Official Ultimate Mortal Kombat 3 Pocket Kodes


Book Description

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


Book Description

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


Book Description

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 3


Book Description




Mortal Kombat


Book Description

With the help of the Thunder god Rayden, three young humans compete in the ultimate martial arts tournament--fighting monk Liu Kang, movie star Johnny Cage, and Sonya Blade, a Special Forces agent--to defeat the evil Goro and the forces of sorcerer Shang Tsung. Original. Movie tie-in.




Mortal Kombat


Book Description

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


Book Description

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


Book Description

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.




Fifty Key Video Games


Book Description

This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.