Video Games Books
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Related Subjects: Emulation Directories Music History Cheats and Hints Freeware Fan Pages News and Reviews Developers and Publishers Shareware Console Platforms Computer Platforms Word Games Roleplaying Action Action-Adventure Adventure Humor Recreation Music and Dance Puzzle Driving and Racing Fighting Platform Shooter Simulation Strategy Sports
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Video Games Books sorted by
Average customer review: high to low
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X-Wing Alliance (Prima's Official Strategy Guide)
Published in Paperback by Prima Games (1999-05-12)
List price: $19.99
New price: $79.99
Used price: $5.35
Used price: $5.35
Average review score: 

Buy this CD to get the Films on how to win each mission!
Helpful Votes: 0 out of 1 total.
Review Date: 1999-07-13
Review Date: 1999-07-13
The film room is ont he expansion disc or downloadable from LucasArts on the net but those films on the campanion disc really
help supplement the great text in the book.
This is a GREAT BOOK FOR AN INCREDIBLE BOOK
Helpful Votes: 0 out of 1 total.
Review Date: 1999-06-16
Review Date: 1999-06-16
This is a really good strategy Guide (Its Prima So Duh) for an INCREDIBLE game. X Wing Alliance: A neutral family fights for
its buisness-- and its survival--and is swept up in the struggle between the Empire...... GET THIS GAME IT IS SO GOOD
=)
Not just a techy book
Helpful Votes: 1 out of 1 total.
Review Date: 2002-08-10
Review Date: 2002-08-10
I am not an avid player of games on the computer and certainly not action games like the one associated with this book (but
I do love the Star Wars movies). My son left this book on the floor in the living room and out of curiosity I opened it. It
was delightful! The middle section of the book is filled with adorable and humorous stories told by an R2D2 robot. Wonderful!
The more technical sections of the book relate to the game itself and became very useful once I tried playing the game. When
a book gets me to play a game with my son on the computer it says a lot. Thank you Mr. Drake and Mr. Barnett for the chuckles!
(My son thanks you, too.)
M.S.
M.S.
Very Good, but could have been Excellent....
Helpful Votes: 4 out of 5 total.
Review Date: 2000-02-12
Review Date: 2000-02-12
I won't repeat what other reviewers have already said. Basically, I'm in complete agreement with them. The story line is
great, the hints are helpful, and the included CD with films of the missions is tremendous. I really wanted to give it 5
stars, but it omitted a few things I felt were invaluable based on the "Tie Fighter" hint book that came before. First,
there was no listing of all of the possible ranks, and the point scores needed to achieve them, nor was there a listing of
the possible skill levels (novice, veteran, ace, etc.) and the points necessary for those. It did not document the scoring
mechanism - the bonus points earned by playing at the hard level, and the penalty for playing at the easy level. Secondly,
it did not reveal the bonus goals, and point values, for those missions that offered them. Lastly, and I state this with
reservation because the authors simply may not have had access to the information, there was no detail of the AI instructions
that described how the computer-generated opponents would function in each mission. These instructions allowed the player
to know what conditions would trigger a new type of craft appearing, or how many waves of enemy craft would be created.
This information was extraordinarily helpful for winning the most difficult missions in "Tie Fighter". In its defense, however,
the book did go into a lot of detail about how to set up single and multi-player skirmishes. All in all, an excellent guide,
but it fell just short of being perfect.

XNA 2.0 Game Programming Recipes: A Problem-Solution Approach (Books for Professionals by Professionals)
Published in Paperback by Apress (2008-07-11)
List price: $39.99
New price: $19.50
Used price: $19.50
Used price: $19.50
Average review score: 

Best book at the right time.
Helpful Votes: 0 out of 1 total.
Review Date: 2008-07-30
Review Date: 2008-07-30
Thank you so much for giving us this book. I am getting what all i want to implement my game from your book. Great work Riemer.
Please make your next book completely on performance issues and terrain to get the best framerate.
Book five stars
Helpful Votes: 1 out of 1 total.
Review Date: 2008-07-21
Review Date: 2008-07-21
In this moment this is the best book in XNA. Thank you Mr. Riemer for your webside and this book.
Great book for both beginner and intermediate
Helpful Votes: 2 out of 2 total.
Review Date: 2008-07-17
Review Date: 2008-07-17
I have followed Riemer's site pretty much as soon as he started publishing articles on XNA and loved all his on line tutorials
as they gave a good base for those of us starting out and also enough for us to be getting on with once we got past those
first early stages.
I am pleased to say that the book is no different in this achievement, each Recipe has enough detail and information for you to pickup the techniques.
I am also astounded as to how much is in here, from the basic data storage in XNA, on to cameras, game components, dealing with models and then onto the usage of vertices's, HLSL, the list goes on!
Great site, great book.
I am pleased to say that the book is no different in this achievement, each Recipe has enough detail and information for you to pickup the techniques.
I am also astounded as to how much is in here, from the basic data storage in XNA, on to cameras, game components, dealing with models and then onto the usage of vertices's, HLSL, the list goes on!
Great site, great book.
Brilliant
Helpful Votes: 3 out of 3 total.
Review Date: 2008-08-01
Review Date: 2008-08-01
I wasn't convinced by the "recipe-based" approach before I ordered this book, but I enjoyed the author's online tutorials
so thought I would give it a shot. I ended up buying and reading what is, pure and simple the best XNA book currently on the
market.
Each "recipe" is direct and to the point with a minimum of fuss. Some are straightforward and can be skimmed over quickly, while others investigate the deepest corners of XNA and shine a light upon them. I've been writing games professionally for six years and there were recipes in this book that made me stop and say, "wow".
I'm not convinced it would be a great purchase for beginners - the direct and succinct writing style may not provide enough detail for those who aren't used to creating basic games already. However, there are a plethora of other XNA books targeted at beginners - this one says, "so you know a little bit about XNA? Now let me show you the good stuff."
If I had to pick up on anything, it would be that the book could have done with more diagrams. Sometimes the only way to actually see the results of a recipe, instead of just understanding it conceptually, is to copy out (or download) the example code. This is a minor quibble, because the explanations are clear and to the point, and more diagrams might have meant fewer recipes, which would have been a far bigger price to pay.
Each "recipe" is direct and to the point with a minimum of fuss. Some are straightforward and can be skimmed over quickly, while others investigate the deepest corners of XNA and shine a light upon them. I've been writing games professionally for six years and there were recipes in this book that made me stop and say, "wow".
I'm not convinced it would be a great purchase for beginners - the direct and succinct writing style may not provide enough detail for those who aren't used to creating basic games already. However, there are a plethora of other XNA books targeted at beginners - this one says, "so you know a little bit about XNA? Now let me show you the good stuff."
If I had to pick up on anything, it would be that the book could have done with more diagrams. Sometimes the only way to actually see the results of a recipe, instead of just understanding it conceptually, is to copy out (or download) the example code. This is a minor quibble, because the explanations are clear and to the point, and more diagrams might have meant fewer recipes, which would have been a far bigger price to pay.

21st Century Game Design (Game Development Series)
Published in Paperback by Charles River Media (2005-08-29)
List price: $39.95
New price: $23.80
Used price: $17.18
Used price: $17.18
Average review score: 

Examines how best to design games and tailor them for specific kinds of audiences
Helpful Votes: 1 out of 2 total.
Review Date: 2006-01-03
Review Date: 2006-01-03
An even wider audience will be found for Chris Bateman and Richard Boon's 21st Century Game Design, which examines how best
to design games and tailor them for specific kinds of audiences. Chapters focus more on the psyche and needs of the player
than most programming or game books, discussing both how games can address these desires and how they can appeal to a wider
audience outside the hard-core gamer. Any game designer or those seeking to develop and distribute games would do well to
examine 21st Century Game Design with its audience-oriented focus.
Understanding the Customer Wants
Helpful Votes: 3 out of 5 total.
Review Date: 2005-10-29
Review Date: 2005-10-29
I suppose it comes as no surprise to anyone to hear that game design has gotten very complex. The power of computers has grown
tremendously since the first games like Pong. And with the ability to do more on the computer, and with more competition in
the marketplace the need for a higher class of game designer has become clear.
Now game designers have to consider such things as the age, gender, ability, attitude of the player -- many years ago my daughter got hooked on the Roger Rabit game. I told an executive in the Disney game group that they needed some games for young girls. He turned me down with a huff. 'We have Mickey Mouse,' he said. 'Yes,' I told him, 'but you also have Minnie Mouse.' He tuned me out. Now such a manager couldn't afford to ignore such an audience.
This is a book written by professionals on what it will take to suceed in game development in the coming years. These people have 'been there, done that,' pay attention to what they say.
Now game designers have to consider such things as the age, gender, ability, attitude of the player -- many years ago my daughter got hooked on the Roger Rabit game. I told an executive in the Disney game group that they needed some games for young girls. He turned me down with a huff. 'We have Mickey Mouse,' he said. 'Yes,' I told him, 'but you also have Minnie Mouse.' He tuned me out. Now such a manager couldn't afford to ignore such an audience.
This is a book written by professionals on what it will take to suceed in game development in the coming years. These people have 'been there, done that,' pay attention to what they say.
A brain to supplant the heart of game design
Helpful Votes: 4 out of 5 total.
Review Date: 2005-09-30
Review Date: 2005-09-30
21st Century Game Design's quiet brilliance lies in its logical, sensible treatment of game design in today's market. Things
game designers may know on some intuitive level, but often have no conscious access to, no way of articulating, this book
illuminates. Chris Bateman's DGD1 audience model allows designers to make more intelligent, informed decisions in the way
they design.
Thorough implementation of the principles Bateman describes would help everyone: help publishers understand and support developers, help marketers know who to target, and most importantly of all, help gamers by making games that are made with their playstyles in mind. Not all gamers game alike, so as our industry grows and matures, understanding and identifying the different types of gamers is essential.
Of particular import for growth of our industry is appeal to women and the casual segment, considerations that Bateman shows need not be commensurate with alienating the hardcore segment. You don't need to "water down" a great game to broaden its potential audience; you just need to be aware of your audience and make design choices accordingly.
Bateman shows us that great game design is ultimately subjective; therefore an audience-driven approach to game design is essential to designing games in the 21st century.
For any colleges and universities that have or are developing game design based cirriculum, for all industry professionals: here is an indispensable text.
Thorough implementation of the principles Bateman describes would help everyone: help publishers understand and support developers, help marketers know who to target, and most importantly of all, help gamers by making games that are made with their playstyles in mind. Not all gamers game alike, so as our industry grows and matures, understanding and identifying the different types of gamers is essential.
Of particular import for growth of our industry is appeal to women and the casual segment, considerations that Bateman shows need not be commensurate with alienating the hardcore segment. You don't need to "water down" a great game to broaden its potential audience; you just need to be aware of your audience and make design choices accordingly.
Bateman shows us that great game design is ultimately subjective; therefore an audience-driven approach to game design is essential to designing games in the 21st century.
For any colleges and universities that have or are developing game design based cirriculum, for all industry professionals: here is an indispensable text.

All Slots Made Easier #2 (More Winning Strategies & More Bonus Video Slots)
Published in Paperback by Casino Players Workshops Seminars (2000-10-02)
List price: $10.00
New price: $245.95
Average review score: 

Untangling Bonus Video Slots!
Helpful Votes: 3 out of 3 total.
Review Date: 2003-07-25
Review Date: 2003-07-25
Gayle Mitchell has written an informative guide to the sometimes overwhelming world of BVS (Bonus Video Slots). The number
and variations on this new technology often leads to confusion on the casino floor and confusion translates into losing money.
In clear language, Gayle leads us through the ins and outs of these multiline machines.
The Jungle of Bonus Slots Explained
Helpful Votes: 4 out of 4 total.
Review Date: 2001-10-17
Review Date: 2001-10-17
In All Slots Made Easier #2, the author untangles the 'Jungle of Bonus Video Slots' for readers by explaining, rating and
reviewing over 80 versions in a concise guide. I have chosen several from the author's recommendations and now enjoy my casino
visits and profits. My hat is off to Ms. Mitchell.
Best Bonus Video Slots--A Winner
Helpful Votes: 5 out of 6 total.
Review Date: 2001-09-20
Review Date: 2001-09-20
This book is another winner in the Casino Gambling Made Easier Series by Gayle Mitchell.
The 'how-to' and 'what' versions of play, re: new bonus slots is revealed.
Three of my favorites are Little Green Men, Easy Street and Slingo--what fun.
The 'how-to' and 'what' versions of play, re: new bonus slots is revealed.
Three of my favorites are Little Green Men, Easy Street and Slingo--what fun.

The Amulet of Komondor
Published in Hardcover by Front Street imprint of Boyds Mills Press (2003-04)
List price: $15.95
New price: $1.03
Used price: $0.01
Used price: $0.01
Average review score: 

Great book!
Helpful Votes: 0 out of 1 total.
Review Date: 2004-05-08
Review Date: 2004-05-08
Wow this book is good and fast. I read it in one night. I like how its like an online rpg, only its for real. Anybody who
plays video games should read it.
great video game book
Helpful Votes: 0 out of 1 total.
Review Date: 2004-02-21
Review Date: 2004-02-21
if you like video games you will like this book. THe gmae is like a roleplaying game, and the characters get trapped in it.
They need to complete the quest to get out. It's funny.
Transported into a world of dragons
Helpful Votes: 2 out of 3 total.
Review Date: 2003-11-17
Review Date: 2003-11-17
Joe and Katie find themselves in a strange store at the mall, and jump at the chance to buy their favorite computer card game
- which turns out to be all too real. Transported into a world of dragons where the goal is to locate a five-piece amulet,
the two travel a dangerous world in their leisure time, struggle with the questions of parents and friends when not at play
- and wonder what will happen if they fail. The Amulet Of Komondor is a riveting story of a computer game gone awry.

Battle of the Dum Diddys (Rotten School #12)
Published in Library Binding by HarperCollins (2007-05-01)
List price: $14.89
New price: $4.49
Used price: $3.35
Used price: $3.35
Average review score: 

Great Books from RL STINE
Helpful Votes: 0 out of 0 total.
Review Date: 2008-03-30
Review Date: 2008-03-30
RL Stine has done it again with this book series. Rotten School books are an excellent choice for all kids. Especially if
you are trying to get them interested in chapter books. My kids love this!!
Great Series!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-03-20
Review Date: 2008-03-20
I finally got my 10 year old to read! They have plenty of great books and series for girls, but hardly any for younger boys.
This series is funny and keeps my sons attention so much that he'll read for an hour or more at a time! Thanx to R.L. Stine
for this much needed series for boys, and girls!
Rotten School # 12
Helpful Votes: 1 out of 1 total.
Review Date: 2007-10-23
Review Date: 2007-10-23
My son Arman is almost 10 years old and "devours" the Rotten School series. He can't wait for # 16 to be published in January
08. I pay a fortune in shipping charges to order them from Lebanon, but it's (he's) worth it.

Blood Omen 2: Prima's Official Strategy Guide
Published in Paperback by Prima Games (2001-11-20)
List price: $14.99
Used price: $3.98
Collectible price: $21.04
Collectible price: $21.04
Average review score: 

Get this game
Helpful Votes: 0 out of 0 total.
Review Date: 2002-10-14
Review Date: 2002-10-14
One of XBOX's best only behind Halo and Max Payne in my opinion
Get this game
Helpful Votes: 0 out of 0 total.
Review Date: 2002-10-14
Review Date: 2002-10-14
One of XBOX's best only behind Halo and Max Payne in my opinion
Great walkthrough for this creepy game!
Helpful Votes: 7 out of 7 total.
Review Date: 2002-08-03
Review Date: 2002-08-03
Another awesome Prima strategy guide! This book provides a nearly flawless walkthrough for the entire game and, although most
of it was pretty simple to figure out, the guide came in great use for those really tricky sections of the game. Also the
guide provides info on every item, so you won't miss anything in the game. A must companion for the Playstation 2 game!

The Book of Games Volume 2: The Ultimate Reference on PC & Video Games (Book of Games series)
Published in Paperback by gameXplore N.A. Inc. (2007-10-28)
List price: $24.95
New price: $15.32
Used price: $14.50
Used price: $14.50
Average review score: 

A fantastic book about games.
Helpful Votes: 0 out of 0 total.
Review Date: 2008-09-27
Review Date: 2008-09-27
If you are a gamer like my self then the Bookofgames books are something you should really pick up.The book goes into great
detail when it comes to pictures of the games and it does a great job of telling you what the game is really about plus it
tells how many people can play it and what types of reviews the game is getting.
You really should check the book out its great for any gamer out there.
You really should check the book out its great for any gamer out there.
great gaming coffeetable book
Helpful Votes: 2 out of 2 total.
Review Date: 2008-03-12
Review Date: 2008-03-12
The 2nd edition to this gaming reference series makes a fine coffeetable book or for a quick browse for short snippet info
on gaming titles. By all means, this is not a book of in-depth reviews, the titles are covered very briefly (summarised) and
categorised according to genre/replayability value/plot sypnosis. If you need comprehensive info on gaming titles, you'd do
better on gaming mags or websites. However, it remains a good collector's item as most of your favourite games are included
with nice colored screenshots, which makes it a fine addition to your gaming library for all gaming fans. I was very impressed
by this 2nd edition in that it included some very recent games which I thought would not make it in before the release date.
The only disappointment is that the 2nd edition came in paperback whereas my 1st edition was a hardcover.
Well Researched, Well Thought Out
Helpful Votes: 8 out of 9 total.
Review Date: 2007-12-06
Review Date: 2007-12-06
I was privileged to be sent an advance PDF copy of The Book of Games Volume 2 by author Bendik Stang, and having now completed
my reading of this volume in one evening, I am eagerly looking forward to the print version. The Book of Games Vol. 2 has
matured exponentially over its previous incarnation, which I feel is very appropriate as Volume 2 has a very pointed focus
on the maturity which the videogame industry as a whole is experiencing. While I am still disappointed in regards to the lack
of coverage in regards to the Guild Wars properties, that is largely due to personal bias, as I am a casually hardcore Guild
Wars player. Now that I have my only truly negative viewpoint out of the way, let's move on to the good stuff.
I was extremely impressed with the amount of research which had obviously gone into the production of Volume 2, as well as the new features which had been added for the individual game listings and ratings. These additions show that the authors listened to those who took the time to give them feedback on Volume 1, and as such have made themselves a part of the gaming community in a way which some authors never achieve, no matter how knowledgeable they may be on their topics. Another interesting sidenote was seeing another book which I am in process of reviewing featured in a sidebar in this book. As a journalist with a heavy research addiction, I always consider how useful a publication will be to me on my endless quest for knowledge, and The Book of Games Volume 2 passed that consideration with ease. There are many, many sources for further reading and education.
While The Book of Games Volume 1 was a handy reference for the parents and relatives of gamers, Volume 2 fully opens up the changing videogame industry, from development to tournaments and beyond. The authors have successfully put the industry into a nutshell - one which gamers, teachers, parents and even grandparents will appreciate. This volume has every component of the videogame world between its covers, and takes a look at every aspect in a well-worded, well-researched, and well-presented manner. Every chapter contains evidence of how videogames have become an integral part of our lives in the 21st century - from those who pick up a quick game of solitaire to those who travel the pro-gamer circuits. One photo I could immediately relate to was that of Norway's Olav Undheim, winner of the 2007 World Cyber Games Grand Final Warcraft III Tournament. I saw that match, along with all of the other events held on that final game day in Seattle this past October. I was there when Olav hoisted that $ 20 000.00 cheque over his head at the medals presentation - and that's what this industry called videogaming has at its core - a vibrant, global community - one which we experience at our own annual LAN tournament, and one which The Book of Games Volume 2 has opened to the world.
I think that this book will do more to bring an understanding of the videogame culture to non-gamers than any collection of web sites and media articles could possibly do. Parents everywhere will benefit from this book, while gamers will embrace this book for the validation it brings to our gaming culture. The Book of Games Volume 2 is an excellent counter-weight to those who vocalize loud and long their negative views on the gaming industry as a whole. I challenge those who, without really understanding what videogames are truly all about to pick up this book and read it. Understand what draws those of us who game into our multi-pixelled worlds. The artwork is amazing, the music is incredible, and the passion insurmountable. As the owner of a company which has been trying unsuccessfully for three years to obtain a business license for a digital media centre for youth in our hometown, I would love to see the members of our Township council who oppose us, as well as those in the licensing department who insist on calling us an arcade, read this book. The Book of Games Volume 2, I believe, will become a very useful tool for those of us who are not only proud members of the gaming culture, we support the up and coming designers of tomorrow and all of the possibilities the world of gaming has opened to them, whether they become game designers, engineers, architects or even doctors.
I whole-heartedly give The Book of Games Volume 2 a five star rating, and if there have been this many improvements in the series just between volumes 1 and 2, I can hardly wait until I get a look at Volume 3 which will be out in November 2008. To the authors I say "this is a work to be proud of, a job very well done."
I was extremely impressed with the amount of research which had obviously gone into the production of Volume 2, as well as the new features which had been added for the individual game listings and ratings. These additions show that the authors listened to those who took the time to give them feedback on Volume 1, and as such have made themselves a part of the gaming community in a way which some authors never achieve, no matter how knowledgeable they may be on their topics. Another interesting sidenote was seeing another book which I am in process of reviewing featured in a sidebar in this book. As a journalist with a heavy research addiction, I always consider how useful a publication will be to me on my endless quest for knowledge, and The Book of Games Volume 2 passed that consideration with ease. There are many, many sources for further reading and education.
While The Book of Games Volume 1 was a handy reference for the parents and relatives of gamers, Volume 2 fully opens up the changing videogame industry, from development to tournaments and beyond. The authors have successfully put the industry into a nutshell - one which gamers, teachers, parents and even grandparents will appreciate. This volume has every component of the videogame world between its covers, and takes a look at every aspect in a well-worded, well-researched, and well-presented manner. Every chapter contains evidence of how videogames have become an integral part of our lives in the 21st century - from those who pick up a quick game of solitaire to those who travel the pro-gamer circuits. One photo I could immediately relate to was that of Norway's Olav Undheim, winner of the 2007 World Cyber Games Grand Final Warcraft III Tournament. I saw that match, along with all of the other events held on that final game day in Seattle this past October. I was there when Olav hoisted that $ 20 000.00 cheque over his head at the medals presentation - and that's what this industry called videogaming has at its core - a vibrant, global community - one which we experience at our own annual LAN tournament, and one which The Book of Games Volume 2 has opened to the world.
I think that this book will do more to bring an understanding of the videogame culture to non-gamers than any collection of web sites and media articles could possibly do. Parents everywhere will benefit from this book, while gamers will embrace this book for the validation it brings to our gaming culture. The Book of Games Volume 2 is an excellent counter-weight to those who vocalize loud and long their negative views on the gaming industry as a whole. I challenge those who, without really understanding what videogames are truly all about to pick up this book and read it. Understand what draws those of us who game into our multi-pixelled worlds. The artwork is amazing, the music is incredible, and the passion insurmountable. As the owner of a company which has been trying unsuccessfully for three years to obtain a business license for a digital media centre for youth in our hometown, I would love to see the members of our Township council who oppose us, as well as those in the licensing department who insist on calling us an arcade, read this book. The Book of Games Volume 2, I believe, will become a very useful tool for those of us who are not only proud members of the gaming culture, we support the up and coming designers of tomorrow and all of the possibilities the world of gaming has opened to them, whether they become game designers, engineers, architects or even doctors.
I whole-heartedly give The Book of Games Volume 2 a five star rating, and if there have been this many improvements in the series just between volumes 1 and 2, I can hardly wait until I get a look at Volume 3 which will be out in November 2008. To the authors I say "this is a work to be proud of, a job very well done."

The Bouncer Official Strategy Guide
Published in Paperback by BRADY GAMES (2001-02-23)
List price: $12.99
New price: $32.92
Used price: $2.63
Used price: $2.63
Average review score: 

Excellent guide... but is it really needed?
Helpful Votes: 1 out of 1 total.
Review Date: 2004-04-05
Review Date: 2004-04-05
The Bouncer Official Guide is excellent. It tells the player how to beat the game in the most effiecent manner and also tells
the player how to get all the secret characters. However, is the guide really needed? No- the Bouncer is a pretty self explanatory
beat 'em up type of game. So, although the guide is very good, nobody should need it to beat the game or get all the characters.
Lots of help and secrets
Helpful Votes: 3 out of 4 total.
Review Date: 2001-07-02
Review Date: 2001-07-02
This book helped me out a lot during gameplay. It tells you who's best to use against bosses and in situations. That's not
the best part though. It also tells you how to unlock all the secrets and discover the whole story. It also tells how to
unlock all the character in versus mode. Definitly a guide worth buying.
The Best official strategy guide ever!
Helpful Votes: 3 out of 5 total.
Review Date: 2001-03-27
Review Date: 2001-03-27
I think this is the best strategy guide because it tells me what to do and tells me how to beat the game faster then tring
to beat the game. If you don't buy this you will have a hard time tring to beat the game.Please buy this and one more thing
HAVE FUN!!!!!!

Caesar II: The Official Strategy Guide (Secrets of the Games Series.)
Published in Paperback by Prima Games (1995-11-22)
List price: $19.95
New price: $9.99
Used price: $0.01
Used price: $0.01
Average review score: 

Episodic story of one woman
Helpful Votes: 0 out of 0 total.
Review Date: 2007-05-08
Review Date: 2007-05-08
Adriane Gelki is a young woman with problems who tries to improve her life by living with "abandon", not worrying about the
consequences of her actions. She is alternately likeable and exasperating as her attempts at change lead her to do some good
things and also to sometimes act like what could most charitably be described as a spazz. Each chapter is a rather self-contained
episode of her life. While the book is a fun read with a mix of serious and funny content, the problem I had with it is that
it felt more like a series of short stories than a novel with a conclusion.
Need Strategy Guide!
Helpful Votes: 0 out of 1 total.
Review Date: 1999-04-22
Review Date: 1999-04-22
I know Sierra has moved along to Caesar III, but we could really use the guide to Caesar II. Come on, Amazon, surely you
can dig up three measly copies of this book for the threee people on this "review"!
good read
Helpful Votes: 2 out of 2 total.
Review Date: 2006-02-28
Review Date: 2006-02-28
A nice weekend read. The book felt a little unfinished but will bring a tear to your eye. Poor Adriane is not living in a
fantasy world like so many stories I have read lately but trying to deal with alot of emotional baggage that almost anyone
can feel great deal of empathy towards.
amusing yet deep character study with a serious undertone
Helpful Votes: 3 out of 7 total.
Review Date: 2005-12-11
Review Date: 2005-12-11
At twenty-eight Baltimore area single, Adriane Gelki struggles with her existence caused by her deep rooted feelings of being
unwanted and unloved by anyone ever since her parents committed a double suicide. She works at City Hall's Office of Neighborhood
Enhancement, but feels like a member of the living dead as her gut wrenching loneliness reaches every aspect of her soul and
in a self prophecy Pygmalion Effect prevents her from reaching out to others, which in turn isolates her further.
Digging into her heart for courage, Adriane vows to live life on the edge, which in her case is a very tiny but critical step towards meeting someone. Joking, a new concept for Adriane, she solicits an undercover cop only to be arrested for prostitution; sentenced to counseling, Adriane feels at home when her therapist drops dead during their session. Every effort to join the living seems to lead to a further setback; even her adopted dog bites her during the night. Still Adriane continues her pledge to live albeit not to successfully.
ADRIANE ON THE EDGE is an amusing yet deep character study of a young woman trying desperately to find herself beyond the shadow life she lives by connecting with others; a daunting task for an individual never recovered from her parents' suicides. The series of incidents that Adriane fumbles and stumbles through are hyperbole that leads to a dark serio-comedy as beyond the laugher is the fundamental need to belong. Paul Mandelbaum uses graveyard humor to provide a picture of hope even when the darkness engulfs seemingly every molecule that makes up a person who just wants to connect with anyone.
Harriet Klausner
Digging into her heart for courage, Adriane vows to live life on the edge, which in her case is a very tiny but critical step towards meeting someone. Joking, a new concept for Adriane, she solicits an undercover cop only to be arrested for prostitution; sentenced to counseling, Adriane feels at home when her therapist drops dead during their session. Every effort to join the living seems to lead to a further setback; even her adopted dog bites her during the night. Still Adriane continues her pledge to live albeit not to successfully.
ADRIANE ON THE EDGE is an amusing yet deep character study of a young woman trying desperately to find herself beyond the shadow life she lives by connecting with others; a daunting task for an individual never recovered from her parents' suicides. The series of incidents that Adriane fumbles and stumbles through are hyperbole that leads to a dark serio-comedy as beyond the laugher is the fundamental need to belong. Paul Mandelbaum uses graveyard humor to provide a picture of hope even when the darkness engulfs seemingly every molecule that makes up a person who just wants to connect with anyone.
Harriet Klausner
Smart and Hilarious
Helpful Votes: 5 out of 5 total.
Review Date: 2006-02-02
Review Date: 2006-02-02
If this is chick lit, it is chick lit as written by Evelyn Waugh. Mandelbaum's fiction is dry, incisive and inventive.
He knows that life is essentially tragic and just as essentially ridiculous, yet also somehow glorious. Adriane is the best
kind of comic character, hilarious and deeply moving.
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