The next 14 chapters tell the stories of the games that I have designed over the course of my career. I'll not be dragging you down memory lane with endless tedious tales of code breakages and deadline headaches. The purpose of these chapters is not to produce a history of my efforts, but to illustrate some of the more interesting design issues raised in actual practice. Much of my time during the years covered by this history was devoted to uninstructive drudgery; there's no point in burdening you with such dreck. Instead, I'll be flitting through the years, picking out interesting vignettes from the larger story. These will, I hope, fill out the skeletal theory presented in earlier chapters with flesh-and-blood examples ...