and includes info on magic, dungeons, Boss strategies etc. and just about anything else you'd expect to know from a Final Fantasy game. And well, thanks to an excellent walkthrough through FF2, I finally beat both games with just about everything covered. (except for 'Normal' mode in FF1)

OVERALL: I give it a 10/10! Excellent coverage for both games and a nice way to get through the hardest dungeons in case you get lost. I HIGHLY recommend this book if you are having trouble getting through either game because it will REALLY REALLY help! Never have I seen strategy this good in a long time! BRADYGAMES is the BEST co. to offer these, so I say BUY TODAY!!! You won't regret it! ^_^

Games
For the Good of the Game
Published in Paperback by Youth Sports Pub (2001-01-01)
Authors: Robert Evans and Edward Bellion
List price: $21.95
New price: $122.35
Used price: $26.84

Average review score:

For the Good of the Game
Helpful Votes: 0 out of 0 total.
Review Date: 2008-03-09
Having played only American football and Rugby Union, I have found this book invaluable in learning about the "why's" of soccer/football. This book has given me invaluable insight into the mindset of ref'ing and perspectives on dealing with very dynamics situations on and off the pitch. The stories are wonderful and illuminating.

If you are a soccer or "football" referee, this book is IT
Helpful Votes: 0 out of 1 total.
Review Date: 2003-05-17
If you are a ref...this book teaches you how to really BE one and be a PART of the game..not the obstruction to it. YOU NEED this book it is the best referee book ever written.

The best modern book on Refereeing the Beautiful Game!
Helpful Votes: 1 out of 1 total.
Review Date: 2006-06-08
I just finished reading Bob & Ed's book a fourth time in preparation to teach an Entry (Associate) Level Referee Instructor course in Northern California next weekend, and every time I read it, I find not only things to help me (State Referee) in my game, but also to pass on to new Referee Instructors (State Instructor) in the development of referees.

P.S. I read it a fourth time not only for my up-comming instructor course, but also had State Cup U19 matches last weekend, and it helped!

I agree with my friend Steve Piercy (another reviewer) that this is a great book for all referees, but for referees that are serious about advancing as a referee, instructor, assessor, or even an assignor, it is a must read. Also agree with the other reviewers...if you're interested to improve your game in whatever role you play, do it with this book!

As a licensed but former coach and mediocre player, a great read to see it from the other side too.

For the Good of the Game.

The first book I should have read...
Helpful Votes: 1 out of 1 total.
Review Date: 2003-02-21
As a Grade 7 referee upgrading to a Grade 6 - State Referee I have read everything I can about Soccer Refereeing. I wish I would have found this book first instead of last. The authors bring wonderful insight to the "sport" of Soccer Refereeing. They have given me so many new and wonderful ideas that I can't wait to try them this season.

Whether you are a new referee or an experienced referee I would highly suggest this book. It covers topics that were never ever discussed in my training sessions. So much so that I actually have a new outlook on how I referee this wonderful game of soccer.

The other books are good and are worth your time but read this book first, then go to the others.

Michael Metz - USSF Grade 7 Referee - AYSO Area Referee

The Fine Art of Refereeing
Helpful Votes: 5 out of 5 total.
Review Date: 2004-02-12
This is, without a doubt, the most comprehensive book about officiating now in print; with apologies to Izaak Walton, it's "The Compleat Referee."

If you're just beginning as a referee, study and learn the Laws of the Game. Develop a relationship with a mentor whom you trust. And read this book. More than once. Despite the authors' significant credentials as FIFA and FA referees, the newest official will find their style enlightening and eminently readable. The book covers the entire gamut of refereeing from pre-match preparation to effectively dealing with every imaginable - and unimaginable! - situation on the pitch. Personal anecdotes from the authors' considerable experience appear throughout each chapter and help clearly illustrate each point.

For more experienced referees, this book delves repeatedly into the very personal subject of player management - the mind game. The authors will repeatedly challenge you to evaluate each match on its own and ensure you're employing the right skills to effectively 'orchestrate' it.

I had the pleasure of attending a day-long presentation by Mr. Evans and Mr. Bellion and can tell you that these gents are every bit as entertaining and informative in their book as they are in person. Their good humor and passion for the game comes through loud and clear. You won't be disappointed!

Games
Game Engine Toolset Development
Published in Paperback by Course Technology PTR (2006-03-06)
Author: Graham Wihlidal
List price: $49.99
New price: $24.99
Used price: $19.90

Average review score:

Interesting little compendium
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-06
I admit that at first I was thinking this book would focus more on the game engine part of the toolset development in its title. I knew it wasn't REALLY about developing a game engine but even so, make sure you understand what you're getting.

That said, I really liked this book. I'm halfway through it already (it's a very quick read given how discrete each chapter is and the clear and easy to read print and examples).

I've read a number of game development books and you rarely get everything done right. This book gets close. The author describes the particular problem the chapter seeks to solve (e.g. encryption, batch processing, etc.) and goes through the steps of solving it.

The book is similar to those programming gems types of books that aren't organized in some linear fashion but are discrete chapters on specific topics that can be picked and chosen as you see fit.

The author does a very good job of putting the examples together and many of the chapters have been useful to me (I plan on implementing a number of the tools/frameworks he mentions).

If you're working on a game engine, I really suggest trying this book out. This assumes you're not already an expert game programmer who already built a lot of these sorts of tools before.

If you're looking for something that will help you build a full-fledged game engine, look for another book...then come back to this and get it to help you flesh out your toolset.

An excellent Microsoft.NET 2.0 introduction relating to gaming
Helpful Votes: 1 out of 1 total.
Review Date: 2006-05-18
I just received my copy of Game Engine Toolset Development and I have been unable to put the book down. The author gives a good introduction to .NET 2.0 and relates it to toolset development for games. The chapters are easy to read and follow and he gives good advice on how to build good tools. He could have looked at other toolsets to make the book more complete, but I see this book as a way to introduce students to game programming who have a basic programming background (Java, C++, C, Alice 2.0, etc.).

Good book.. but it's not what you think it is
Helpful Votes: 18 out of 19 total.
Review Date: 2006-03-31
I bought this book thinking it would help me write a new tool for, say, building 3d models, or some other general tool. When it arrived I got excited just by the shear size of it, it's huge!

However, I started flipping through it browsing each and every chapter (didn't read them all in detail of course, but quite a few) and it doesn't teach you how to make a NEW tool for your game, it teaches you how to make an EXISTING tool better. While that knowledge is extremely valuable (and the reason I gave it 4 stars instead of 3), it's not what the description of the book stated: "Readers are not required to have any experience developing game engine tools." If you have no experience developing a tool, you're going to have a little trouble getting started. If you know enough math and have good enough coding skills to get a game engine going, you'll be able to write a tool for your game, but you don't need this book to do it.

Now, with that said, this book IS quite good and worth your money so long as you don't expect to read this book and then write a tool, you're going to need more info. Get the book anyway and use it as a guide, it's usefull in that aspect.

This book is so good at making a tool better, most of it's "gems" can and should be applied to ANY application, game tool or not. Also, it covers some good highlevel (or lowlevel, depending on how you view it) .Net functionality such as interfacing with COM and code documentation, as well as few other excellent techniques. These "gems" are quite valuable on their own.

So, in conclusion, if you know nothing about writing a tool, or you don't know C#, hold off on buying this book (make sure to put it in your wish list however). If you have a tool but find it's difficult to work with, or you want to broaden it's appeal, or just simply make it better, get this book, you won't regret it.

Recipe book for tool developers
Helpful Votes: 3 out of 3 total.
Review Date: 2007-03-11
This is an excellent book, which covers a lot of important aspects of game/engine tool development, but it is more like a recipe book, as each chapter subject is almost stands on its own - just like game programming gems series. My favorite is how to integrate native code into a managed application. The book is well written (one of the best I've read recently), and the only thing i missed is a few chapters on how-to integrate into an existing pipeline - like importer/exporter for a common 3d package at least. A better title for this book would be "(game)tool programming gems"

If the industry pros chiming in weren't enough...
Helpful Votes: 4 out of 4 total.
Review Date: 2006-05-29
Then, as a hobbyist, I'll just let you know that this book not only teaches, but flat you gives you some great modular code that you can work into many different types of tools.

There's also some great design principles covered that have improved my workflow, even though i'm currently working solo.

Games
Game in Heaven with Tussy Marx
Published in Paperback by Macmillan (1979-01-12)
Author: Piers Paul Read
List price:
Used price: $4.82

Average review score:

Tom Sharpe does it again.
Helpful Votes: 0 out of 0 total.
Review Date: 2006-07-15
Henry Wilt is just a regular guy with 'semi' normal thoughts and ambitions, trying to get somewhere in life, except that those around him pay little or no attention to him at all. This drives him to conconct some wayward plan to remove the main thing that's kept him where he is: his wife, Eva. All things are going swimmingly until a chance-meeting with their new neighbours shifts his whole world to one where anything ridiculous and downright unbelievable ends up making a lot of sense.

It's the effortless way that Tom Sharpe interlocks the characters and circumstances in his books that makes them so addictive. I've never read a book where I literally burst out laughing, only to have to sink deeper into my seat to avoid the quizzical looks from those around me. I loved Blott On The Landscape and Porterhouse Blue (and I didn't think he could top them!), but Wilt is by far the best one I've read...and judging by the reviews that Amazon readers have been giving his other books, it seems the journey for me has just begun.

The Master of the Absurd
Helpful Votes: 1 out of 1 total.
Review Date: 2006-03-20
Wilt began Tom Sharpe's peculiar and irreverant view of life that is expanded throughout all his books since. One step outside the normal leads to two steps and before we know it we are in a parallel universe of the absurd that is very, very funny, outrageous, and essentially human, warts and all. Tom Sharpe has inspired some of the best new humour writer's of today. I think particularly of Robert Fox, who in Red Fox Goose Green takes the everyday in English village life -- the fox hunt, the church service, the pub -- and breathes Tom Sharpe style farce into the institutions that made Britain what it is.

Fantastic clever, witty and dirty British humor...
Helpful Votes: 4 out of 4 total.
Review Date: 2001-08-31
If you enjoy satire, and you like it laced with sexual innuendo, profanity and wit, you will love Tom Sharpe's books, but you will particularly love Wilt, which takes you into the world and never-ending irony of lower-class British academia. Henry Wilt is miserable in his existence as a "Tech" lecturer, married to Eva, his incorrigibly energetic, enthusiastic and critical wife. He attempts to escape by way of fantasizing how he might murder Eva, who has recently taken up with the sexually wacky American couple next door. After an embarrassing encounter with an inflatable doll, Wilt decides to practice murder on it, and ends up being accused of murdering Eva. A fantastic read.

I laughed like I was crazy....
Helpful Votes: 5 out of 5 total.
Review Date: 2002-08-06
I bought this book 15 years ago when traveling. While waiting for a change of planes at Heathrow, I started reading, and couldn't put it down. I started chuckling to myself, then laughing out loud, then laughing so it hurt!! Other passengers were staring at me. I showed them what I reading and some of them nodded knowingly.

It is the funniest book I have ever read!

Out Loud Funny
Helpful Votes: 6 out of 6 total.
Review Date: 2002-12-10
This is Sharp's best novel yet, the second detailing the life of Wilt a college lecturer and his severely disfunctional family. In what is basically a farce Sharpe's satire bites deep into every subject he touches, as Wilt comes under investigation by the police for drug dealing, infiltrates a US nuclear air base and has to use face cream to cool his burning uncontrolable penis. If my description of this novel sounds manic, the reason is simple, the book is manic. As an Englishman living in the US I am not sure if the humor travels well, but I hope my American friends can appreciate it, because this book is one of only three (all written by Tom) capable of making me laugh out loud wherever I am reading it (which can be most embarrasing). Try it and enjoy a different view of life and then be thankful you don't have to live Wilt's life.

Games
The Game of My Life
Published in Kindle Edition by NAL (2008-02-05)
Author: Jason J-Mac McElwain
List price: $23.95
New price: $9.99

Average review score:

Wonderful book
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-27
This book was awesome, I could not put it down. You can really tell that he wrote it. It makes you understand what goes on in his head.

THE GREATEST TRUE BASKETBALL STORY OF ALL TIME!!!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-27
Jason McElwain's autobiography is well written and informative.
It describes the essential details of his life. The book presents
interviews with the most important people who have interacted with
Jason. It is highly recommended reading.
Jason's coping with his autism is relieved by his pleasure of
playing basketball. Jason in one basketball game colossally surmounts
being autistic by being artistic with his incredible three point shooting
accuracy. He sinks a total of twenty points with six three point shots and a two point field goal( where he mistakenly was standing on the three point line ) within the last three minutes and nine seconds of
his team's game. This performance was so incredibly phenomenal Jason's
life story is currently being developed into a national movie release.
One facet of Jason ( "J-Mac's" ) personal basketball practice
( "shootarounds" ) was never revealed in his autobiography that might
potentially be interesting to the public is his personal "best" basketball
shooting statistics and records. What percentage of three point shots
and free throws did Jason sink in practice? What were the most consecutive
three point shots or most consecutive free throws Jason ever sank in practice? What was the longest practice session shot Jason ever sank? Did Jason ever sink or perfect any practice "trick shots" or any other trick basketball handling or dribbling skills such as spinning the basketball upon his finger? I am an internationally famous basketball trick shooter and inspirational and motivational speaker named JIM "TRICK SHOT" LISTER.
I sink many of the most unusual and most difficult basketball trick
shots in basketball history with an astonishingly high degree of accuracy
despite shooting the basketball with a crippled right shooting hand.
My own personal basketball triumph over adversity is considered
by some basketball experts to be one of the greatest true basketball stories of all time.
I personally rate Jason McElwain's heart-wrenchingly and tear-jerkingly basketball triumph-over-an-obstacle accomplishment as the
single greatest true basketball story of all time!!!

SUPER FAST SHIPPING
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-09
RECEIVED THIS BOOK VERY QUICKLY. GREAT CONDITION. REAL BARGAIN. HIGHLY RECOMMEND THIS SELLER!

A Compelling Story About Much More Than Basketball
Helpful Votes: 0 out of 1 total.
Review Date: 2008-03-11
After seeing the tail end of Jason's recent appearance on "Larry King Live", I immediately went on line to buy "The Game of My Life". Jason's compelling story kept me up past 2:00 a.m. last night because I couldn't get enough of his unique ponderings on the importance of "focus" and his astonishing feat [20 points in just over 4 minutes of playing time!] on the basketball court.

Many parts of his narrative made me smile while others moved me to tears. I was even reminded of the brilliant screenplay penned by Matt Damon and Ben Affleck for their 1997 breakout film, "Good Will Hunting".

I can't wait to see the movie based on Jason "J-Mac" McElwain's life and to see who plays the lead role. If I were directing, I would cast J-Mac to star as himself!

Courtesy of Teens Read Too
Helpful Votes: 1 out of 2 total.
Review Date: 2008-03-18
Many people probably remember hearing about Jason McElwain on the news back in 2006. He scored a record six three-point shots for his high school basketball team. That might not have been outstanding for a superior high school player, but Jason was the team manager, not a first string player. And, in addition to that, he was a young man diagnosed as autistic.

In THE GAME OF MY LIFE, Jason McElwain tells his story. He shares what he recalls from family stories about his early childhood years, unable to communicate or even tolerate his mother's loving touch. Extensive medical testing resulted in a diagnosis of severe autism. With the help of dedicated parents, Jason was able to learn coping skills and manage many of his autistic outbursts. Sports provided a focus point and an outlet for his energy, and ultimately earned Jason his moments of fame.

Jason's unique voice can be clearly heard as he tells his memories of early treatments thought to reduce the symptoms of autism. He explains the frustration of moving from one school to the next as school administrators searched for the best programs to help him. As Jason became interested and involved in a variety of sports, he found not only friends, but also a way to achieve success. Always in touch with reality, Jason knew his skills were adequate but not exceptional, and his success came as a chance to just be part of a team. But with the care and concern of his coach and teammates, his part on the team gave him the chance of his life and memories that have changed him forever.

THE GAME OF MY LIFE is an inspiring story about living with an increasingly common condition. It is an excellent book for teens suffering with autism or connected to someone with the condition. Jason's positive, up-beat personality is refreshing, as well as direct and realistic.

Reviewed by: Sally Kruger, aka "Readingjunky"

Games
Game of Universe
Published in Mass Market Paperback by Avon (1997-01-01)
Author: Eric S. Nylund
List price: $5.50
Used price: $16.95

Average review score:

you gotta know when to hold em, know when to fold em!
Helpful Votes: 1 out of 1 total.
Review Date: 2006-04-16
rich blend of Science Fiction and fantasy. This excellent and entertaining novel never falls into the trap of taking itself too seriously. Here are all the elements of a classic quest story, riches beyond our dreams of avarice, beautiful maidens to be rescued, vile villains to be dispatched (or more likely run away from) and technical wonders galore! The hero Germain is not all powerful, he has numerous flaws and a terrible childhood holding him back. He has to overcome all this to seek one of the most powerful artefacts known to our civilisation, the Holy Grail. Realistically Germain has no chance of achieving his goal but remember 'the journey IS the destination' and Germain's journey is a worthy one. This overlooked gem is good stuff and makes me want to read other books by the author. Its a lot more entertaining than recent Grail Quest novels!

With A Little Bit of Everything, Nylund's Work Continues to Shine!
Helpful Votes: 2 out of 2 total.
Review Date: 2006-07-27
A Game of Universe is the first work of Nylund's I've ever read. Having picked it up in FLorida on a whim several years ago, I've used my copy so much that it's literally worn out! This is the only book I've given out to several of my friends and co-workers (even my mother!) and every single one of them have loved it. All of us are now trying to hunt down a copy in better condition than mine!

Germain is a complex and hilarious character, with very real-to-life thoughts and actions. His various "personas" and his innner struggles have thrilled everyone I've known who has read this amazing work. The romance between Virgina and Germain was just enough to please the girl in me but not overly so so that I wanted to strangle them both. Virgina was a lovable female lead, easily identifable to and a strong female. Lilian, however, was not my favorite character at all and was rather grating on the nerves. Stebos was an amazing concept and Quilp was annoying, but quite brilliant. The theories introduced were interesting but not overly confusing. All of Germain's personas made the story quirky and adoringly eccentric.

This sotry has a bit of everything in it, satisfying even the pickiest reader. Romance, action, history, adventure, science fiction, betrayal, psychology, even gambling! This futuristic Grail adventure (featuring an ultimate but unseen battle between Heaven and Hell) is satsfying down to the very last sentence!

Nylund's writing is addictive, yet not at all hard to follow. However, the details involved are sparkling! I HIGHLY recommend this work, as it is an easy, interesting read and worth every cent you spend. Eric S. Nylund's A Game of Universe makes everyone want to go on their own personal quest for the Grail and be involved in the battle between Heaven and Hell. It's a shame it's out of print!

new author
Helpful Votes: 6 out of 8 total.
Review Date: 2002-01-17
This book was the first I read by Eric Nylund, and it had me searching all of the used book stores for more. I was enthralled from page one, and never put it down. I'm frankly not that much into sci-fi any more, but this was a rare find and a fun read.

Utterly fantastic mix of SF and Fantasy! Wow!
Helpful Votes: 6 out of 7 total.
Review Date: 1999-09-01
Usually, most literature which tries to mix technology and magic doesn't work for me at all (e.g. the "Shadowrun" stuff), badly executed and stitched together. Not so this time. One of the all-time best books to read, this novel offers the inside view of a split-personality corporate assassin/sorceror in a future where powerful magic dwells between sophisticated ultratechnology and time-bending psionic powers. It artfully splices together the stuff of ancient legends and high-tech thriller. While certain ideas in this book are not entirely new, I would nevertheless rate it 6 stars, if I could, due to it's beautiful style, in-depth characterization, fast pace and intricately wrought background. I think this book is even better than "Signal to Noise", and just wish the very promising Mr. Nylund would produce more novels in this setting. Very highly recommended.

We need more like this...
Helpful Votes: 8 out of 9 total.
Review Date: 1999-12-22
I thought A Game of Universe was a great book, and I'm certain my wife hated it. Every free moment I had I had my nose in the book. The author does a great job merging fantasy and science fiction. The two genres are blended wonderfully in this work, and it is easy to envision the world(s) in the novel. The action in the book was continuous, which is why it was so hard to put down. The last few pages where you get to find out about the great battle between good and evil and a third player wrap the book up splendedly. I highly recommend this book, but only pick it up if you have time to read it continuously!


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