Official Ultimate Mortal Kombat 3 Pocket Kodes

Official Ultimate Mortal Kombat 3 Pocket Kodes

Author:

Publisher: Bradygames

Published: 1996

Total Pages: 172

ISBN-13: 9781566866385

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Fans of this popular video game will be highly receptive to these official pocket "kodes", designed to help make playing Mortal Kombat even easier, with great strategies and helpful tips.


Mortal Kombat III

Mortal Kombat III

Author: J. Douglas Arnold

Publisher:

Published: 1995

Total Pages: 164

ISBN-13: 9781884364143

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The ultimate guide to the most successful fighting games ever, this book Kombat Kodes, Killer Kombos, and secret moves for all 15 characters. Independent and uncensored, nothing is withheld. If it's in the game, it's in this book. Includes hundreds of captioned pictures to illustrate the toughest moves, most powerful Kombos, and bloodiest Fatalities.


Mortal Kombat III

Mortal Kombat III

Author: BradyGames Staff

Publisher: Brady

Published: 1995

Total Pages: 132

ISBN-13: 9781566863193

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Still the top fighting game, this guide will cover the updated arcade and Sony Playstation versions of Mortal Kombat III. The book features character profiles of all the new and returning characters, plus all of their new fighting moves; codes for killer kombos; game play tips and strategies; who are and how to find the hidden characters; full-screen, action screen shots; and more.


Mortal Kombat

Mortal Kombat

Author: David Church

Publisher:

Published: 2022-02-21

Total Pages: 160

ISBN-13: 9780472075225

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An introduction to one of the world's most iconic fighting games


Arcade Perfect

Arcade Perfect

Author: David L. Craddock

Publisher:

Published: 2019-09

Total Pages: 601

ISBN-13: 9781079275544

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Before personal computers and game consoles, video arcades hosted cutting-edge software consumers couldn't play anywhere else. As companies like Atari, Commodore, and Nintendo disrupted the status quo, publishers charged their developers with an impossible task: Cram the world's most successful coin-op games into microchips with a fraction of the computing power of arcade hardware.From the first Pong machine through the dystopian raceways of San Francisco Rush 2049, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room takes readers on an unprecedented behind-the-scenes tour of the decline of arcades and the rise of the multibillion-dollar home games industry.*Discover how more than 15 coin-op classics made the jump from cabinet to cartridge including Ms. Pac-Man, Street Fighter II, NBA Jam, Terminator 2, and more.*Based on research and interviews with dozens of programmers, artists, and designers. *Delve into the guts of the Atari 2600, Sega Genesis, Super NES, ZX Spectrum, and other platforms to find out how they stacked up against arcade hardware.*Read bonus interviews with John Tobias (Mortal Kombat), Ed Logg (Gauntlet, Asteroids), ex-GamePro editor Dan "Elektro" Amrich, and more.


Mortal Kombat

Mortal Kombat

Author: David Church

Publisher: University of Michigan Press

Published: 2022-02-17

Total Pages: 171

ISBN-13: 0472902628

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Upon its premiere in 1992, Midway’s Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent “fatality” moves performed by photorealistic characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world’s most iconic fighting games, and formed a transmedia franchise that continues to this day. This book traces Mortal Kombat’s history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy.


Warlords III

Warlords III

Author: Rick Barba

Publisher: Prima Games

Published: 1997

Total Pages: 244

ISBN-13: 9780761511991

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Warlords III is fully multi-player capable, providing options to play against opponents on LAN, the Internet, direct modem, hot seat, and e-mail. To keep up with this customizable game, players will need "Warlords III: The Official Strategy Guide".


The Middle Ages in Computer Games

The Middle Ages in Computer Games

Author: Robert Houghton

Publisher: Boydell & Brewer

Published: 2024-11-05

Total Pages: 373

ISBN-13: 1843847299

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Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.