Video Games Books
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Used price: $0.95

Great Book!!Review Date: 2000-08-11
Awesome! Very detailed.Review Date: 1999-11-30
Sonic would read this book (if he was alive).Review Date: 2000-08-11
Prima's sonic adventure official stratagy guideReview Date: 2000-02-10
I recomend it to evryone.

Used price: $3.49

Dan Videogamer ReviewReview Date: 2006-11-04
it's really worthy to buy it if you are a tekken fan it's a must have
Good Stuff Right HereReview Date: 2006-03-06
Great game guide with all the detailsReview Date: 2005-03-23
Comprehensive except for one thingReview Date: 2005-04-04

Used price: $9.12
Collectible price: $24.99

An Excellent GuideReview Date: 2008-01-26
What I was pleasantly surprised by was the fact that not only does Tim Cox delve into the things one expects from the guide, but he also touches upon several of the things that make the 'real' Threads of Fate experience; the useless asides that you can engage in.
The game itself is highly linear in overall presentation, but what it benefits from is that, throughout, there are times when you can take a side-trip somewhere and have a miscellaneous conversation, or not engage in a certain battle and have the dialog change down the line, or else find a string of hidden conversations that add interest, if not vital information. Tim Cox does what many guides will not do, and actually explores the routes to some of these hidden gems, or makes notes about altered dialog trees. In reading the guide, he even reminded me of an alternate dialog path that I had long forgotten how to reach.
In short, it's a wonderfully constructed guide that touches upon thing that really make this game what it is, and I would recommend it not only to people who need the help, but to anybody who is a fan of the game itself. It's a real treat.
Tim Cox is a GOD!!!Review Date: 2000-09-16
It's SO much FUN!!!Review Date: 2001-04-03
Threads Of FateReview Date: 2000-07-27

Collectible price: $29.99

1# in the worldReview Date: 1999-04-22
It will be the best game in the WORLD!Review Date: 1999-03-18
Brilliant, a masterwork of epic proportions...Review Date: 1999-06-30
Rate a book thats not out yet?Review Date: 1999-06-17

Used price: $0.11
Collectible price: $12.49

Trigun Is BackReview Date: 2005-10-12
Trigun Maximum takes place after the Angel Arm incident on Jeneora Rock. A few years have past, and we witness the return of Wolfwood, The Gung-Ho Guns, Knives, Legato, and most improtantly Vash The Stampede.
This book was so great I bought Volumes 2 and 3 right away. The action is easier to understand in the Maximum series. Keep up the good work Nightow!
Taking the wild west wackiness TO THE MAX...-IMUMReview Date: 2004-06-18
[1-VOL REVIEW]
Trigun Maximum isn't so much a new series, as it is a continuation of an already popular manga in the US. Yep, America loves it, and Japan wants to forget it(hey, facts are facts). From this point on, the things you knew from the anime series is completely different with this one; it parallels itself from that counterpart. I mean, come on, look at the black sides from Vash's hair in the book cover; IT'S DIFFERENT! With its new physique, expect some additions and differences onto this new adventure: new companions, new enemies, and from this manga ongoing, Nicholas D. Wolfwood doesn't die...hopefully.
The parallel thing doesn't start, yet. The first volume pretty much covers episodes 18-20 of the anime series, which is Vash leading a new life with a new identity as he lives with a young girl named Lina and her granny, but after being forced to bark like a dog in the nude by those sasafrassin' baddies and later got into a bullet blitz with Nick Wolf on his side, he realized he can't avoid what he is, so Vash the Stampede was reborn and left the caring ones behind to avoid harm. Enter the two stoogettes, Meryl and Millie, plus the conflict on the kidnapping and family vengence, and it's the whole celebro hoo-ha. There's only some key differences between this and the anime, i.e. Vash getting his new outfit during the feud chapter instead of the flying ship episode from the anime and this manga actually took place two years after the Fifth Moon instead of the five years in the anime, but other than those, I can only assume the true parallel act can happen in the second volume.
This is actually my first Trigun manga ever bought. I would like to buy the first two 300-page volumes, but I've seen the whole anime as it is, so why read the chapters originated for the ones I've already seen? That, and plus I don't want to pay five extra dollars more than the average TOKYOPOP manga for each volume(yea, I'm a cheapskate). Thankfully, Dark Horse made the TM series more accesible by making it cheaper, while keeping the same format and quality as the last two. In other words, the sound effects remains untranslated, and strangely, the honorifics are there as well. Not to be biased with the honorifics, if its there, it means that Digital Manga is doing great with the translations, but I don't recall ever seeing or reading a western medium where someone called the superior "sempai." It's just weird, that's all.
Some guy isn't kidding when he warn me about the art style of the manga, and I should've heed his words, cause that's the manga's biggest flaw. Trigun Maximum is VERY SKETCHY. I've read manga with sketchy designs before, but this is the creme de la crop. Characters are angled and not that detailed and polished, even some of their clothes are just scribbled in. And the panels within are so messy, even if they're big, I can't determined what's happening; like in one panel for example, and I was thinking, "What the-? Is someone playing paintball or are those gunshot wounds? WH-WHAT'S GOING ON?!!" That's the reaction I have with this design, and it made me lose track from fluently guiding through the whole story. Although the design does provide a positive message to future comic book artists: "Kids, you can draw as crappy as this, and you can still make a lot of money on your work."
Trigun Maximum is a great way to continue what's already a funny and stylized action series, and make it a little different by its looks. The messy art style alone prevents me from giving it a perfect grade, but it doesn't destroy what's good about this series, either. If you bought the other Trigun books, you probably have one in your hands right now, but if you haven't read the first two volumes, and have seen the entire anime series, Trigun Maximum is a perfect start to continue along this seemingly fun westerner. I Reckon'men'd this here book.
Hurry up, Dark HorseReview Date: 2004-09-22
Dark Horse is doing an excellent job on their translations for Trigun. All honorifics are left in.
About the actual content- This volume's mostly filler, following the fifth moon incident. Wolfwood's huge cross is revealed to be a machine gun, and Vash is still a god with his revolver. The art is pretty sketchy, but I still love Nightow-san's syle.
Also, there's been some talk about Vash's 'new' look. Most Americans have seen the anime, in which he keeps his original look the entire time, before reading the original manga, in which Vash's look abruptly changes in Maximum. Vash's new coat is a little crazy looking, but/so it fits Vash's personality a bit more. What's more, does it really matter what Vash looks like? He's still Vash.
9.5/10
Vash is Back!Review Date: 2004-06-30


Foundations of Mocap technologyReview Date: 2008-04-17
fun to readReview Date: 2000-02-23
Entertaining, useful, and well written.Review Date: 2000-02-03
An excellent guide!Review Date: 1999-12-29
The first half deals with the checkered history of motion capture and it's use and misuse to date. Unfortunately most of the stories fall into the negative vein and concentrate on the cases where the use of motion capture turned out to be a costly mistake, but this is all to the benefit of the reader lest he/she should be aligning themselves to make the same mistakes!
There is good practical advice on how to come out of a motion capture session with useable data and some extremely useful math to allow you to transfer it to your character. If you are using off the shelf software some of this may be superfluous, but if you have the opportunity to supplement it with your own proprietary code it could save you months of work. Either way it is genuinely useful in understanding how raw data can be used to drive a computer generated character.
It is hard to find fault with this book. If there is one it is just that the reader is left wanting more of the invaluable 'war-stories' from those who have used the process in the past, and possibly more recently on projects like 'Titanic' and 'The Mummy', if those studios are willing to divulge the detils. Mr Menache warns that facial motion capture is beyond the range of this text but hints that there may be another one to follow to make up for this. It is comforting to see that he himself ran a motion capture studio for many years, and you can be sure that the sum of his experience is inside the pages.
Just buy it BEFORE you start your production!

Used price: $0.01

It was worth the money!!Review Date: 1999-06-15
Speaking of "genious"...Review Date: 1999-04-05
This is the best thing to hit wrestling since Hulk Hogan...Review Date: 1999-03-19
Action-packed! Everything a die-hard wrestling fan wants!!Review Date: 1999-02-24

Used price: $7.89

Great service!Review Date: 2006-08-20
Wild Arms Alter Code F Strategy guideReview Date: 2006-07-04
Great GuideReview Date: 2006-02-27
This is how a Wild Arms Guide Should LookReview Date: 2005-12-07
The guide begins quite simplistically. It doesn't waste time at all, it jumps right into the characters section. There are no bios but it does detail just about everything you need in terms of their abilities. It also includes those for the hidden characters as well. The game then jumps into the games unique system itself. It covers all of them perfectly within the first eight pages.
The walkthrough is much better than any Wild Arms guide before it. Each area begins by telling you how many chest are in an area, and if any of them need duplicators. It then shows the tools you'll need to clear the area (progress) and the tools you'll need to fully complete the area. This means getting all the chest because some of them are simply not accesible the first time through. The guide will tell you when to come back.
Each area is also detailed with excellent maps. In town, there are simple call outs using the ABC method. This means that if you see an "A" on the map, you look for section "A" in the walkthrough where it'll tell you what to do at that point. If it's something you can't do, they'll tell you what you need in order to access the area first. The walkthrough also has important call out tips in a separate box.
For dungeons it's a little different. It does not use the ABC method, but it still points out chest in the key, and tells you what tools you need. Instead, however, their maps are numbered by floor. This makes the guide simple to use. If you get stuck on Floor 1, for example, they have a description on what to do on that floor. This eliminates the old flaw the Versus Books Wild Arms 3 had, which was disorganization. This guide is perfectly organized. This makes it so that each "area" of the map has it's own section. It makes the walkthrough easier to use, and it gets to the point much faster. Likewise, it keeps the guide from revealing the plot and spoiling the story for those going through Wild Arms for the first time.
Likewise, boss strategies in the walkthrough are better than your average RPG guide. Most of them will simply state a weakness and expect you to attack. This guide tells you exactly who should do what, and they even explain why. And if you don't believe them, well you'll the results for yourself when you lose. The author of this guide (former Versus Books author Gerald Guess) doesn't dilly dally with boss strategies either. Right to the point.
The walkthrough is also helpful enough to make call outs to side quests and optional events in the walkthrough instead of you having to constantly flip to the back of the book to check for availibility. You'll still have to flip to the back for the quest itself, but that's not a problem. I personally don't like it in guides when they stick optional quests in the walkthrough, I usually tackle them when I find it best for me, not the moment they're availible.
All puzzle solutions are perfectly explained, as well as the just all out confusing situations some of the dungeons will trap you in. No plot spoilers also help the guide, especially if you didn't play the classic Wild Arms in 1997.
After the walkthrough, the guide tackles all the optional things you can do. This section is huge, and helps you complete areas such as the Devil's Playground, the Abyss, and Gardening, among what else the game has to offer. They also depict the location of every EX File Key.
The best thing about this guide is that it does something the Versus Books Wild Arms guides were too lazy to do. Give you a strategy for optional bosses. I don't know about you but when it came to Versus Books Wild Arms 2 and 3 guides, I couldn't stand not having optional boss strategies. I got stats, but no strategies. Here, I have strategies, and you know what? They're pretty GOOD strategies.
The appendices are incredible, most notably the monster list in the back. Most people don't like it when there no pictures in the bestiary. To them I say, you can read, right? No worries! Just know the name of the monster you're fighting, no problem. They also seperate the monsters found in the abyss from the ones found elsewhere.
As a bonus, the guide has a few Penny Arcade Comics. Not a whole lot, but they're particularly funny. Each of them (save for one) stars characters or monsters from Wild Arms. They're funny and memorable in the original Penny Arcade humor. Of course, for some of them, you have to know Wild Arms, but I'm assuming you got the guide because you have the game.
If there were any major problems with this guide, I'd say the only thing I don't like is that they don't call out how much HP enemies have in the walkthrough. They give a list of monsters you find in the dungeon (and tips on how to beat 'em), but they don't tell you how much HP they have, forcing you to flip all the way back to the monster index. It's forgiveable, though, and it shouldn't cause much stress. I don't mind flipping back, but some people do, so I thought I'd warn you of that.
The other big problem is that the game doesn't have a download list of regular enemies for Emma. Bosses are listed, but not regular enemies. Gerald Guess himself has seen this flaw and took time to post a download list on GameFAQs.com and it isn't too much paper to print it out either.
This guide to Wild Arms: Alter Code F is the perfect companion. Very easy to use, user friendly and the way it's written is more like someone is talking to you than like an instruction manuel. Well organized efforts make up for the lack of quality in Prima's earler guides for RPGs.
The Good
+Excellent Walkthrough
+Some of the best boss strategies
+All secrets and sidequest revealed
+Overall well organized
+Clear screenshots
+Nice appendices (they even include locations of extra items such as Migrant Seals--all 20 of them)
+Penny Arcade cartoons provide the guide with some humor
The Bad
-In including everything else, they didn't stick in a world map, which could've helped in some cases.
-There's no download list for normal monsters, but Gerald Guess has posted an FAQ for it if you need one.

Used price: $9.29

Fantastic starting point for the online blackjack player! A great buy! Review Date: 2006-02-26
A great tool for the "Moving to the Internet" playerReview Date: 2005-07-17
Personal ID Security is covered in a lot of detail, as are legalities and etiquette. Definitely worth getting!
Note the word Online in the title, This is not the card versionReview Date: 2005-09-14
This book is on those differences. The author talks about the various on line casinos, how to protect yourself from illegitimate operations as well as viruses, trojan horses, worms, etc. She lists about 170 casinos that she at least implies she has visited and found them to be worth recommending.
It turns out that all the various casinos use software from a few software vendors. She lists these vendors and discusses some points about their software. Finally, these software packages, and consequently the casinos offer many different versions of the classical blackjack game. She goes into these differences and talks some about strategy to use with each.
Note that on line casinos shuffle after each hand, so card counting won't work very well.
A great resource for any blackjack player, and the first book that's made me comfortable gambling onlneReview Date: 2005-07-13

Used price: $11.90

Good Code, Good Book, Good TimesReview Date: 2003-03-16
Trailblazer Author Initiates New World of GamingReview Date: 2003-05-25
Excellent Amazing WonderfulReview Date: 2005-09-21
Amarjeet Singh
Bangalore India
Wireless game dev in c/c++ with brew - not only for gamesReview Date: 2005-08-02
This one was the best out of the two I did get.
Also, even though the book has the words 'game development' in the title, it is a great book for non game dev people. My applications have nothing to do with games.
Related Subjects: Emulation Directories Music History Cheats and Hints Freeware Fan Pages News and Reviews Developers and Publishers Shareware Console Platforms Computer Platforms Word Games Roleplaying Action Action-Adventure Adventure Humor Recreation Music and Dance Puzzle Driving and Racing Fighting Platform Shooter Simulation Strategy Sports
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