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VIDEO GAMES BOOKS
Posted in Video Games (Friday, November 21, 2008)
Written by Elizabeth Hollinger. By Prima Games.
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5 comments about Pokemon: Prima's Official Strategy Guide.
- Hey, I'm a girl. Yes that's right. And no, I'm not a tomboy. Usually only boys or tomboys play with Pokemon, but not me. I lurve it! I bought it and it really helped me! The maps and Pokemon info were amazing! To that guy who said his friend helped him through the whole game: and where did your friend figure out all the info? I'll bet he got it from this book. This book is awesome. A must have for any Pokemon Game Boy fan!! :-)
- I love this toy and I cannot beat the game with out it!anyone who love pokemon and cant beat any game should hava every one!
- They called Moltres "Moltos" but only once because they spelled it the right way in the back of the book. The maps and quick and dirty path were very helpful. The one thing I would like to see is trainer tables. That way, you know which trainers are which and what Pokemon they use. In Prima's Gold/Silver guide, this feature was included. In this game, the pokemon that the trainers use is a total mystery. The makers of the book should have thought about the trainer table idea when they wrote it.
- Pokemon Return of the Squirtle Squad
Would you like to be saved by the Squirtle Squad? In this book the squad saves all the Pokemon from Team Rocket. I love this book because Ash thinks Squirtle is the best pet. Student from G.P.
- Don't know where to go to next, don't have a clue what you are doing. Look for this strategy guide and you'll find all the help you need to beat these two great games. I you ever buy Pokemon blue or red, make sure you get the strategy guide, and don't end of have a nervous breakdown, because you don't know what to do next. The only way I ever had a chance at beating this game was by buying the guide to help me. It helps you through all of the rough a tough spots in the game. A must have, ( only if you own 1 of these games).
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Posted in Video Games (Friday, November 21, 2008)
Written by Jonathan S. Harbour. By Course Technology PTR.
The regular list price is $29.99.
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5 comments about Beginning Java 5 Game Programming.
- I first bought Jon's book Game Programming all in one. Creating games in Allegro was fun and put me on a track that has not stopped. When I found out (per his website) that he had a game book on Java coming out I was excited because I am hoping to getting a job Java programming very soon. He does not teach you how to program in Java but instead shows you how to create games you would love to play in a simple, entertaining and productive way. I was able to breeze through the book and start playing around with vector graphics and sprites to test out how Java would implement them. The side effect is that you will be learning the language while creating something you can show.
If you don't have some knowledge you feel you will need to use this book, I would recommend buying another Java book to keep by your side to answer any questions that the book may not answer for you.
- This book is true to its name, since it is truly beginning Java game programming. However, I really coudn't find anything that was unique to Java 5 in the contents. Part one is actually a tutorial on the Java programming language from the perspective of what you need to know to write your own 2D game. It really is too shallow and too focused on just those parts of Java that are required to write games to be helpful to a complete Java novice. If you are a beginner to Java, you should consult "Core Java" or "Learning Java" to learn the actual Java language basics first.
Part two is particularly good for beginning game programmers who already know Java, as the chapters boil down what is necessary for programming a simple 2D game in Java complete with sound effects. The author does a good job of explaining Java2D, threads, and the concept of a game loop. I particularly liked his succinct treatment of creating a framework for Java games. He does a better job of explaining what a software framework is than many books I've read that are dedicated to the subject. He tops off part two by writing a complete 2D game in Java named "Galactic War", which you can actually play in applet form if you go to the author's website.
In summary, I would recommend this book if you already understand the basics of the Java language, need more instruction on its basic multimedia capabilities, and would like to learn those capabilities through the fun activity of building a 2D game. If you would like a more advanced book on Java game programming after you finish this one, try the excellent "Killer Game Programming in Java" by Davison. I notice Amazon does not show the table of contents, so I do that next:
Part I: Java for Beginners
Chapter 1 Getting Started with Java 5
Chapter 2 Java Programming Essentials
Chapter 3 Keyboard and Mouse Input
Chapter 4 Sound Effects and Music
Chapter 5 Creating Your First Java Game
Part II: Java 2-D Game Programming
Chapter 6 Java 2-D--Vector Graphics and Bitmaps
Chapter 7 The Game Loop, Timing, and Threads
Chapter 8 Basic 2-D Actors--the Infamous "Sprite"
Chapter 9 Advanced Sprite Programming--Animation
Chapter 10 Creating a Java Game Framework
Chapter 11 Enhancing and Polishing Galactic War
Chapter 12 Deploying Java Games on the Web
Part III: Appendices
Appendix A Chapter Quiz Answers
Appendix B Recommended Books and Web Sites
- I spent a half hour looking through this and it's definitely on the basic side, but even then is fairly thin coverage, and it really doesn't cover the new Java 5 features (over Java 1.4.2) very well at all. I saw several things in the code that I generally see other experienced Java programmers recommend against, but they're not horrible errors or even in the poor programming category. This is probably because, based on the author's own bio, it appears that he's not a regular Java programmer. A little more experience and research on Java 5 might have helped make the code and technical details better. He does appear to know game programming, though, and spends the whole book working on a 2D arcade game (asteroids clone I believe), which is ok I suppose, but it's only one topic in 2D.
Anyway, this book is for beginners to game programming AND Java, and seems to do an alright job of it. It's not a bad book, but it's not great either. My personal feeling is still that a good Java programming book will NOT focus on teaching Java, but game programming IN Java. Teach the io, sound, and graphics APIs, but not the core language at all. This is just another "intro to Java programming using a game as an example" book, of which there are already several. Saying it's Java 5 doesn't make it any different.
Book publishers -- I will hearily endorse a game programming in Java book (or books, 2 volumes might be required) that presents more than one game type and covers all the relevant topics: io, sound (2D and 3D), graphics (2D and 3D), ai (2D and 3D), multi-user (MMOG and small client/server), art assets (2D and 3D), tools, and libraries. I probably forgot a topic or two there. But I *purposely* left out 'how to get a job in the game business' or 'how to sell your game'. Make the book(s) technical. This book would be a starting point for something like that, but I honestly can't give this one a 5 or even a 4 as it's only an average book and isn't special enough to stand out from the crowd.
- I think I'm probably right in the target audience for this book, and I think it did a great job at what it sets out to do. There's a bit of a Java review at the beginning, but this so-called "intro to Java" is focused on game making from the very first pages. Don't think that there's enough Java teaching here to get by if you've never done Java before. He covers a couple of topics essential to gaming that many might not have covered in a previous class, like getting keyboard and mouse input, but if you don't know your applet from a hole in the ground, you'd better start somewhere else.
Harbour is great at explaining difficult concepts in an accessible way. If you work through the code in the book, you'll pick up a whole lot of valuable info. I did, reading through the book twice along the way, and I got a whole lot out of the experience.
If I had to give a couple of criticisms, I'd say that I would have liked this book to be a few hundred pages longer. Harbour touches on so many important topics and gives you the basics, but I'd love to have more from him on all these topics. Maybe a sequel with more depth/advanced topics? If I could have those extra pages, I'd also like it if they were devoted to a different type of game. This book takes you in detail through one game project, beginning to end, but it would have been helpful to get some strategies for dealing with other game types. Don't get me wrong--it's a great idea to work through a project to finish it in such detail. And of course, a lot of the topics can be applied to other games.
I'd definitely recommend this one to anyone like me, with a Java foundation looking for a way to apply it to more interesting programming topics beyond the "toy" projects they assign in most programming classes. Read this book, and then go on to _Killer Game Programming in Java_ by Andrew Davison. That one's a lot tougher than this one and covers more advanced topics without much of any Java review, and I think they make good companion volumes. Now if I could just find the right J2ME games book . . .
- I've been working through the book, and there are some interesting and educational concepts. The book assumes you have some strength with Java, and doesn't take the time to hold your hand through some of the more difficult concepts (I found that some areas from time to time could use clarification, so you'll need to do a little outside research.)
The examples, and the game itself, is fun and simplistic. Jonatahn Harbour seems to have a zeal for the material that is evident in the writing.
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Posted in Video Games (Friday, November 21, 2008)
Written by Double Jump Publishing. By Double Jump Publishing.
The regular list price is $9.99.
Sells new for $4.99.
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4 comments about Phantom Brave: The Official Strategy Guide.
- I was really surprised by the book's size. It's really small and I don't mean content wise. I'm talking about height and width. This thing's tiny, but it's colorful and in my opinion beautiful. It's very helpful providing many hints for the storyline battles. The line at the back of the book basically tells you what this book's for. To get EVERYTHING. It has charts for skills, characters, and items in the back. They even realize there are a few things that aren't done being researched and they tell you that it will later be included in their website.
- And that's exactly what you'll do to Phantom Brave after you've invested in this guide. This is by far the most comprehensive strategy guide I've seen! It may be tiny (height and width wise) but it goes to show that big things come in small packages.
If you're having any trouble with Phantom Brave, this is the guide to get! The walkthrough is DETAILED... VERY DETAILED. If you say this is a bad guide, you must be reading it upside down.
Speaking of upside down, there actually is a section that is printed upside down intentionally. This is the section that has the spoilers and such. It's printed upside down for good measure too. How many times have you casually flipped through a strategy guide and seen a "certain something" happening to a "certain somebody" (BradyGames FFVII guide anyone?); or even worse: an ending spoiled? This guide prevents that and even at the top of these pages it says in big bold red letters "SPOILERS".
The walkthrough is the most incredible aspect of the guide. Most guides are decorated with tons of artwork to take up space. Well not this one! This guide has text virtually EVERYWHERE and its really helpful too. Nice BIG and clear screenshots with helpful captions. That's not all, the guide has a good sense of humor and doesn't take itself so seriously. It's always nice when a guide reads more like a companion as opposed to reading like a computer. In all essence: The guide speaks to you. Detailed maps and helpful tactics that'll let you win.
As if that wasn't enough, the guide has advanced techniques. In these advanced techniques you'll find a way to beat the game in less than five hours and STILL have all the best items you can get! How incredible is that!?
There's one small little bonus too. If you look at the top corner of the right page (odd pages) you can make the guide like a flip book. Just flip the guide and stare at the top corner and you'll notice Ash is moving. Okay, a little useless but you can tell the authors put their heart and soul into this guide.
Lastly, don't miss an interview in the back with Nippon Ichi. Not only will reading this interview help you learn about Phantom Brave and its creation but you get insight on Disgaea: Hour of Darkness as well.
This is one incredible guide and no one should miss ou ton it. This is the perfect companion to Phantom Brave. Much more detailed than any other strategy guide out there.
- This guide, besides i haven't use it completely, is a very nice piece of art, from the drawings, to the organization of the guide itself. many information and tables. Good work
- I want to start by saying that I don't normally buy strategy guides; I typically use online walkthroughs/FAQs. But I knew with all the intricacies of Phantom Brave, this would be a good guide to get. I definitely wasn't disappointed. Double-Jump has once again put out a fantastic, informative, and humorous guide to help you through another great game by Nippon-Ichi (NIS). It has all the technical information you'll need to really master the game, and understand all its finer points. Almost all the formulas used in the game are laid bare, but at the same time its set up to be simple for those who don't want all that extra information. They even added an extra "upside-down" section to prevent you from accidentally reading some information that could spoil the fun of discovery in the game. On top of all that (and the reason I gave 5 stars instead of 4), they give you a web site you can go to, to get any information that may have been left out (a formula or two), as well as to correct any misprints (such as the stats for Archers). Another great guide, from a great company, to help you enjoy a great game (from another fantastic company).
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Posted in Video Games (Friday, November 21, 2008)
Written by Damien Waples. By Prima Games.
The regular list price is $19.99.
Sells new for $11.80.
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No comments about Fracture: Prima Official Game Guide (Prima Official Game Guides).
Posted in Video Games (Friday, November 21, 2008)
Written by Wizards of the Coast. By Wizards of the Coast.
The regular list price is $14.95.
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5 comments about Living Force Campaign Guide (Star Wars Roleplaying Game).
- Note that this is not a hardcover, and I don't think it ever was.
Lots of info on a campaign setting for the rpg, but for only this one system. Star Wars is about a broad galaxy.
- Note that this is not a hardcover, and I don't think it ever was.
Lots of info on a campaign setting for the rpg, but for only this one system. Star Wars is about a broad galaxy.
- As an avid collector and player of the d20 Star Wars system, I found the Living Force Campaign Guide very dissapointing. I thought that it would point me in the direction of getting involved with the RPGA, or at least explain how it works. Instead, there are only two pages in the back on it with a few web addresses. I still don't know how it works.
The rest of the book is a very dry, vague desciption of the Cularin system. The system is so broad and generic that any reasonable GM should be able to re-create the same thing with a pencil and piece of paper. Its obvious that the authors wanted the system to be able to fit into any campaign at any time, but that makes it just to generic. In summary, don't bother buying this supplement if you are looking for material for your RPG game.
- As an avid collector and player of the d20 Star Wars system, I found the Living Force Campaign Guide very dissapointing. I thought that it would point me in the direction of getting involved with the RPGA, or at least explain how it works. Instead, there are only two pages in the back on it with a few web addresses. I still don't know how it works.
The rest of the book is a very dry, vague desciption of the Cularin system. The system is so broad and generic that any reasonable GM should be able to re-create the same thing with a pencil and piece of paper. Its obvious that the authors wanted the system to be able to fit into any campaign at any time, but that makes it just to generic. In summary, don't bother buying this supplement if you are looking for material for your RPG game.
- This supplement is from a now ended "Living" roleplaying game event. This provides really good back stories for gamemasters and players alike to be able to play in the Living Force campaign setting. I liked it a lot.
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Posted in Video Games (Friday, November 21, 2008)
Written by Scott Jennings. By For Dummies.
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4 comments about Massively Multiplayer Games For Dummies (For Dummies (Sports & Hobbies)).
- One of the biggest themes in computer gaming has been the rise of massive multiplayer games. Jennings takes you, the uninitiated, on an easy tour of these games. He shows that the rich interactivity with human players is the attraction. As contrasted to playing a game against purely software opponents.
Another common theme in these games is that the other humans are not necessarily your opponents. Instead, there might be a community, with cooperative behaviour exhibited, that leads to benefits for all parties involved. The team aspect can be compelling.
Beware, though, of the potentially addictive nature of these games! Some fans have become obsessively drawn into these, to the detriment of their real, mundane lives.
- I've been Playin DAoC for about 4 months when I bought this book. A friend who has been playing for 3 years got me into it. This book answered showed me alot about these kind of games that I wouldn't have known about otherwise. For just coming into the game, this was a real useful tool in getting me playing and understanding the game better. I now kill Hibs and Mids alot more effectivly.
- Scott Jenning does a great job of covering the basics of MMOGs, introducing the reader to a wide array of topics: Class role, group teamwork, endgame play styles, professions, and etiquette.
As an intermediate player (~60 days played in WoW, a level 60 and many level 40 alts), I still found lots of new ideas, as well as lots of confirmation about things I had suspected, but was unsure of.
If you want to find help getting into your first MMOG, this is an amazing book. If you are an experienced player, this is still worth the read for the entertaining anecdotes and the few tidbits that you might not yet know.
- I found that this guide focuses mostly twords newer players but was still an intersting read for someone as experienced as myself with over 5 years of MMO experience. Typical of a "for Dummies" book it was a plesent mix of humor and facts making it a very easy and amusing read regardless of your experience.
Some of the main things that this book covers is considerations when picking out a MMG, an over view of games avalible at print time, first few days in the MMG world, a guilding over view, and end game. This book also has a glossery of MMG related terms in the back of it and a CD with a 14 day trial of DAoC and a 15 day trial of shadowbane(both of which are avalible for download).
For those that are new to MMG's I would strongly sudjest reading this book I wish it would have been avalible when I first started playing. A MMG is nothing like playing your standard consol game where everything is straight forward and layed out for you, I found this book to explain the dynamics of MMG game play in a fun and intersting way.
For those that are more experienced to MMG's its more dificult to see weather you will find this book to be of your liking. More experienced people to MMG's wont find this book to be praticlary informative but will probly still find it to be a fun read and will end up with a few happy memories poping into your mind as you read through this book.
I rated this book with 4 stars because while I found it to be a fun read it wasnt praticlarly usefull with my experience in MMG's however I did see where it could be usefull to less experienced people
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Posted in Video Games (Friday, November 21, 2008)
Written by Anthony James. By Prima Games.
The regular list price is $9.99.
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5 comments about Resident Evil Director's Cut (Prima's Official Strategy Guide).
- I'm the type of person that feels I game has to be experenced in it's true form... I beat Final fantasy 7 without a guide, I've gotten through about half of Resident evil,FF8,and I've just about beat Crash 2 without the guides but I do like having them for second go rounds... most give you tips,maps, and well disired secrets, with the Final Fantasy games they list much needed items list, world maps, and weapons. all and all I feel they have their good points, but someone shouldn't rely on them for walkthroughs because that's part of the fun in playing... long time gamer... Rat BOy
- This book is the best book for this game, best game and best book, buy it as soon as humanly possible.
- I've played through RE:Directors cut several times and always thought there was something missing. After reading this guide I was wrong. There is absolutely nothing in this guide that you can't figure out on your own or by reading the tricks section of any video game magazine. The maps are worthless, the boss stategies are the same old "Try not to get hit while trying to hit the boss", and even the way the walkthrough is laid out on the pages can be confusing. This guide walks you around like you have no idea how to play a video game. Save your money, it is truely the worst guide ever written.
- The book was very well written. It had everything you needed to defeat the game except...the maps were pitiful. If you need the map, do not get it. If you are fine without maps, get it! I also collect guides for fun, it is fun to read as well as helpful.
- why do the sellers try to sell it because they're trying to rip you off.I am willing to get this when these sellers lower their prices of this guide !
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Posted in Video Games (Friday, November 21, 2008)
Written by Rusel DeMaria and Johnny L. Wilson. By Osborne/McGraw-Hill.
The regular list price is $24.99.
Sells new for $20.99.
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5 comments about High Score! The Illustrated History of Electronic Games.
- Well...that's what I was looking for...a complete sum of history of videogames in a cool book..without the need to buy a 3000 pages encyclopedia.
I'm a 36 year old guy..I had a VCS 2600 , Intellivision and other consoles..and was a teenage arcades fan, and I found in this book all the glittering past that I still recall. Many photos, many particulars, stories, adds and much more materials than I could believe. The book is the right size, it's HEAVY and it has a great "touch" feeling.. You cannot miss this book if you were mad for arcades and consoles. And if you still recall it...you still are mad for that ! :-) Recommended for nostalgics like me...and keep it aside your pac man original arcade in the living room..to astonish better your friends :-)
- ....
This book may seem a little pricey, but it's worth it. It covers an incredible amount of information (albeit not in the depth some might want)-But the thing that allows it to rise above in my opinion is the high quality, HUGE range of photographs, some very rare. As games are a visual medium, this is important to me. Home games or arcade games, both are covered well, and the beautiful layout will have you returning to this book again and again. The 'Ultimate Guide to video games' (Also available) goes into greater details, but has very few photos-I prefer this, but I would recommend both to any game fan, as both are excellent, and together they make a fantastic companion set.
- The Bottom Line: This is a nice coffee table book to spark some discussion, but true gaming fans and players will be dissapointed with this version of gaming history.
My own, personal dissatisfaction with this book comes from the lack of coverage of the 2D fighter genre, which was kicked off in the early 1990's with Street Fighter 2. This one game single-handedly revitalized and recreated the arcade market, which had been strugling since around 1983. It forever shifted some primary design philosophies, most importantly, from competing against a computer AI to competing against human opponents (which is the main draw to just about every online game in existence today). In a sense, it was a retro-evolution back to games like Pong and what made those games so much fun. To put it another way, games were designed with the idea that humans would be competing against each other as a primary design element. Therefore, issues such as balance, cheating, and competition took on new meanings. These factors had to be developed within the framework of highly complex games, not simple games like Pong. The impact of this game cannot be overstated, but the authors devote a whopping 1-page to this landmark game and say little about the genre (and the hundreds of games) that came after and are still being made today. That's simply inexcusable. Street Fighter, alone, has about 30 sequels in various incarnations. The vast majority of 1990's section is devoted to PC gaming and profiles of PC Gaming companies (because the PC finally began to become a powerful enough machine that it could deliver graphics and sound that had broad market appeal). Very little is ever said about the shifting gaming cultural landscape that occured between cosoles, home computers, and Arcades but that sort of thing, to a true gamer, is as important as the demise of Saturday morning cartoons when cable got big. In short, with the exception of the early history section, this book reads more like a catalog of games organized by release date and accompanied with a screen or box shot. It fails to actually comment intelligently on the subject itself.
- This book will take you back. I flicked through this book and the memories kept flooding back. I had completely forgotten about a lot of these games until seeing their pictures in this book. I remember being a little kid in the 80's and playing Paperboy, Pac Man, Where in the World is Carmen San Diego, Frogger, Leisure Suit Larry, California Games, Railroad Tycoon, Maniac Mansion, Wings and It Came from the Desert. I had a Commodore Amiga 500. Other kids had Commodore 64's or the Atari and all those games are in this book too
This book has a lot of the games from the 80's and the 90's. I wasn't still playing games in the 90's but I recognise a lot of the titles. Not every single game is in here but there are a lot and the reminiscing you will do is worth the price of this book alone. This book is an excellent conversation starter as well. The companies that made the games and the game machines are in here in detail as well as well as the history of games over the two decades. There is a lot of information in this book. You have to read it if you played these games in the past.
- The book itself is good, but the binding fell apart not to long after purchasing it (and i'm not rough with my books at all). To pay (...) dollers for a book it seems as though you should at least get a decent binding!
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Posted in Video Games (Friday, November 21, 2008)
Written by Prima Games and Dave Winding. By Prima Games.
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5 comments about Dark Cloud : Prima's Official Strategy Guide.
- I thought it will help me a lot but all I got was an advice to play the entire game with one character (what you will do anyway) the game is easy without it save the money and buy "devil may cry" and its official guide belive me it's better.
- Given a game where the dungens change every time you play them, I think they did pretty good. The guide lines out the aranging of the villages pretty good. It's main weak point is it's lack of help on monsters, like their attributes and such. Still worth the money though
- Dark Cloud is a very random game, with its dungens, when you get people and their houses, items, weapons, ect, which makes making a guide about it very hard. But with what could have been put in the guide to make it at least worth a purchase, Prima didn't put hardly any worth while info in. In fact, one of these reasons is probably why you bought/want to buy this strat guide. You probably expected...
1.) Detailed maps of where to put peoples homes, and their requirements to make them happy (probably your primary reason for getting/wanting to get this) 2.) Enemy and bosses weaknesses, and how to dispatch them in a format that is clear and not confusing as heck 3.) A detailed layout of what each weapons strengths are when you get them, and/or a layout of each requirement for the weapons to be able to build them up 4.) A list of what each items price is, what shops have what items, and where to find them Well if you expected any of those, then you're sadly mistaken. Prima decided to keep the strat guide at a bare minimum of info, lacking almost everything that is needed to make it considered a strat guide and not an over-glorified handbook that comes with the game. In a nutshell this guide just tells you... 1.) What weapons build up to what (none of the requirements, stats, or anything else useful though) 2.) A little very biased characters guide, favoring Ruby over every other character in the game (which is pointed out in almost every chapter when you get her making you probably hate her by the time the book's done) 3.) Tons of worthless information. Such as talk to the villagers (well duh), the names of each of the villagers and some info on them, what water pools does in every chapter like you're going to forget every 5 minutes, ect 4.) A very clunky guide on how to fight bosses (It took me 6 trys at the Ice Queen even after disecting the boss guide since it didn't tell me jack about her attacks other than "...her attacks will freeze you in place" and "...she will attack and defend relentlessly". Prima nicely neglected to state that in order to get to the ice queen you have to dodge tornado attacks as well as her constantly following ice blast that doesn't leave you alone. In other words, very little effort was put into telling you how to dispatch bosses) 5.) Just a brief skimming over what each item does (nothing special, but you can just select the item in your menu and it tells you what it does making this info worthless) 6.) A list of georama analysis over what items are required to trigger an event (Which is rather pointless, due to you can just ask the villagers. Besides, you have to talk to the villagers to find out what they want before you can put the required item in it's proper slot anyway. This was just added in the strat guide to take up space much like everything else) Almost everything in this strat guide is just worthless information that you can find out by exploring, reading the handbook that came with the game, and just talking to villagers. If you're stuck at a part in Dark Cloud, this guide will probably not provide you with much more than just colored pictures, and telling you that Ruby is the best. All in all, after reading this strat guide I didn't get anything out of it other than what each weapon can build up to, which was a great disappointment considering what the price is of this thing. If everything that is worthless info was cut out of this guide, it would just be about the size of a 2 page pamplet of what info is worth while...it's not worth a purchase, let alone your time looking through it.
- this guide is the best i beat all the bosses 1 try,
now im at gallery of time 3rd level this is an amazing guide!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- Just ordred it from a book store for $15 dollars. Beat that. These people selling them R ripping U off.
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Posted in Video Games (Friday, November 21, 2008)
Written by Daniel Liu & Shaun Le Lacheur Sales. By Axis 3D Technology Inc..
Sells new for $49.95.
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2 comments about Virtools Fundamentals.
- The book covers many aspects in Virtools. A great part of the book is used for explaining different building blocks (how to make an animation etc.). After this the book takes you through a complete example showing how to produce a complete computer game step by step.
I think, the book is missing 2 important features:
- a detailed table of contents, where different keywords can be found
- a sort of quickstart example to get you up and running with a
smaller, working computer game - to get this overview you have to
wait for many chapters, and the game is big and very detailed.
- This book can help any beginner to learn how to create a complex game by Virtools, especially it made by a comic author Daniel Liu. The fareast art style characters are very attractive to readers, you can keep your patient to complete whole book courses. Other benefits are following:
1. You can learn how to use and integrate many building blocks detailed step by step in Virtools.
2. You can know more 3D game develping proceedure, and give you many game ideas using Virtools.
3. The DVD rom includes Virtools 4.0 evaluate version and many useful demos, that help readers try Virtools easily.
4. You can do many game or VR projects by Virtools if you can follow and complete all of Chapters.
I found many readers of this book in Taiwan complete some good game prototypes.
[...]
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