Grand Theft Auto III

Grand Theft Auto III

Author: Tim Bogenn

Publisher: Bradygames

Published: 2001

Total Pages: 44

ISBN-13: 9780744000986

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BradyGames Grand Theft Auto 3 Official Strategy Guide provides detailed strategies for the gangland missions and side missions in the game. Comprehensive walkthrough including in-depth coverage of weapons, character moves, vehicles, and bosses. Secrets and cheats revealed to uncover mysteries and multi-layered missions interspersed in the game story.


Grand Theft Auto III - Strategy Guide

Grand Theft Auto III - Strategy Guide

Author: GamerGuides.com

Publisher: Gamer Guides

Published: 2015-11-07

Total Pages: 131

ISBN-13: 163041672X

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Rockstar's third entry to the timeless Grand Theft Auto series was a marvel on so many levels. The first 3D game that allowed you to cause havoc in an open-world stirred up more than just controversy; it also stirred the hearts of many gamers when it was released on the PS2. With it now home on also the original Xbox, PC, iOS and Android-based systems, we felt it was time to relive those wonderful moments and take you through its sandbox once again. Inside our guide you'll find: - How to beat every story mission. - The best ways to conquer all the numerous side-missions with ease. - Where to locate every Hidden Package. - All 20 Stunt Jump locations. - Conquer every Rampage, Taxi, Ambulance, Vigilante and Firefighter mission. - A list of every cheat code! - And the game's coolest Easter Eggs.


Grand Theft Auto

Grand Theft Auto

Author: Tim Bogenn

Publisher: Bradygames Signature

Published: 2003

Total Pages: 180

ISBN-13: 9780744001945

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Bogenn provides expert strategies that show gamers the steps to climbing the ladder of crime, along with complete coverage of every mission, including side missions. Detailed maps of Vice City show locations of important items and weapons. Cool game secrets, tips, and cheat codes are revealed.


The Meaning and Culture of Grand Theft Auto

The Meaning and Culture of Grand Theft Auto

Author: Nate Garrelts

Publisher: McFarland

Published: 2014-07-15

Total Pages: 265

ISBN-13: 0786483482

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The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA). Part One of the book discusses the fears, lawsuits, legislative proposals, and other public reactions to Grand Theft Auto, detailing the conflict between the developers of adult oriented games and various new forms of censorship. Depictions of race and violence, the pleasure of the carnivalistic gameplay, and the significance of sociopolitical satire in the series are all important elements in this controversy. It is argued that the general perception of digital changed fundamentally following the release of Grand Theft Auto III. The second section of the book approaches the games as they might be studied absent of the controversy. These essays study why and how players meaningfully play Grand Theft Auto games, reflecting on the elements of daily life that are represented in the games. They discuss the connection between game space and real space and the many ways that players mediate the symbols in a game with their minds, computers, and controllers.


Jacked

Jacked

Author: David Kushner

Publisher: Wiley

Published: 2012-04-03

Total Pages: 304

ISBN-13: 9780470936375

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Inside the making of a videogame that defined a generation: Grand Theft Auto Grand Theft Auto is one of the biggest and most controversial videogame franchises of all time. Since its first release in 1997, GTA has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming. Despite its incredible innovations in the $75 billion game industry, it has also been a lightning rod of debate, spawning accusations of ethnic and sexual discrimination, glamorizing violence, and inciting real-life crimes. Jacked tells the turbulent and mostly unknown story of GTA's wildly ambitious creators, Rockstar Games, the invention and evolution of the franchise, and the cultural and political backlash it has provoked. Explains how British prep school brothers Sam and Dan Houser took their dream of fame, fortune, and the glamor of American pop culture and transformed it into a worldwide videogame blockbuster Written by David Kushner, author of Masters of Doom and a top journalist on gaming, and drawn from over ten years of interviews and research, including firsthand knowledge of Grand Theft Auto's creators and detractors Offers inside details on key episodes in the development of the series, including the financial turmoil of Rockstar games, the infamous "Hot Coffee" sex mini-game incident, and more Whether you love Grand Theft Auto or hate it, or just want to understand the defining entertainment product of a generation, you'll want to read Jacked and get the real story behind this boundary-pushing game.


Grand Theft Auto

Grand Theft Auto

Author: Tim Bogenn

Publisher: BradyGames

Published: 2003-11

Total Pages: 0

ISBN-13: 9780744003550

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BradyGames' Grand Theft Auto Double Pack Official Strategy Guidefeatures complete coverage of both Grand Theft Auto IIIand Grand Theft Auto: Vice Citygames. Expert mission strategies to complete each challenge. Detailed vehicle coverage of every sweet ride in both games. Exhaustive maps that pinpoint all items in both games. Plus, hidden packages, rampages, and other secrets and bonuses!


Vintage Games

Vintage Games

Author: Bill Loguidice

Publisher: Taylor & Francis

Published: 2012-08-21

Total Pages: 603

ISBN-13: 1136137572

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Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.


Grand Theft Childhood

Grand Theft Childhood

Author: Lawrence Kutner

Publisher: Simon and Schuster

Published: 2008-04-15

Total Pages: 275

ISBN-13: 1416564691

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Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.


Kabuki Warriors

Kabuki Warriors

Author: Doug Trueman

Publisher: Bradygames

Published: 2001

Total Pages: 0

ISBN-13: 9780744001181

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Kabuki Warriors, a new title for the Xbox system, is a 3D fighting game inspired by classic Japanese theater. Players command a troop of Kabuki warriors, as they attempt to travel across Japan, from the area of Edo to Kyoto. As they journey, gamers will encounter many obstacles. They will have to fight other Kabuki troops and win the favor of the crowds to receive money. In addition, recruiting the best members of defeated Kabuki troops will be key in forming the most powerful samurai warriors. There are over 24 characters, each with different weapons, unique abilities and attacks like fireballs, fire storms, lightning, and tornadoes. Skilled sword gameplay and dramatic moves will be vital for the numerous competitions that take place on stages across Japan. The game also has many modes of play including, Adventure, Time Attack, Tournament, and Versus. Not Final Cover.