Duke Nukem Does the Internet

Duke Nukem Does the Internet
Author: Duke Nukem
Publisher:
Total Pages: 338
Release: 1997
Genre: Computers
ISBN: 9780782120387

The Internet is the most glorious place on Earth for gamers. Up until now, gamers had to slog through boring manuals or learn by expensive trail-and-error how to "really" use the Internet. Now, one of the Cyber Era's greatest heroes has written a "no-holds-barred" book to help gamers learn the REAL Internet, the COOL Internet, and have fun while they are doing it.

Duke Nukem

Duke Nukem
Author: Joe Epstein
Publisher: BradyGames
Total Pages: 0
Release: 2011
Genre: Computer games
ISBN: 9780744012972

BradyGames' Duke Nukem: Forever Official Strategy Guide includes the following: BradyGames will help Duke save the world from the aliens and save all of Earth's women. Hail to the King, baby! - Complete walkthrough of the entire game. - Comprehensive multiplayer coverage. - Area maps for every location in the game. - Complete enemy listing and stats.

Duke Nukem 64

Duke Nukem 64
Author: Steve Smith
Publisher: Prima Games
Total Pages: 0
Release: 1997
Genre: Duke Nukem (Game)
ISBN: 9780761508809

Mutants and miscreants are roaming Los Angeles and it's up to you to rescue the babes. You can't survive in this depraved city without "Duke Nukem 64: The Official Strategy Guide." Inside you will find: Complete walkthroughs All the Babes uncovered Secret levels revealed Maps of all the levels Duke's Black Book of Weaponry

Blood, Sweat, and Pixels

Blood, Sweat, and Pixels
Author: Jason Schreier
Publisher: HarperCollins
Total Pages: 312
Release: 2017-09-05
Genre: Business & Economics
ISBN: 0062651242

NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

Gamer Army

Gamer Army
Author: Trent Reedy
Publisher: Scholastic Inc.
Total Pages: 267
Release: 2018-11-27
Genre: Juvenile Fiction
ISBN: 1338045318

In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.

Duke Nukem

Duke Nukem
Author: Monte Fontenot
Publisher: Bradygames
Total Pages: 0
Release: 2000
Genre: Computer adventure games
ISBN: 9780744000146

BradyGAMES Duke Nukem: Land of the Babes Official Strategy Guide Features: WALKTHROUGHS--Your guide through every level. Complete each objective and find all the secrets! WEAPONS & ITEMS--An exhaustive rundown of the guns and goodies in the land of the babes! DUKE MATCH--Waste your opponents with cunning deathmatch strategy! CHEATS--Unlock them all!

Shadow Warrior Strategies and Secrets

Shadow Warrior Strategies and Secrets
Author: Jonathan Mendoza
Publisher: Sybex
Total Pages: 324
Release: 1997
Genre: Games & Activities
ISBN: 9780782117950

Shadow Warrior employs the award-winning 3-D polygon-rendering engine which goes beyond DOOM and others, and allows for a full six degrees of freedom. This is the only officially authorized and exclusive guide to the game. Interviews with developers and all the game cheats and special hints can only be found in this guide to the game.

The Duke Nukem 3D Level Design Handbook

The Duke Nukem 3D Level Design Handbook
Author: Matt Tagliaferri
Publisher: Sybex Incorporated
Total Pages: 335
Release: 1996
Genre: Games
ISBN: 9780782118698

ee's runaway shareware hit, Duke Nukem 3D, this book includes instruction tips on using the level editing tools provided by Apogee on the companion disk.

Masters of Doom

Masters of Doom
Author: David Kushner
Publisher: Random House
Total Pages: 394
Release: 2003-04-24
Genre: Biography & Autobiography
ISBN: 1588362892

Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
Total Pages: 233
Release: 2014-12-02
Genre: Education
ISBN: 1466886420

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.