SimCity 2000

SimCity 2000

Author: Nick Dargahi

Publisher: Prima Games

Published: 1995

Total Pages: 516

ISBN-13: 9780761500759

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The smash hit SimCity 2000 has been revised. This book covers the new CD-ROM version as well as Windows version, urban renewal kit and new utilities.


SimCity 2000

SimCity 2000

Author: Nick Dargahi

Publisher: Prima Games

Published: 1994

Total Pages: 460

ISBN-13: 9781559581929

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This insider's guide to the richly expanded new version of SimCity explains how the simulation "thinks", details strategies for enhanced play, and discusses real-world parallels to the game's models. Simulation expert Dargahi has spent hours talking to the game designers to provide readers with the best understanding of this fascinating new product.


SimCity 2000 Strategies and Secrets

SimCity 2000 Strategies and Secrets

Author: Daniel A. Tauber

Publisher: Sybex

Published: 1995

Total Pages: 356

ISBN-13: 9780782116649

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This is the only book on the market that covers all three versions of SimCity 2000--DOS, Windows, and Mac. The book provides the new user with an easy introduction to SimCity 2000's basic viewing and operating techniques, and will provide the more experienced user with tips to help make the most of SimCity 2000.


Revolutionizing the 486

Revolutionizing the 486

Author: Conrad Riker

Publisher: Conrad Riker

Published: 101-01-01

Total Pages: 229

ISBN-13:

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Remember the golden years of gaming with the Intel 486? Now relive the excitement with our expertly curated tales! Struggling to recall your favorite game from the 486 era? Miss the thrill of overclocking your 486 and achieving more power for less? Could you use a dose of nostalgia for the simpler times when Windows 3.1 and Doom ruled the gaming world? 1. Unlock the secrets of the Intel 486 chip and how it transformed the gaming industry. 2. Discover the origins of overclocking and how it shaped the performance of early gaming computers. 3. Relive the excitement of Windows 3.1, the software that brought the P.C. into mainstream popularity. 4. Witness the rise of Doom, the groundbreaking game that changed the face of 3D gaming forever. 5. Uncover how the rise of C.D.-R.O.M.s revolutionized game distribution and multimedia content. 6. Explore the rise and impact of popular web browsers, making the internet more accessible and visually appealing. 7. Find out how Sound Blaster cards transformed gaming audio and became synonymous with high-quality gaming experiences. 8. Immerse yourself in the history and legacy of the 486 era, from its hardware advancements to the cultural shifts it brought about in gaming and personal computing. If you're yearning for a nostalgic trip down memory lane and want to rekindle your love for the 486 era, then look no further! Dive in and purchase 'Revolutionizing the 486: Nostalgic Tales from the Dawn of Modern Gaming' today!


The Official SimCity 2000 Planning Commission Handbook

The Official SimCity 2000 Planning Commission Handbook

Author: Peter Spear

Publisher: McGraw-Hill Companies

Published: 1994

Total Pages: 244

ISBN-13: 9780078819506

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SimCity 2000 is an entirely new game that continues the SimCity tradition but with more depth, more control over your cities, more complexity, and with some of the best graphics you'll ever see.


Computer Games

Computer Games

Author: Blair Carter

Publisher: Nova Publishers

Published: 2002

Total Pages: 182

ISBN-13: 9781590335260

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Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.


City A-Z

City A-Z

Author: Steve Pile

Publisher: Psychology Press

Published: 2000

Total Pages: 346

ISBN-13: 0415207274

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A unique compendium by an international team of contributers which opens up the reader to surprise twists of the imagination, new forms of criticism and to new ways of finding ourselves in fragments of the urban.


Engineering Play

Engineering Play

Author: Mizuko Ito

Publisher: MIT Press

Published: 2012-02-10

Total Pages: 247

ISBN-13: 026229155X

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How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning. Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In Engineering Play, Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play. Ito gives an account of a pivotal period in the 1980s and 1990s, which saw the rise of a new category of consumer software designed specifically for elementary school-aged children. “Edutainment” software sought to blend various educational philosophies with interactive gaming and entertainment, and included such titles as Number Munchers, Oregon Trail, KidPix, and Where in the World Is Carmen Sandiego?. The children's software boom (and the bust that followed), says Ito, can be seen as a microcosm of the negotiations surrounding new technology, children, and education. The story she tells is both a testimonial to the transformative power of innovation and a cautionary tale about its limitations.


SimCity 3000

SimCity 3000

Author: Daniel A. Tauber

Publisher: Sybex

Published: 1999

Total Pages: 198

ISBN-13: 9780782121261

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"SimCity 2000 Strategies and Secrets" sold close to 100,000 copies. SimCity 3000 is the third major release of the game, incorporating the latest 3D graphics technology and running "mini-simulations" within the simulation. This new book covers all the new features of the game, including multi-player capabilities.


More than a game

More than a game

Author: Barry Atkins

Publisher: Manchester University Press

Published: 2013-07-19

Total Pages: 180

ISBN-13: 1847795587

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This electronic version has been made available under a Creative Commons (BY-NC-ND) open access license. The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon.