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  1. Microsoft Combat Flight Simulator: Inside Moves (1998)

    Microsoft Combat Flight Simulator: Inside Moves (1998)
    Official Tips and Strategies

    117 downloads

    0 comments

    Updated

  2. Microsoft Combat Flight Simulator 2: Inside Moves (2000)

    Microsoft Combat Flight Simulator 2 WWII Pacific Theater: Inside Moves (2000)
    Official Tips and Strategies

    117 downloads

    0 comments

    Updated

  3. Microsoft Hellbender: Inside Moves (1996)

    Microsoft Hellbender: Inside Moves (1996)
    Winning Tips and Strategies

    83 downloads

    0 comments

    Updated

  4. Capcom Fighting Evolution Official Fighter's Guide (2004)

    Capcom Fighting Evolution Official Fighter's Guide (2004)

    321 downloads

    2 comments

    Submitted

  5. Street Fighter Anniversary Collection Official Fighter's Guide (2004)

    Street Fighter Anniversary Collection Official Fighter's Guide (2004)

    398 downloads

    1 comment

    Submitted

  6. Street Fighter Alpha Anthology Official Strategy Guide (2006)

    Street Fighter Alpha Anthology Official Strategy Guide (2006)

    374 downloads

    1 comment

    Submitted

  7. The Legend of Zelda: Skyward Sword Prima Guide

    This scan was provided by Melora from History of Hyrule.
    Visit the History of Hyrule website and follow him on twitter @historyofhyrule.
    Thanks to TimBisley for asking for permission!

    657 downloads

    1 comment

    Updated

  8. The Legend of Zelda: Twilight Princess Prima Guide

    The Legend of Zelda: Twilight Princess Prima Guide

    731 downloads

    0 comments

    Updated

  9. The Legend of Zelda A Link to the Past - Nintendo Player's Guide

    This scan was provided by Melora from History of Hyrule.
    Visit the History of Hyrule website and follow him on twitter @historyofhyrule.

    1,663 downloads

    5 comments

    Submitted

  10. Resident Evil - Operation Raccoon City (2012)

    Resident Evil - Operation Raccoon City (2012)

    276 downloads

    0 comments

    Submitted

  11. Legend of Legaia - Prima's Official Guide

    Legend of Legaia - Prima's Official Guide

    618 downloads

    2 comments

    Submitted

  12. Tomb Raider I and II - Prima's Official Strategy Guide

    Tomb Raider I and II - Prima's Official Strategy Guide
    Paper Doll can be found here scanned by the lovely Areala

    567 downloads

    1 comment

    Updated

  13. Complete Final Fantasy III Forbidden Game Secrets

    Holy cow, you guys, this book.
    This is one of the most ridiculous guides I've ever owned.
    Back in 1994, Final Fantasy III was released in the US, and like many people, I went absolutely ga-ga over the game. It's my favorite entry in the series, and I've beaten it multiple times and on multiple platforms, including the Game Boy Advance version with the extra content. In my obsessive quest to learn everything I could about the game though, I bought every magazine and book I could find about it, including Nintendo's own official guide and Peter Olafson's full-colour guide. And then...there's this one...
    Part strategy guide, part fanfic, Complete Final Fantasy III Forbidden Game Secrets is a nearly 500-page tribute to absurdity and lies.
    The author's name, "Hayaku Kaku", is written as '早く書く' in Japanese. This isn't actually a name, it's a fragment meaning "fast write", and it's a clue to why this guide is so bizarre. See, Final Fantasy III (or Final Fantasy VI as it's now known) is a massive game, and as noted in the introduction, not one you can finish over the course of a three-day rental. Writing a guide to a game that large requires an exceptional lead time if you're planning to match the game's release date, and from the contents of the book, it's easy to ascertain that the author (in this case, Bill Kunkel, aka "The Game Doctor" himself, with assistance from another writer named Ken Vance) was working off pre-release materials.
    One of the necessities for squeezing all of the story into the cart, as related by translator Ted Woolsey in an interview, was re-naming the bulk of the enemies, items, spells, and Espers in the game, in order to fit into the character limits imposed by the game. What's odd about this book is that it gets almost all of the character names and spell/Esper names correct, even when it comes to the bizarre spellings imposed by Woolsey to comply with the aforementioned character limits ('Fenix' instead of 'Phoenix', etc...). But the items? Almost all the item names in this guide are completely incorrect--it's likely the item list was among the last things Woolsey worked on, since the majority of his effort was likely focused on the game's massive story. If that's the case, it's almost certain Kunkel and Vance were working off incomplete information and a near-zero knowledge of the Japanese language. More credence is given to this theory since one of the screenshots includes the original Japanese "Bar" sign, which was censored by Nintendo, and read "Cafe" in the US edition of the game.
    'Spears' are translated as 'spheres' for some reason. Item names, as noted, often bear no resemblance to their final forms. What's more, the explanations of item abilities and magic spells often read as though someone gave them a very basic, machine-like translation from the original which were never edited for clarity. (Edit: see the update below, but this is exactly what happened).
    The maps, maps, and more maps hyped on the back cover are likewise odd. These are not maps, exactly...more like someone took pictures of the screen, printed those pictures out, then placed a sheet of tracing paper over them and drew over every building, tree, hill, stream, and other feature, but never bothered to fill in any of the information. Thus, what you get are a bevy of hand-drawn maps that show the entire area...but are almost completely worthless for all the work put into them, since they don't point out any useful features.
    Even as a walkthrough or secrets guide, the book is deficient. It will point out what items can be found in each area (well, most of them at any rate...Kunkel and Vance didn't find a lot of the off-the-beaten-path goodies), but it does not explain where any of them actually are in relation to the map, or what steps might be necessary to uncover them. In addition, a lot of the walkthrough is just plain incorrect in literally dozens of places. It's impossible for anyone well-versed in the game to go more than 2-3 pages without finding another mistake, whether it's a simple mistranslation or flat-out misinformation like: claiming you can earn experience in the "Beastfield" (the Veldt), when in fact, battles there don't earn you any XP; claiming it's possible to get Shadow back into the party via betting items at the Coliseum if you didn't wait for him on the Floating Continent; claiming Locke gains the ability to pick locks as the story continues; saying Celes can use her 'Runic' ability to learn spells faster; a screenshot of a character suffering the 'Imp' status effect incorrectly labeled as 'zombified' by the caption; claiming the 'Quartr' spell reduces the target's HP by 1/4th, when it actually results in a 75% reduction...the list goes on and on.
    Speaking of lists, while the book impressively details the Items, Magic, and Espers available in your quest, it also omits an awful lot of other useful lists which other guides did not. These include a list of Gau's available Rages (and the enemies he needs to fight in order to acquire them), a list of items bet & won at the Coliseum, and a list of enemies from whom Strago can learn his different Blue Magic spells.
    Also omitted are seemingly obvious things you'd want to point out in a strategy guide: while it explain that calling the Merton esper in combat causes a raging inferno to scream across the battlefield, it neglects to mention this afflicts both the enemies and your party. Now, sure, you're going to learn this as soon as you use it the first time, but knowing an attack could nuke my team BEFORE I use it is kind of the point of a strategy guide, right? Likewise, there's no indication that the Cursed Shield (or the "Bloody Shield" as this book refers to it) can be un-cursed, or that you can equip a Ribbon in order to remove nearly all the negative effects your character will suffer while trying to do so. The book assumes Cid will die, when it is in fact possible (and rather easy) to keep him alive.
    I seriously could go on for pages about everything wrong with this guide. There are a lot of books over the years which I have no problem labeled shameless cash grabs, but the level of hyperbole this book builds on its back cover compared to the results it delivers between the pages is a disconnect of truly epic proportions. Download this and read it to understand the nightmare which was the world of video game strategy guides in a pre- (or at least very young) Internet age, marvel at its inconsistencies, and boggle at the fact they were willing to charge $14.95 US (or 2.89 gold flemkes in "East Domo").
    In an old forum post at the J2Games website, which is no longer accessible since they removed their forum, Bill Kunkel spilled the beans about writing this book, and how much of a nightmare the project was. I almost feel sorry for him, and got the impression from reading it years ago that this project very quickly spiraled out of control in terms of the time they assumed it would take to write, and the results here speak for themselves. The good Game Doctor is no longer with us, but it's a shame his spirit is forever associated with this absurdity.
    Enjoy! ❤️
    Update: I discovered, to my delight, that Kunkel's recollections about working on this game guide in that old forum post on J2Games were collected in one of the chapters in his autobiography, Confessions of the Game Doctor. I've corrected some things in the above writing which I got wrong due to my own faulty memory (chief among them: his co-author was not Rusel DeMaria, but Ken Vance), but I'm reproducing this part of the book so you can see exactly what went into the creation of this guide.
    It was actually worse than I remembered!
    So, there you have it. A strategy guide written by two guys who cribbed all the relevant information about the game by having a local Japanese professor translate bits and pieces of Japanese guide books which Prima imported instead of actually playing through the game (something they apparently didn't even have access to).
    You really can't make this up.

    462 downloads

    7 comments

    Updated

  14. The Legend of Zelda - Ocarina of Time Nintendo Player's Guide

    The Legend of Zelda - Ocarina of Time Nintendo Player's Guide
    Read this if you have issues downloading!

    1,128 downloads

    2 comments

    Updated

  15. Duke Nukem 3D Official Strategies & Secrets

    Come get some!
    The man with the mightiest boot in all of FPS-dom is in town with a few days to kill. But who wants to waste all their time bumping into walls and burning through jetpacks to find all the secrets, easter eggs, and crazy loot? So do yourself a favour: use this official strategy guide, with all its excellent walkthroughs and maps, to make those alien bastards pay for shooting up your ride.
    This is a fun guide, with some extra developer commentary packed into the Appendix, and the obligatory CD-ROM on the back cover, stuffed with level maps, shareware, the entire first episode of Duke Nukem 3D, and other goodies.
    The CD-ROM isn't a part of the .cbz archive, but you can download your own ISO of The Exclusive SYBEX/3D Realms Duke Nukem Companion CD to play around with, because your Retromags Goddesss loves you and ripped her copy so you could have the complete experience.

    What are you waiting for, Christmas?
    Enjoy! ❤️

    431 downloads

    5 comments

    Updated

  16. Master of Magic: The Official Strategy Guide

    This is a testament to how useful a well-written game guide can be. Master of Magic is an incredibly complex and deep RPG/turn-based strategy hybrid, easily capable of overwhelming novice players before they've had a chance to get a handle on the rules. More than a simple walkthrough, this behemoth of a guide explains everything you never even knew you wanted to know about the game: its units, spells, weapons, monsters, diplomacy, missions, everything.
    It was one of the most popular titles of its ilk in the 90s, and remains accessible to this day thanks to being re-released on platforms like GOG and Steam, which include a number of quality-of-life improvements and bug fixes. This is a gold-standard guide book, pretty much the opposite of Complete Final Fantasy III Forbidden Game Secrets, written in conjunction with people who actually made the game to ensure every bit of it is accurate down to the last decimal place.
    Blank pages have been omitted in order to reduce file size.
    Long out of print, commanding a price ten times that of the game itself, your Retromags Goddess has lovingly sacrificed her copy to the guillotine so that players everywhere no longer have to scrape together fifty bucks or more to access it. You can show your love by leaving her a like.
    Enjoy! ❤️

    472 downloads

    5 comments

    Updated

  17. 3D Game Alchemy for DOOM, DOOM II, Heretic, and Hexen

    "More twisted levels and hellish horror!" declares the cover for this update to the prior year's Tricks of the DOOM Programming Gurus. And they are quite correct. This is not just Tricks version 2.0, this is an almost complete re-write from start to finish which, while almost 200 pages shorter than the previous edition, manages to contain more information between its covers. It does this by culling a good 75% of the empty pages from the first book (seriously, Tricks has dozens of pages which are completely blank compared to around 30 or so here), but also chopping out program-specific information and replacing it with generic how-to which explains the same concepts in a fashion more broadly applicable to whatever development tools you happen to be using. The end result is a tighter, more streamlined book which assumes you are familiar with how to use the software even if you're not that good at designing levels.
    Despite the title, this book is still very much a DOOM-centric tome. While the designs discussed can be used with Heretic and Hexen, and there are tables and charts describing the quirks, enemies, and things specific to those games, make no mistake: the book's writers know you're here for the DOOM content, and they are only too happy to provide.
    The CD-ROM which SAMS included with the book knows it too, coming packed with a fully registered version of the (now woefully obsolete) WADAuthor program for Windows and WADED program for DOS to build levels, along with its own graphical library of enemies, weapons, sprites, tiles, skyboxes, objects, and things to add spice to your own creations, and the DOOMShell 5 program which lets you point-and-click your way through level customizations easily. As if that isn't enough, you can bear witness to over two thousand levels created by talented designers, including several hundred DeathMatch-specific maps, either to use as-is or build off of for your own nightmares.
    Given the release of numerous source ports and new level-making utilities, the software in this book is outdated and mostly unusable on modern systems, but the design concepts and general information within are still rock-solid bases from which to start your DOOM level design education. Included in this download is the 3dgamealchemy.iso which you can extract and burn to its own CD, or mount to a virtual drive and explore (which is why the file size is so large), and get the full 1996 experience!
    Enjoy! ❤️

    235 downloads

    1 comment

    Submitted

  18. Wild Arms - The Official Strategy Guide

    Wild Arms - The Official Strategy Guide

    1,530 downloads

    10 comments

    Submitted

  19. Deathmatch Manifesto

    The Deathmatch Manifesto is a fascinating book for a multitude of reasons. Published in 1997, really the dawn of the internet era for many home computer users, it's the first book of its kind to really dig in to the strategies used by gamers for fragging one another instead of the monsters. While competing against other human players itself went all the way back to the likes ofTennis For Two, Pong, and Space War, the concept of the "deathmatch" as it pertained to 3D gaming was in its relative infancy. Popularized by Doom, expanded on by Duke Nukem 3D, and levelled up by the release of Quake, there was a massive, untapped audience for this kind of thing, and Sybex sought to fill this void by publishing a guide not to beating the likes of those games, but rather beating the likes of those who had already beaten those games and were now looking for fresh blood to spill.
    Much of the book is devoted to covering basic and advanced Deathmatch tactics which have long since become staples of the FPS genre, especially in the aftermath of the success seen with Quake 3 and the Unreal Tournament franchise, but what makes this book important from a historical standpoint is the snapshot in time it offers the reader. Documented within is the genesis of FPS gaming, the rise of online gaming, snapshots of popular gaming culture like cartoons produced using Quake's graphical engine and a listing of a number of different Clans who existed at the time, and even a look at new and upcoming gaming peripherals, like the SpaceOrb 360 controller, the VooDoo graphics card, and the MMX instruction set for Pentium-class computers.
    I've included an .iso rip of the CD which came with the book. This includes a slew of deathmatch levels for your favorite games; demo file walkthroughs for every level in Quake, Ultimate Doom, Doom II, Duke Nukem 3D and the Atomic Edition/Plutonium Pak; a utility for converting Doom levels into Duke 3D levels; and a "secret Quake bonus" hidden somewhere on the disc for you to find. (No, don't ask me what/where it is--I'm not telling!). The DEATHMATCH.ISO file is included in the .cbz file, so open that with your favorite file compression utility, extract it, and get to playing around!
    As usual for books like this, pages which were completely blank were omitted in order to reduce file size.
    Enjoy! ❤️

    148 downloads

    3 comments

    Updated

  20. Compute's Adventure Game Player's Handbook

    Another 500-page tome of PC gaming goodness. Compute's Adventure Game Player's Handbook provides walkthroughs for 37 games which are (mostly) of the point-and-click variety from the mid-90's catalogue of DOS offerings. And these are some top-notch games: some Leisure Suit Larry titles, a couple of Space Quest entries, Indiana Jones and the Fate of Atlantis, both Ultima Underworld adventures, the CD-ROM sensation that was The 7th Guest, Laura Bow's first outing in The Dagger of Amon Ra, the H.R. Geiger inspired Dark Seed, the second Tex Murphy adventure Martian Memorandum, Sierra's Rise of the Dragon cyberpunk tale, and even Steve Meretzky's comical final entry in the Spellcasting trilogy...seriously, some of the best PC adventure games available at the time.
    Once again, not as outdated as you might think, since many of these titles are easily available and accessible from digital services like GOG and Steam, meaning you could re-play many of them today with minimal hassle and put this book to good use. Mostly text, but there are an awful lot of screenshots and computer-rendered maps along with other things like item lists and even the occasional cheat code or two which make this a great reference work.
    Enjoy! ❤️

    248 downloads

    5 comments

    Submitted

  21. Star Wars The Clone Wars - Jedi Alliance - Prima Official Game Guide (2008)

    Star Wars The Clone Wars - Jedi Alliance - Prima Official Game Guide (2008)

    139 downloads

    4 comments

    Submitted

  22. Star Wars The Clone Wars - Lightsaber Duels - Prima Official Game Guide (2008)

    Star Wars The Clone Wars - Lightsaber Duels - Prima Official Game Guide (2008)

    120 downloads

    1 comment

    Submitted

  23. Star Wars Bounty Hunter - Prima's Official Strategy Guide (2002)

    Star Wars Bounty Hunter - Prima's Official Strategy Guide (2002)

    299 downloads

    1 comment

    Submitted

  24. RPG Companion: An Insider's Guide to PC Roleplaying Games

    For all the time I've spent giving Brady Games guff about the quality of their mid-90's content, this is a pretty darn cool book. Maybe because it's aimed more at PC gamers, maybe because it's written by Ronald Wartow (who could both write about games and play them with equal skill), maybe it's because he solicited input from some of the industry's top designers, but this is a badass tome: 500 pages of knowledge, lore, and history all wrapped into one big bible-thick slab.
    With the resurgence in availability of these games on modern systems thanks to services like GOG and Steam, the usefulness of books like this has come 'round again. Twenty-five years later, we can play through these games again without the need to hack around with boot floppies, CONFIG.SYS files, driver mishaps, IRQ conflicts, and restarting in MS-DOS mode to free up memory. This one contains walkthroughs for twenty-six different games, and while they aren't step-by-step, hold-your-hand sorts, they (along with the principles Wartow introduces in the early chapters) will get the job done while still leaving it up to your skills to actually play the game.
    Lots of tables, interviews, screenshots, hints, cheats, and other information is dispensed about each game as well. Some of this stuff gets downright hacker-esque, with tips on hex editing, mucking around with your save files, where to find update patches, and other things books of the day didn't often comment on.
    It also shipped with a free issue of "Interactive Entertainment", a magazine-on-CD which lasted for about 25 or so issues before it was folded in to become the cover disc for "Computer Games Strategy Plus" magazine. My copy was missing this CD-ROM, but Archive.org has more than half of them available for download if you want to see what they were like.
    Anyway, this is an awesome book, and it belongs in the library of anyone who grew up a classic era PC gamer, or who is interested in that era of PC gaming history.
    Enjoy! ❤️

    339 downloads

    6 comments

    Submitted

  25. Final Fantasy VII Unofficial Strategies & Secrets for the PC

    An unofficial, text-only strategy guide produced specifically for the PC edition of Final Fantasy VII. This is a pretty odd beast, considering virtually every other FF7 guide on the market is both full colour and packed with screenshots. Even though this was meant for the PC release, there's really nothing preventing you from using it to play through the PS1 version, since they're almost entirely identical.
    Not a particularly common guide, but also not a terribly interesting one thanks to its bland presentation. Ronald Wartow is a good writer though, and even if you've played through the console version many times, you may enjoy reading his take on the adventure.
    Enjoy! ❤️

    230 downloads

    6 comments

    Submitted

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