How To Win Video Games
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Author | : Consumer Guide |
Publisher | : |
Total Pages | : 96 |
Release | : 1982 |
Genre | : Games |
ISBN | : 9780671458416 |
Describes techniques and strategies for achieving high scores at a variety of video games, including Pac-Man, Asteroids, Missile Command, Defender, and Donkey Kong
Author | : Tom Whipple |
Publisher | : HarperCollins |
Total Pages | : 187 |
Release | : 2015-12-01 |
Genre | : Games & Activities |
ISBN | : 0062443720 |
Destroy the competition on game night with this seriously funny guide packed with handy strategy, tricks, and tips from the experts Games are way more fun to play when you win—especially when you crush your friends and family! In How to Win Games and Beat People, Times science editor Tom Whipple explores inside tips, strategy, and advice from a ridiculously overqualified array of experts that will help you dominate the competition when playing a wide range of classic games—from Hangman to Risk to Trivial Pursuit and more. A mathematician explains how to approach Connect 4; a racecar driver guides you through the corners in slot car racing; a mime shares trade secrets for performing the best Charades; a Scrabble champion reveals his secret strategies; and a game theorist teaches you to become a real estate magnate, recommending the Monopoly properties to acquire that will bankrupt and embarrass your opponents (sorry, Mom and Dad). Funny, smart, and endlessly useful, this is a must-read for anyone who takes games too seriously, and the bible for sore losers everywhere.
Author | : George Sullivan |
Publisher | : |
Total Pages | : 180 |
Release | : 1982 |
Genre | : Electronic games |
ISBN | : 9780590326308 |
Author | : David Sirlin |
Publisher | : Lulu.com |
Total Pages | : 144 |
Release | : 2006-04-01 |
Genre | : Games & Activities |
ISBN | : 1411666798 |
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Author | : Robert Alan Brookey |
Publisher | : Indiana University Press |
Total Pages | : 260 |
Release | : 2015-01-12 |
Genre | : Technology & Engineering |
ISBN | : 0253015057 |
In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.
Author | : Jeff Rovin |
Publisher | : Scribner Paper Fiction |
Total Pages | : 407 |
Release | : 1982 |
Genre | : Games |
ISBN | : 9780020299707 |
Describes and rates the quality of video games and recommends playing strategies for home and arcade games, including Pac-Man, Space Invaders, Asteroids, Grand Prix, and Panzer Attack
Author | : Ian Graham |
Publisher | : Edc Pub |
Total Pages | : 48 |
Release | : 1982 |
Genre | : Games |
ISBN | : 9780860206811 |
Explains the workings of computer games, surveys the various types of video games, and provides guidance on achieving high scores at these games.
Author | : |
Publisher | : Crescent |
Total Pages | : 68 |
Release | : 1989 |
Genre | : Games & Activities |
ISBN | : 9780517687345 |
Author | : Tom Hirschfeld |
Publisher | : |
Total Pages | : 196 |
Release | : 1981 |
Genre | : Video games |
ISBN | : 9780553201642 |
Author | : Tyler "Ninja" Blevins |
Publisher | : National Geographic Books |
Total Pages | : 0 |
Release | : 2019-08-20 |
Genre | : Juvenile Nonfiction |
ISBN | : 1984826751 |
From one of the leading Fortnite gamers in the world comes your game plan for outclassing the rest at playing video games. “Get the right gear, practice the right way, and get into the right headspace and you too can Get Good.”—Time Packed with illustrations, photographs, anecdotes, and insider tips, this complete compendium includes everything Tyler "Ninja" Blevins wishes he knew before he got serious about gaming. Here's how to: • Build a gaming PC • Practice with purpose • Develop strategy • Improve your game sense • Pull together the right team • Stream with skill • Form a community online • And much more Video games come and go, but Ninja's lessons are timeless. Pay attention to them and you'll find that you're never really starting over when the next big game launches. Who knows—you may even beat him one day. As he says, that's up to you. Praise for Ninja: Get Good “If you’re a casual gamer looking to refine your gaming skills or equipment, or someone considering getting into esports, then livestreamer and gaming guru Tyler ‘Ninja’ Blevins’ book could be the perfect guide.”—Los Angeles Times “It’s perfect for young kids just getting into gaming after watching streamers, like Ninja, and their parents who may not know much about gaming and streaming . . . It’s an all-in-one checklist of everything you need to start up on a streaming life. This book breaks down complex and sometimes obscure concepts in gaming that many non-gamer parents may not know about or the kids know about instinctually but can't put into words.”—GameCrate