Author: Kenny Abdo
Publisher: ABDO
ISBN: 1098227816
Category : Juvenile Nonfiction
Languages : en
Pages : 27
Book Description
This title focuses on video game hero Samus Aran! It breaks down the origin of her character, explores the Metroid franchise, and her legacy. This hi-lo title is complete with thrilling and colorful photographs, simple text, glossary, and an index. Aligned to Common Core Standards and correlated to state standards. Fly! is an imprint of Abdo Zoom, a division of ABDO.
Samus Aran: Metroid Heroine
Samus Aran: Metroid Heroine
Author: Kenny Abdo
Publisher: Fly!
ISBN: 9781644947425
Category :
Languages : en
Pages :
Book Description
This title focuses on video game hero Samus Aran! It breaks down the origin of her character, explores the Metroid franchise, and her legacy. This hi-lo title is complete with thrilling and colorful photographs, simple text, glossary, and an index. Aligned to Common Core Standards and correlated to state standards.
Publisher: Fly!
ISBN: 9781644947425
Category :
Languages : en
Pages :
Book Description
This title focuses on video game hero Samus Aran! It breaks down the origin of her character, explores the Metroid franchise, and her legacy. This hi-lo title is complete with thrilling and colorful photographs, simple text, glossary, and an index. Aligned to Common Core Standards and correlated to state standards.
Metroid 1
Author: Yoko Bongo
Publisher: Lulu.com
ISBN: 1387863959
Category : Fiction
Languages : en
Pages : 144
Book Description
As the wind picked up, a solitary figure clad in gold became more apparent through the smoke and dust, its face a sinister green visor set aglow within its blood-red helmet. The Federation Police wore no such uniform, nor did the Marines sport anything so bright, so lustrous, so torn from the pages of some ancient Chozo epic. Her HUD's oral language translator spoke the ranking Zebesian's utterance in real time. "Tell me your name," he said, "that I might later speak of this glorious kill!" It was that sort of romance that made them pirates.
Publisher: Lulu.com
ISBN: 1387863959
Category : Fiction
Languages : en
Pages : 144
Book Description
As the wind picked up, a solitary figure clad in gold became more apparent through the smoke and dust, its face a sinister green visor set aglow within its blood-red helmet. The Federation Police wore no such uniform, nor did the Marines sport anything so bright, so lustrous, so torn from the pages of some ancient Chozo epic. Her HUD's oral language translator spoke the ranking Zebesian's utterance in real time. "Tell me your name," he said, "that I might later speak of this glorious kill!" It was that sort of romance that made them pirates.
Fierce Heroines
Author: Rosie Knight
Publisher: Running Press Kids
ISBN: 0762496649
Category : Young Adult Nonfiction
Languages : en
Pages : 279
Book Description
This inclusive and diverse anthology gathers seventy-five empowering heroines -- perfect for pop culture fans of all ages. Whether it's anime, movies, video games, comics, books, or television series, pop culture is full of female characters that inspire and encourage us to be brave, kind, thoughtful, and powerful. With comic-book inspired illustrations, character profiles and origins, and fun facts throughout, Fierce Heroines is the ultimate feminist tribute to pop culture's most amazing female characters. Now fans can learn about 75 diverse classic and contemporary heroines that are empowering girls and women all over the world like: Anime & Manga: San (Princess Mononoke), Usagi Tsukino (Sailor Moon), Tohru Honda (Fruits Basket), Bulma (Dragon Ball), Kagome Higurashi (InuYasha), and Ochako Uraraka (My Hero Academia) Cartoons: She-Ra (She-Ra and the Princess of Power), Susie Carmichael (Rugrats), Carmen Sandiego (Carmen Sandiego), Toph Beifong (Avatar: the Last Airbender), and Garnet (Steven Universe) Comics: Doreen Green (Squirrel Girl), Ripley (Lumberjanes), Goldie Vance (Goldie Vance), Marjane Satrapi (Persepolis), Leah Dwyer (Jem and the Holograms), and Barbara Gordon (Birds of Prey) Movies: Hermoine (Harry Potter), Moana (Moana), Jesminder Bhamra (Bend It Like Beckham), Valkyrie (Thor: Ragnarok), Leia Organa (Star Wars), and Meg Murry (A Wrinkle in Time) Television: The 13th Doctor (Doctor Who), Andi Mack (Andi Mack), Eleven (Stranger Things), Mel, Maggie & Macy (Charmed), Becky Jackson (Glee), McKeyla, Adrienne, Bryden & Camryn (Project Mc2) Video Games: Lara Croft (Tomb Raider), Tifa Lockhart (Final Fantasy VII), Tracer (Overwatch), Zelda (The Legend of Zelda), Samus Aran (Metroid), and Mina (Battle Chef Brigade) A perfect gift for girls, women, and fans of all kinds, Fierce Heroines is a powerful, inspirational reminder that anyone can be a heroine!
Publisher: Running Press Kids
ISBN: 0762496649
Category : Young Adult Nonfiction
Languages : en
Pages : 279
Book Description
This inclusive and diverse anthology gathers seventy-five empowering heroines -- perfect for pop culture fans of all ages. Whether it's anime, movies, video games, comics, books, or television series, pop culture is full of female characters that inspire and encourage us to be brave, kind, thoughtful, and powerful. With comic-book inspired illustrations, character profiles and origins, and fun facts throughout, Fierce Heroines is the ultimate feminist tribute to pop culture's most amazing female characters. Now fans can learn about 75 diverse classic and contemporary heroines that are empowering girls and women all over the world like: Anime & Manga: San (Princess Mononoke), Usagi Tsukino (Sailor Moon), Tohru Honda (Fruits Basket), Bulma (Dragon Ball), Kagome Higurashi (InuYasha), and Ochako Uraraka (My Hero Academia) Cartoons: She-Ra (She-Ra and the Princess of Power), Susie Carmichael (Rugrats), Carmen Sandiego (Carmen Sandiego), Toph Beifong (Avatar: the Last Airbender), and Garnet (Steven Universe) Comics: Doreen Green (Squirrel Girl), Ripley (Lumberjanes), Goldie Vance (Goldie Vance), Marjane Satrapi (Persepolis), Leah Dwyer (Jem and the Holograms), and Barbara Gordon (Birds of Prey) Movies: Hermoine (Harry Potter), Moana (Moana), Jesminder Bhamra (Bend It Like Beckham), Valkyrie (Thor: Ragnarok), Leia Organa (Star Wars), and Meg Murry (A Wrinkle in Time) Television: The 13th Doctor (Doctor Who), Andi Mack (Andi Mack), Eleven (Stranger Things), Mel, Maggie & Macy (Charmed), Becky Jackson (Glee), McKeyla, Adrienne, Bryden & Camryn (Project Mc2) Video Games: Lara Croft (Tomb Raider), Tifa Lockhart (Final Fantasy VII), Tracer (Overwatch), Zelda (The Legend of Zelda), Samus Aran (Metroid), and Mina (Battle Chef Brigade) A perfect gift for girls, women, and fans of all kinds, Fierce Heroines is a powerful, inspirational reminder that anyone can be a heroine!
Queerness in Play
Author: Todd Harper
Publisher: Springer
ISBN: 3319905422
Category : Language Arts & Disciplines
Languages : en
Pages : 282
Book Description
Queerness in Play examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games.
Publisher: Springer
ISBN: 3319905422
Category : Language Arts & Disciplines
Languages : en
Pages : 282
Book Description
Queerness in Play examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games.
I Am Error
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.
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.
Global esports
Author: Dal Yong Jin
Publisher: Bloomsbury Publishing USA
ISBN: 1501368753
Category : Social Science
Languages : en
Pages : 336
Book Description
Global eSports explores the recent surge of eSports in the global scene and comprehensively discusses people's understanding of this spectacle. By historicizing and institutionalizing eSports, the contributors analyze the rapid growth of eSports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why eSports has become a global phenomenon. From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of eSports from online to mobile gaming. The book addresses why many global game players and fans play and enjoy online and mobile games in professional game competitions, and therefore, they investigate the manner in which the transfer to, from and between online and mobile gaming culture is occurring in a specific subset of global youth. The remaining focus identifies the major platforms used to enjoy eSports, including broadcasting and smartphones. By analyzing these unexamined or less-discussed agendas, this book sheds light on the current debates on the growth of global eSports culture.
Publisher: Bloomsbury Publishing USA
ISBN: 1501368753
Category : Social Science
Languages : en
Pages : 336
Book Description
Global eSports explores the recent surge of eSports in the global scene and comprehensively discusses people's understanding of this spectacle. By historicizing and institutionalizing eSports, the contributors analyze the rapid growth of eSports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why eSports has become a global phenomenon. From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of eSports from online to mobile gaming. The book addresses why many global game players and fans play and enjoy online and mobile games in professional game competitions, and therefore, they investigate the manner in which the transfer to, from and between online and mobile gaming culture is occurring in a specific subset of global youth. The remaining focus identifies the major platforms used to enjoy eSports, including broadcasting and smartphones. By analyzing these unexamined or less-discussed agendas, this book sheds light on the current debates on the growth of global eSports culture.
The Ultimate Guide To Super Metroid
Author: Blacknes Guy
Publisher:
ISBN: 9781775235729
Category : Games & Activities
Languages : en
Pages : 110
Book Description
Think you know Super Metroid? Think again!! This is the ultimate guide to Super Metroid on the SNES Classic and original Super Nintendo Entertainment System, from the creator of The Ultimate Guide series; bestselling author The BlackNES Guy!! This book is a complete walkthrough guide in The Ultimate Guide series, giving you all the tools you will need to master this game! Ceres Station is under attack! Samus must follow the Space Pirates back to their planet, Zebes, to rescue the Metroid but something lurks below the surface. It doesn't matter if you play it on the SNES Classic or the original SNES, this game is a favorite on everybody's list. First time players or longtime masters will LOVE this guide! Over 100 full-color pages inside including: Full-color maps and screenshots Explore All of Zebes. Learn the most efficient way to collect and complete 100% of the game. Learn Your Enemies. A complete list of enemies and their stats allows you to plan your path and decide which monsters are worth battling. Master Special Techniques. Learn various moves to improve your skill and playthrough time. Experience Every Ending. Provides descriptions of all three possible endings and gives you the knowledge to obtain them. And So Much More. With this guide, you'll have the structure to complete the game and the knowledge to create your own path. Take your Super Metroid knowledge to the next level with The Ultimate Guide to Super
Publisher:
ISBN: 9781775235729
Category : Games & Activities
Languages : en
Pages : 110
Book Description
Think you know Super Metroid? Think again!! This is the ultimate guide to Super Metroid on the SNES Classic and original Super Nintendo Entertainment System, from the creator of The Ultimate Guide series; bestselling author The BlackNES Guy!! This book is a complete walkthrough guide in The Ultimate Guide series, giving you all the tools you will need to master this game! Ceres Station is under attack! Samus must follow the Space Pirates back to their planet, Zebes, to rescue the Metroid but something lurks below the surface. It doesn't matter if you play it on the SNES Classic or the original SNES, this game is a favorite on everybody's list. First time players or longtime masters will LOVE this guide! Over 100 full-color pages inside including: Full-color maps and screenshots Explore All of Zebes. Learn the most efficient way to collect and complete 100% of the game. Learn Your Enemies. A complete list of enemies and their stats allows you to plan your path and decide which monsters are worth battling. Master Special Techniques. Learn various moves to improve your skill and playthrough time. Experience Every Ending. Provides descriptions of all three possible endings and gives you the knowledge to obtain them. And So Much More. With this guide, you'll have the structure to complete the game and the knowledge to create your own path. Take your Super Metroid knowledge to the next level with The Ultimate Guide to Super
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 0262299933
Category : Computers
Languages : en
Pages : 689
Book Description
Gain a deeper understanding of games and game design through 18 pioneering frameworks—with examples from board games, computer games, video games, and more. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like “play,” “design,” and “interactivity.” They look at games through a series of 18 “game design schemas,” or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 0262299933
Category : Computers
Languages : en
Pages : 689
Book Description
Gain a deeper understanding of games and game design through 18 pioneering frameworks—with examples from board games, computer games, video games, and more. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like “play,” “design,” and “interactivity.” They look at games through a series of 18 “game design schemas,” or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Prime Deceptions
Author: Valerie Valdes
Publisher: HarperCollins
ISBN: 0062877275
Category : Fiction
Languages : en
Pages : 390
Book Description
A spaceship captain, her crew, and their psychic cats confront past failures and new threats in this space opera sequel to the acclaimed Chilling Effect. Captain Eva Innocente and the crew of La Sirena Negra find themselves once again on the fringe of populated space—and at the center of a raging covert war. When Eva’s sister asks for help locating a missing scientist, promises of a big paycheck and a noble cause convince Eva to take the job despite lingering trust issues. With reluctant assistance from her estranged mother, Eva and her crew follow the missing scientist’s trail across the universe, from the costume-filled halls of a never-ending convention to a dangerous bot-fighting arena. They ultimately find themselves at the last place Eva wants to see again—Garilia—where she experienced her most shameful and haunting failure. To complete her mission and get paid, Eva must navigate a paradise embroiled in a rebellion, where massive forests and pristine beaches hide psychic creatures and pervasive surveillance technology. Can she find her quarry while avoiding the oppressive local regime, or will she be doomed to repeat past mistakes when her dark deeds come to light?
Publisher: HarperCollins
ISBN: 0062877275
Category : Fiction
Languages : en
Pages : 390
Book Description
A spaceship captain, her crew, and their psychic cats confront past failures and new threats in this space opera sequel to the acclaimed Chilling Effect. Captain Eva Innocente and the crew of La Sirena Negra find themselves once again on the fringe of populated space—and at the center of a raging covert war. When Eva’s sister asks for help locating a missing scientist, promises of a big paycheck and a noble cause convince Eva to take the job despite lingering trust issues. With reluctant assistance from her estranged mother, Eva and her crew follow the missing scientist’s trail across the universe, from the costume-filled halls of a never-ending convention to a dangerous bot-fighting arena. They ultimately find themselves at the last place Eva wants to see again—Garilia—where she experienced her most shameful and haunting failure. To complete her mission and get paid, Eva must navigate a paradise embroiled in a rebellion, where massive forests and pristine beaches hide psychic creatures and pervasive surveillance technology. Can she find her quarry while avoiding the oppressive local regime, or will she be doomed to repeat past mistakes when her dark deeds come to light?