Return to Castle Wolfenstein

Return to Castle Wolfenstein
Author:
Publisher: Prima Games
Total Pages: 244
Release: 2001
Genre: Games & Activities
ISBN: 9780761537991

Pierce the heart of the Third Reich! - Detailed single-player mission walkthroughs - Special color insert covers basics and maps - Comprehensive enemy info - Detailed stats for every weapon and item - Secret Areas and Treasure Items revealed - Multiplayer tactics covering objectives, character classes, and special abilities for both Axis and Allies

Return to Castle Wolfenstein

Return to Castle Wolfenstein
Author: Krzysztof Szulc
Publisher: Litres
Total Pages: 72
Release: 2020-08-04
Genre: Computers
ISBN: 5042746838

Wszystko co chcielibyście wiedzieć o Return to Castle Wolfenstein, ale boicie się zapytać. Solucja, lista sekretów, opis wrogich jednostek i oddanego do naszej dyspozycji arsenału broni, to to, co znalazło się w tym poradniku. Return to Castle Wolfenstein – poradnik do gry zawiera poszukiwane przez graczy tematy i lokacje jak m.in. Mission 3: Part 1 Mission 3: Part 2 Mission 2: Part 4 Mission 1: Part 1 Mission 7: Part 3 Mission 2: Part 2 Mission 2: Part 1 Mission 2: Part 3 Mission 4: Part 3 Mission 2: Part 5 Informacja o grze Sequel legendarnej gry akcji/FPS, Wolfenstein 3D. Jego akcja przenosi nas do czasów II Wojny Światowej, gdzie pod postacią agenta B.J. Blazkowicza będziemy eksplorować wielki niemiecki zamek pełen groźnych wrogów. Gra Return to Castle Wolfenstein, ciepło przyjęta zarówno przez krytyków, jak i graczy, to przedstawiciel gatunku strzelanin. Tytuł wydany został w Polsce w 2001 roku i dostępny jest na platformie PC. Wersja językowa oficjalnie dystrybuowana na terenie kraju to: angielska.

Running Linux

Running Linux
Author: Matt Welsh
Publisher: "O'Reilly Media, Inc."
Total Pages: 700
Release: 2003
Genre: Computers
ISBN: 9780596002725

Welsh's guide has everything users need to understand, install, and start using the Linux operating system. New topics covered include laptops, cameras, scanners, sound, multimedia, and more.

Return to Castle Wolfenstein

Return to Castle Wolfenstein
Author: Michael Littlefield
Publisher: Prima Lifestyles
Total Pages: 0
Release: 2003
Genre: Video games
ISBN: 9780761542711

Overthrow Hitler's evil empire. - Lethal combat tactics - Detailed maps of all levels - A step-by-step walkthrough for each deadly mission - Comprehensive weapons stats for the entire arsenal of destruction - Precise locations of every secret area and how to access them

Return to Castle Wolfenstein (PS2 and Xbox)

Return to Castle Wolfenstein (PS2 and Xbox)
Author:
Publisher: Prima Games
Total Pages: 196
Release: 2003
Genre: Business & Economics
ISBN: 9780761540786

Overthrow Hitler's evil empire. - Lethal combat tactics for single-player, co-op, and multiplayer modes - Comprehensive weapon stats for the entire arsenal of destruction - Detailed maps of all single- and multiplayer levels - Precise locations of every secret area and how to access them - Step-by-step walkthroughs for all of the action-packed single- and multiplayer missions

The Art of Wolfenstein II: The New Colossus

The Art of Wolfenstein II: The New Colossus
Author: MachineGames
Publisher: Dark Horse Comics
Total Pages: 188
Release: 2018-01-09
Genre: Games & Activities
ISBN: 1506705286

Immerse yourself in a world brought to life by unforgettable characters in a 1960s America flipped upside down by Nazi occupation! Overflowing with concept art, production material, and exclusive commentary from the creators of the newest entry in the epochal action franchise, this beautiful hardcover belongs in the collection of freedom fighters, gamers, and art fans everywhere! Dark Horse Books, Machine Games, and Bethesda Softworks are proud to present the perfect companion to Wolfenstein II: The New Colossus.

SPIN

SPIN
Author:
Publisher:
Total Pages: 118
Release: 2002-01
Genre:
ISBN:

From the concert stage to the dressing room, from the recording studio to the digital realm, SPIN surveys the modern musical landscape and the culture around it with authoritative reporting, provocative interviews, and a discerning critical ear. With dynamic photography, bold graphic design, and informed irreverence, the pages of SPIN pulsate with the energy of today's most innovative sounds. Whether covering what's new or what's next, SPIN is your monthly VIP pass to all that rocks.

Game Engine Black Book: DOOM

Game Engine Black Book: DOOM
Author: Fabien Sanglard
Publisher: Software Wizards
Total Pages: 432
Release:
Genre: Computers
ISBN:

It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.

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.