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Jumpman Rule #2

Jumpman Rule #2 PDF Author: James Valentine
Publisher: Simon and Schuster
ISBN: 0689873530
Category : Science fiction
Languages : en
Pages : 298

Book Description
Teenagers Genevieve Corrigan and Jules Santorini "TimeJump" to the year 15,000,000,072 to correct problems being caused by the not-so-trustworthy head of TimeMaster Corporation, Quincy Carter One.

Jumpman Rule #2

Jumpman Rule #2 PDF Author: James Valentine
Publisher: Simon and Schuster
ISBN: 0689873530
Category : Science fiction
Languages : en
Pages : 298

Book Description
Teenagers Genevieve Corrigan and Jules Santorini "TimeJump" to the year 15,000,000,072 to correct problems being caused by the not-so-trustworthy head of TimeMaster Corporation, Quincy Carter One.

Jumpman Rule #1

Jumpman Rule #1 PDF Author: James Valentine
Publisher: Simon and Schuster
ISBN: 0689868723
Category : Science fiction
Languages : en
Pages : 280

Book Description
In the future, kids play with JumpMans, which take them back in time. But the people who manufacture JumpMans don't want kids going just anywhere. That's why it's a big deal when 51st-century Theo finds himself in bedroom of 21st-century Genevieve.

Super Mario

Super Mario PDF Author: Jeff Ryan
Publisher: Penguin
ISBN: 1591845637
Category : Business & Economics
Languages : en
Pages : 322

Book Description
The definitive story of the rise of Nintendo. In 1981, Nintendo of America was a one-year-old business already on the brink of failure. Its president, Mino Arakawa, was stuck with two thousand unsold arcade cabinets for a dud of a game (Radar Scope). So he hatched a plan. Back in Japan, a boyish, shaggy-haired staff artist named Shigeru Miyamoto designed a new game for the unsold cabinets featur­ing an angry gorilla and a small jumping man. Donkey Kong brought in $180 million in its first year alone and launched the career of a short, chubby plumber named Mario. Since then, Mario has starred in over two hundred games, gen­erating profits in the billions. He is more recognizable than Mickey Mouse, yet he’s little more than a mustache in bib overalls. How did a mere smear of pixels gain such huge popularity? Super Mario tells the story behind the Nintendo games millions of us grew up with, explaining how a Japanese trading card company rose to dominate the fiercely competitive video-game industry.

Video Game Audio

Video Game Audio PDF Author: Christopher Hopkins
Publisher: McFarland
ISBN: 1476674353
Category : Games & Activities
Languages : en
Pages : 256

Book Description
From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.

Shigeru Miyamoto

Shigeru Miyamoto PDF Author: Jennifer deWinter
Publisher: Bloomsbury Publishing USA
ISBN: 1628924683
Category : Games & Activities
Languages : en
Pages : 201

Book Description
Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a great need to uncover the masterminds behind the screen. Influential Video Game Designers is the first series to take seriously the role of the game designer, by profiling those who have shaped contemporary video gaming, and providing insights into the practice, history, and artistry of game design. You may never have heard of Shigeru Miyamoto, but his output is sure to stir in you feelings of nostalgia and contentment. Joining Nintendo in the late 1970s, Miyamoto was the creator of lasting game franchises, such asSuper Mario Bros., The Legend of Zelda, and Donkey Kong, just to name a few. His being named inTime Magazine's 100 Most Influential People in 2007 also proves his continued relevance in game design, game history and pop culture. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto launches this exciting new series, in order to provide gamers, industry professionals, and scholars with a history of the games they love and the design teams behind them, focusing on both the processes and products of game design.

What Your Girl Don't Know 2

What Your Girl Don't Know 2 PDF Author: Virgo
Publisher: Sullivan Group Publishing
ISBN: 1648403298
Category : Fiction
Languages : en
Pages : 153

Book Description
While recovering from his gun shot wounds, Nick and Tamyra are still battling through the drama with Calandra. Even though she is pregnant, Calandra is going to stop at nothing to ruin Nick and Cesar's life for their betrayal. She has even gotten help from one of their most trusted employees and the Charlotte Police Department unbeknownst to Nick. In the midst of all of the legal drama, skeletons from Tamyra's past surface and turn her world upside down threatening to tear her and Nick apart. Will Nick and Tamyra be able to survive the turmoil or will they fall under pressure?

The Future Is Unknown

The Future Is Unknown PDF Author: James Valentine
Publisher: Simon and Schuster
ISBN: 0689873549
Category : Juvenile Fiction
Languages : en
Pages : 292

Book Description
With Quincy Carter One on the loose somewhere in time, "TimeJumping" supposedly not safe anymore, and history starting to "Unhappen," Jules and Gen are once again called upon to help correct the past.

I Am Error

I Am Error PDF Author: Nathan Altice
Publisher: MIT Press
ISBN: 0262534541
Category : Computers
Languages : en
Pages : 439

Book Description
The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

G.A.M.E. Games Autonomy Motivation & Education

G.A.M.E. Games Autonomy Motivation & Education PDF Author: Menno Deen
Publisher: Lulu.com
ISBN: 9038637764
Category : Games & Activities
Languages : en
Pages : 268

Book Description
This thesis reviews and utilizes concepts from cognitive psychology, developmental psychology and game design to bring forth a number of design principles for educational games that may improve students' motivation to learn. Its main contribution is a novel approach to serious game design, namely envisioning play and learning as a restructuring practice. This change of perspective, from a formal game design approach (focused on rules and regulations) towards a more activity-centered approach (focused on process and style), may help designers to leverage the motivational potential of games, in order to make education more engaging to students.

Girls From The City

Girls From The City PDF Author: Chyna T.
Publisher:
ISBN:
Category : Fiction
Languages : en
Pages : 176

Book Description
n the gritty heart of Fort Lickadale, where survival is everything, five lives collide in a whirlwind of secrets, desires, and betrayals. Krissy, once the girlfriend of one of Pompano's most known dope boys, escaped to her relationship when his darkest secrets surfaced. But the return of her past becomes a choice between salvation and destruction. Penny thrived on the attention of hood-rich dope boys who loved to pay her price, but as the stakes rose, she faced a long bid until the truth was revealed. Tati played by her own rules but harbored a secret addiction to her past that threatened to shatter her world. Her refusal to cut ties to the past may end in her suffering the consequences. Tonya's life was a whirlwind of fast cash and questionable dope boys. She wanted to break free from her cycle of self-destruction but it soon was too late. Dorica only wanted one man to love her how she loved hard, but her quest for love always led to unavailable men. In a city where secrets were currency, their lives collided, exposing alliances and testing loyalties. As consequences unraveled, life became a game of chess in the streets of unforgiving Fort Lickadale