Author: Nick Dargahi
Publisher: Prima Games
ISBN: 9780761500759
Category : Games & Activities
Languages : en
Pages : 516
Book Description
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
Author: Nick Dargahi
Publisher: Prima Games
ISBN: 9780761500759
Category : Games & Activities
Languages : en
Pages : 516
Book Description
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.
Publisher: Prima Games
ISBN: 9780761500759
Category : Games & Activities
Languages : en
Pages : 516
Book Description
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
Author: Nick Dargahi
Publisher: Prima Games
ISBN: 9781559581929
Category : Games & Activities
Languages : en
Pages : 460
Book Description
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.
Publisher: Prima Games
ISBN: 9781559581929
Category : Games & Activities
Languages : en
Pages : 460
Book Description
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
Author: Daniel A. Tauber
Publisher: Sybex
ISBN: 9780782116649
Category : Computers
Languages : en
Pages : 356
Book Description
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.
Publisher: Sybex
ISBN: 9780782116649
Category : Computers
Languages : en
Pages : 356
Book Description
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
Author: Conrad Riker
Publisher: Conrad Riker
ISBN:
Category : Computers
Languages : en
Pages : 229
Book Description
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!
Publisher: Conrad Riker
ISBN:
Category : Computers
Languages : en
Pages : 229
Book Description
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
Author: Peter Spear
Publisher: McGraw-Hill Companies
ISBN: 9780078819506
Category : Games & Activities
Languages : en
Pages : 244
Book Description
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.
Publisher: McGraw-Hill Companies
ISBN: 9780078819506
Category : Games & Activities
Languages : en
Pages : 244
Book Description
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
Author: Blair Carter
Publisher: Nova Publishers
ISBN: 9781590335260
Category : Games & Activities
Languages : en
Pages : 182
Book Description
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.
Publisher: Nova Publishers
ISBN: 9781590335260
Category : Games & Activities
Languages : en
Pages : 182
Book Description
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.
SimCity 3000
Author: Daniel A. Tauber
Publisher: Sybex
ISBN: 9780782121261
Category : Computers
Languages : en
Pages : 198
Book Description
"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.
Publisher: Sybex
ISBN: 9780782121261
Category : Computers
Languages : en
Pages : 198
Book Description
"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.
Engineering Play
Author: Mizuko Ito
Publisher: MIT Press
ISBN: 026229155X
Category : Education
Languages : en
Pages : 247
Book Description
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.
Publisher: MIT Press
ISBN: 026229155X
Category : Education
Languages : en
Pages : 247
Book Description
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.
City A-Z
Author: Steve Pile
Publisher: Psychology Press
ISBN: 0415207274
Category : Cities and towns
Languages : en
Pages : 346
Book Description
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.
Publisher: Psychology Press
ISBN: 0415207274
Category : Cities and towns
Languages : en
Pages : 346
Book Description
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.
More than a game
Author: Barry Atkins
Publisher: Manchester University Press
ISBN: 1847795587
Category : Literary Criticism
Languages : en
Pages : 180
Book Description
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.
Publisher: Manchester University Press
ISBN: 1847795587
Category : Literary Criticism
Languages : en
Pages : 180
Book Description
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.