I have a few merits.
Besides having beaten well over 100 video games over the course of my life (personal bragging right, just want to see how many I can beat before an end comes; be it, end of the world or an untimely end of my life, God forbid.) I've been an intuitive gamer since I was 2. I was even able to pick up and play games before my brothers have finished reading the manuals, and already made plenty of progress in a new game.
To this day, I'm still able to pick up on things pretty damn quick to the point that my brothers sometimes actively seek games I might suck at, just so they can have a fighting chance against me. Mind you, they're pretty skilled players, and have, at one time or another, regularly beaten me to a pulp in some games; that is, until I reverse engineer their tactics (like with Magicka and the death glacier move I kept on getting dominated by until I learned it and fired back, I caught up), kinematically trace a sniper shot (after I get popped or hear a whizzing noise, I immediately figure out within moments where it came from and make that spot no longer safe), or stumble across a nuke and find a good time to use it (me + redeemers/BFG9k = Utter Doom). It also gets so bad, there have to be rules set against me to even the odds (like no BFG use for me).
I've also taken time to designing quite a few weapons/ships/etc. to more practical measures, and then making them look stylish. Some accidentally fall into the Awesome, But Impractical range (Bladeships, for example. Ship hulls are designed around bladed weapon for literal aerial melee combat, and guns/missiles are secondary to their design
Example - Sai Multirole Zipcraft.), and others Awesome, Yet Practical (Imagine an airship with thrust-vectoring, an energy beam weapon, and the capability of doing hairpin turns in mid-air (while firing said beam weapon), as well as supply enough crew to pilot a wing of defensive and supply craft along with manning all the gun batteries (hidden as part of the hull for design aesthetic and surprise attack/defense), supporting a dual-bridge for redundant control in case one gets disabled or destroyed as a weak point, carries an internal ballast system to support it's many types of maneuvers and is aerodynamic enough remain intact while doing a barrel roll or corkscrew maneuver to take out it's targets. You can barnstorm with this thing, despite it's size being comparable to a battleship. I think I also made it capable of going sub-orbital (for really fast global transit with minimal fuel cost from point-A to generally point-B (within a few miles accuracy)). It's insane (or OP) enough for me to label it as worthy of Flagship status.
Yes, I even took it upon myself to design my own font in the process like that. It looked cool, but got too difficult to read for others.
EDIT:
I also regularly use Microsoft Excel to make all sorts of things, either to make certain tasks, like accounting (Finance tracker, hourly income tracker + tax tracking, Freelance Business Invoicing; all self-produced, and more effective/efficient than purchasable software), easier; to build trivial calculators and such (hypothetical situations, logic puzzles, or inane trivial stuff like the human age of a car based on the miles put on it (I get bored)); or to chart the efficiency of certain tactics in TBS (like Civilization) or RTS games (like AOE2) by listing the time it takes to produce a unit, and with modifiers to speed it up, along with constructing buildings and with modifiers (depending also on how many units are dedicated to building at a time or overall), and the estimated overall cost of such tasks. Deadly stuff when used correctly.
Sometimes, if I have a self-imposed challenge or a game-within-a-game for a game that's more free-form (like The Sims) or sandbox (like GTA); I also setup charts and scorecards and so forth to keep track of the stats or randomize tasks or whatever to keep it interesting. Or adapt other games that other people have established, set them as parameters, fill in a few blanks, and make the scoring that much easier to keep track of when playing, making them more fun than initially implied.
Those kinds of scorecards and such also make random games like sock golf (make a sock donut and get a cup and try and sink the shot using the house or yard as a golf course) more interesting because it tracks the score, and also you can allow modifiers/multipliers depending on certain other factors. That one Beer Pong like game that's sold in stores (that also features a deck of special shots to try out) got really fun when I allowed modifying certain trick shots with more difficulty (blind firing and such), and keeping track of those. Actually made the game even more fun in the long run.
EDIT EDIT:
I might eventually take up another attempt at the Airship Excalibur except in Blender this time (since I'm learning that). It's too awesome a project to work on to let go of.