Civilization Strategies and Secrets

Civilization Strategies and Secrets
Author: Jason Rich
Publisher: Sybex
Total Pages: 292
Release: 1994
Genre: Games & Activities
ISBN: 9780782115857

Civilization is the most highly rated and bestselling simulation game ever made. This book takes readers behind the scenes as they learn about this game through an interview with its creators and obtain insight into the best strategies to use. The book helps the computer user install the software, discusses secrets, "cheat keys", and programs and unlocks hidden strategies.

Official Doom Survivor's Strategies and Secrets

Official Doom Survivor's Strategies and Secrets
Author: Jonathan Mendoza
Publisher:
Total Pages: 340
Release: 1994
Genre: Computers
ISBN: 9780782115468

The official manual and reference to Doom, this guide is filled with little-known facts, insider information, winning strategies, detailed maps, and a wealth of other information to greatly enhance one's enjoyment of the game and appreciation of the massive Doom universe.

Monstrous Forms

Monstrous Forms
Author: Adam Charles Hart
Publisher: Oxford University Press
Total Pages: 273
Release: 2019-11-01
Genre: Performing Arts
ISBN: 0190916265

It makes us jump. It makes us scream. It haunts our nightmares. So why do we watch horror? Why do we play it? What could possibly be appealing about a genre that tries to terrify us? Why would we subject ourselves to shriek-inducing shocks, or spend dozens of hours watching a television show about grotesque flesh-eating monsters? Monstrous Forms offers a theory of horror that works through the genre across a broad range of contemporary moving-image media: film, television, video games, YouTube, gifs, streaming, virtual reality. This book analyzes our experience of and engagement with horror by focusing on its form, paying special attention to the common ground, the styles and forms that move between mediums. It looks at the ways that moving-image horror addresses its audiences, the ways that it elicits, or demands, responses from its viewers, players, browsers. Camera movement (or "camera" movement), jump scares, offscreen monsters-horror innovates and perfects styles that directly provoke and stimulate the bodies in front of the screen. Analyzing films including Paranormal Activity, It Follows, and Get Out, video games including Amnesia: The Dark Descent, Layers of Fear, and Until Dawn, and TV shows including The Walking Dead and American Horror Story, Monstrous Forms argues for understanding horror through its sensational address, and dissects the forms that make that address so effective.

Masters of Doom

Masters of Doom
Author: David Kushner
Publisher: Random House Trade Paperbacks
Total Pages: 361
Release: 2004-05-11
Genre: Biography & Autobiography
ISBN: 0812972155

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

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.

Debugging Game History

Debugging Game History
Author: Henry Lowood
Publisher: MIT Press
Total Pages: 465
Release: 2024-02-06
Genre: Games & Activities
ISBN: 0262551101

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

Heretic

Heretic
Author: Ed Dille
Publisher: Boxtree
Total Pages: 260
Release: 1995
Genre: Games & Activities
ISBN: 9780761500353

Replayed

Replayed
Author: Henry Lowood
Publisher: JHU Press
Total Pages: 377
Release: 2023-06-06
Genre: Technology & Engineering
ISBN: 1421445956

A leading voice in technology studies shares a collection of essential essays on the preservation of software and history of games. Since the early 2000s, Henry Lowood has led or had a key role in numerous initiatives devoted to the preservation and documentation of virtual worlds, digital games, and interactive simulations, establishing himself as a major scholar in the field of game studies. His voluminous writings have tackled subject matter spanning the history of game design and development, military simulation, table-top games, machinima, e-sports, wargaming, and historical software archives and collection development. Replayed consolidates Lowood's far-flung and significant publications on these subjects into a single volume.

Doom Battlebook

Doom Battlebook
Author: Rick Barba
Publisher: Prima Games
Total Pages: 292
Release: 1995
Genre: Games & Activities
ISBN: 9780761503620

Secret experiments on Mars' moon Phobos have torn open a hole in space, swallowing its companion moon Deimos and letting loose all the imps, demons, lost souls, monsters, and mutantsfrom hell. As a space trooper with a variety of weapons and technological artifacts at your disposal, it all comes down to tough-slugging battle tactics, lightning reflexes, and superior maneuvers of all kinds. Will you defeat the evil hordes, or fall in gruesome defeat? Get the inside tips in the "Doom Battlebook" and your destiny is secure! This book gives you: Hints, clues, and outright solutions to all of the cruelly mind-bending puzzles Strategies to help you get more bang out of each of your weapons Maps showing all the mazes and hidden rooms Coverage of all nine new levels of play, including the secret level!Know thine enemy! Why walk into battle like a lamb to the slaughter? "Doom Battlebook" gives you the power to wipe out the evil minions for good!