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Wes and Sadie have all the usual teenage problems. Trouble at home. Trouble at school. The ability to manipulate other people's emotions by firing finger guns. Okay, maybe that one's unusual. But what could go wrong? Turns out, everything. EVERYONE KNOWS TEENAGERS CAN'T CONTROL THEIR EMOTIONS. SO WHAT HAPPENS WHEN THEY CAN MANIPULATE THE EMOTIONS OF OTHER PEOPLE? Two troubled teenagers discover they can manipulate emotions by firing finger guns. There will be laughs. There will be tears. There will be uncomfortable teen feelings and angst. Oh yeah... and chaos. So much chaos. Collects the complete five issue series. "Two teenagers discover they can set off others’ emotions by placing their fingers into the shape of a gun and pointing. Wes incites rage, Sadie soothes. There is a lot to be explored, about their powers, their friendship and their home life (Wes is largely alone thanks to his workaholic father; Sadie’s parents are struggling with finances)." -The New York Times
Back in 1994 at the game company ‘CORE Design’ in Derby, Lara Croft was born. Through eighteen months of pure hard work from the team, Tomb Raider was released in 1996 and became the success that we see today; taking part in the mid-nineties celebrations of Brit-Pop and Girl Power. This is the story of the team who were involved in creating the first two games, then leaving the series to a new team in 1998. Lara Croft brought class, comedy, and a James Bondian role to the game, dreamt up by Toby Gard and helped to become a pitch with Paul Douglas. The game was a gamble, but because everyone at the company believed in it, it led to huge success for everyone, except for Toby and Paul. ‘The Making of Tomb Raider’ goes into detail of how Lara and the games were born, alongside why Toby Gard and Paul Douglas left before the sequel was released. Throughout eleven chapters of countless interviews, this book will tell you who was responsible for creating the first two games; from its levels, its music, the many voices of Lara Croft, and much more. The team also reveals all about the star of the second game; Winston the Butler, and how he came to be by Joss Charmet. Over twenty people were interviewed for this story; from the pitch for what would be Tomb Raider, alongside the challenges along the way, up until the release of Tomb Raider 2 in 1997...
What happens when the hunter becomes the hunted? To the Gregg family, hunting is just plain fun. To the girl who lives next door, it's just plain horrible. She tries to be polite. She tries to talk them out of it, but the Greggs only laugh at her. Then one day the Greggs go too far, and the little girl turns her Magic Finger on them. When she's very, very angry, the little girl's Magic Finger takes over. She really can’t control it, and now it's turned the Greggs into birds! Before they know it, the Greggs are living in a nest, and that's just the beginning of their problems….
The growing concern over the number of accidental firearm shootings, especially those involving children, prompted passage of the initial handgun safety law which went into effect in 1994. The stated intent of the California Legislature in enacting the current FSC law is for persons who obtain firearms to have a basic familiarity with those firearms, including, but not limited to, the safe handling and storage of those firearms. The statutory authority for this program is contained in Penal Code sections 26840 and 31610 through 31700. These statutes mandate DOJ to develop, implement and maintain the FSC Program. Pursuant to Penal Code section 26840, a firearms dealer cannot deliver a firearm unless the person receiving the firearm presents a valid FSC, which is obtained by passing a written test on firearm safety. Prior to taking delivery of a firearm from a licensed firearms dealer, the purchaser/recipient must also successfully perform a safe handling demonstration with that firearm..
As violence in the media and media-linked toys increases, parents and teachers are also seeing an increase in children's war play. The authors have revised this popular text to provide more practical guidance for working with children to promote creative play, and for positively influencing the lessons about violence children are learning. Using a developmental and sociopolitical viewpoint, the authors examine five possible strategies for resolving the war play dilemma and show which best satisfy both points of view: banning war play; taking a laissez-faire approach; allowing war play with specified limits; actively facilitating war play; and limiting war play while providing alternative ways to work on the issues. New for the Second Edition are: more anecdotal material about adults'' and children's experiences with war play, including examples from both home and school settings; greater emphasis on the impact of media and commercialization on children's war play, including recent trends in media, programming, marketing, and war toys; expanded discussion about the importance of the distinction between imitative and creative war play; and summary boxes of key points directed at teachers or parents. * New information about violent video games, media cross feeding, and gender development and sex-role stereotyping.
Extremely popular and hailed by trainers and officers nationwide as one of the most realistic all-encompassing firearms guides ever published. Handgun Combative overflows with the street-proven wisdom and priceless advice of prominent gun expert Dave Spaulding. Includes insight into weapon, ammo & holster selection, grip tips for better weapon retention, increasing accuracy, skillful firearms use in challenging settings, preparing for quick response and peak performance, and training for weak hand shooting. No officer should be without this book...period.
"A funny, raucous, eye-opening, wholly non-partisan trip in search of Americans who love their guns"--
On the morning of May 24, 1921, a force of eight hundred white policemen and soldiers confronted an African prophet, Enoch Mgijima, and some three thousand of his followers. Called the Israelites, they refused to leave their holy village of Ntabelanga, where they had been gathering since early 1919 to await the end of the world. While the Israelites maintained they were there to pray and worship in peace, the white authorities viewed them as illegally squatting on land that was not theirs. After many months of fruitless negotiations, the South African government sent an armed force to Bulhoek, a village in the Eastern Cape, to expel them. In the event that has come to be known as the Bulhoek massacre, police armed with rifles, machine guns, and cannons killed nearly two hundred Israelites wielding knobkerries, swords, and spears. In The Finger of God, Robert Edgar reveals how and why the Bulhoek massacre occurred. Edgar asks: Why did Mgijima prophesize that the end of the world was imminent, and why did he summon his followers to Ntabelanga? Why did the South African government regard the Israelite encampment as a threat? Examining this clash between a government and a millenial movement, Edgar considers the Bulhoek massacre both as a signal event in South African history and as an example of similar conflicts worldwide.
“An exhaustive, tremendous look back at one of the most beloved consoles of all time . . . an absolutely barnstorming recollection of a wonderful era.” —Finger Guns The third book in Chris Scullion’s series of video game encyclopedias, The Sega Mega Drive and Genesis Encyclopedia is dedicated to Sega’s legendary 16-bit video game console. The book contains detailed information on every single game released for the Sega Mega Drive and Genesis in the west, as well as similarly thorough bonus sections covering every game released for its add-ons, the Mega CD and 32X. With nearly a thousand screenshots, generous helpings of bonus trivia and charmingly bad jokes, The Sega Mega Drive and Genesis Encyclopedia is the definitive guide to a legendary gaming system. “The Sega Mega Drive and Genesis Encyclopedia is a must-buy for fans of the console and a perfect addition to any retro game fan’s library.” —Goomba Stomp Magazine