Quake Authorized Strategy Guide

Quake Authorized Strategy Guide
Title Quake Authorized Strategy Guide PDF eBook
Author BradyGames Staff
Publisher Bradygames
Pages 172
Release 1996
Genre Games & Activities
ISBN 9781566864947

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Now users can discover all the best strategies for playing Quake, the incredible sequel to the blockbuster bestselling game DOOM. Focusing on superior game play, this guide includes information for controlling the characters and all the weapons, detailed maps with locations of special items, and more.

Quake Strategy Guide

Quake Strategy Guide
Title Quake Strategy Guide PDF eBook
Author Kip Ward
Publisher Prima Games
Pages 244
Release 1996
Genre Games & Activities
ISBN 9780761505327

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Quake! is destined to be the smash-hit sequel to Doom and Doom II. Now, this guide provides strategies necessary to complete the game, plus inside information about how the computer artificial intelligence creates opportunities for success. Maps for early levels are included, along with hints as to where "encounters" and "treasures" lurk, and more.

Quake

Quake
Title Quake PDF eBook
Author Kevin Perry
Publisher Ventana Communications Group
Pages 240
Release 1996
Genre Games & Activities
ISBN 9781566046084

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Authorized Guide to Quake II

Authorized Guide to Quake II
Title Authorized Guide to Quake II PDF eBook
Author Brady Games
Publisher Bradygames
Pages 204
Release 1997-11
Genre Games & Activities
ISBN 9781566867313

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A guide to offer players of Quake II all the maps, walkthroughs and secrets they need to defeat the many beasties stalking the halls of terror. It also includes strategies to use against the artificial intelligence of these enemies, plus solutions to the mind-twisting puzzles.

Quake 64, Authorized Strategy Guide

Quake 64, Authorized Strategy Guide
Title Quake 64, Authorized Strategy Guide PDF eBook
Author BradyGames Staff
Publisher Bradygames
Pages 112
Release 1998
Genre
ISBN 9781566867290

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Rise through each level and develop killer strategies for Quake 64 with the help of this strategy guide. Complete level maps show the locations of all the hidden areas, special items, and power-ups. The game will have 25 single player levels and six death-match levels.

Quake Game Secrets

Quake Game Secrets
Title Quake Game Secrets PDF eBook
Author Kip Ward
Publisher Prima Games
Pages 116
Release 1996
Genre Games & Activities
ISBN 9780761509080

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"Quake is the shattering sequel to the famous "DOOM" from id Software. This book covers all of the shareware levels and every secret of "Quake". It gives a complete walkthrough and description of every item, monster and power up.

Cheating

Cheating
Title Cheating PDF eBook
Author Mia Consalvo
Publisher MIT Press
Pages 241
Release 2009-08-21
Genre Games & Activities
ISBN 026225011X

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A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry. The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players. Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.