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Five mutant alien outcasts have been recruited by the evil outlaw Kaos to destroy the galaxy . . . Half hideous alien, half deadly robot - these are the toughest enemies Cosmo has ever faced. At an intergalactic drag race, Cosmo and Nuri find themselves facing the awesome ZIPZAP - the dynamo rider. Can Cosmo ride to victory once more? Or will it be lights-out for G-Watch? The power of the universe is in YOU!
Five mutant alien outcasts have been recruited by the evil outlaw Kaos to destroy the galaxy . . . Half hideous alien, half deadly robot - these are the toughest enemies Cosmo has ever faced.At an intergalactic drag race, Cosmo and Nuri find themselves facing the awesome ZIPZAP - the dynamo rider. Can Cosmo ride to victory once more? Or will it be lights-out for G-Watch?The power of the universe is in YOU!
Five awesome aliens have been unleashed from the darkest corner of the galaxy - and they're out to destroy the universe. Only Cosmo, a young boy from planet Earth, has the power to stop them. Recruited by the elite defence organisation G-Watch to defend the galaxy, Cosmo must prove himself and commence battle against the deadliest aliens in space ...Cosmo's epic mission is nearly over - but now he must face the most terrifying invader of them all, the mighty Atomic. On the toxic planet of Abu, Cosmo and Nuri face many dangers on their search for Atomic - fighting their way through sinking mud, toxic swamps and radioactive beasts. Can Cosmo find the strength he needs to stop the evil Atomic, or could this final mission be his last ...?
Cosmo discovers the truth about his father's mysterious past, and takes up his role as a defender of the galaxy. When the mighty alien Rockhead is sent to destroy G-Watch headquarters, only Cosmo has the power to stop him. But will the young Earthling be able to defeat the monstrous mountain alien?
A fresh and enjoyable collection of games for children aged between 4 and 11, including card games, board games, physical games, and co-operative and competitive games. Gives helpful guidance for teachers on integrating games into the English syllabus, classroom management, adapting traditional games, and creating new games with children.
In this vivid, contemporary translation, Victor Mair captures the quintessential life and spirit of Chuang Tzu while remaining faithful to the original text.
The newest volume in the best-selling Ideas Library is Games 3--a collection of more than 400 fun, creative, youth-group-tested games. Indoor games, outdoor games, water games, balloon games, wide games, living room games, large and small group games, rowdy games, silly games, quiet games, hilarious games--brand new games to keep your group laughing, and building community. Perfect for youth workers and recreation directors.
A playful and profound survey of the concept of computation across the entire spectrum of human thought-written by a mathematician novelist who spent twenty years as a Silicon Valley computer scientist. The logic is correct, and the conclusions are startling. Simple rules can generate gnarly patterns. Physics obeys laws, but the outcomes aren't predictable. Free will is real. The mind is like a quantum computer. Social strata are skewed by universal scaling laws. And there can never be a simple trick for answering all possible questions about our world's natural processes. We live amid splendor beyond our control.
"Grace O'Malley, Princess and Pirate" by Robert Machray O'Malley was chieftain of the Ó Máille clan in the west of Ireland, following in the footsteps of her father Eoghan Dubhdara Ó Máille. She was well-educated and was regarded by contemporaries as being exceptionally formidable and competent. Upon her father's death she inherited his large shipping and trading business. This book recounts her fascinating life story.
On a distant asteroid, Teggs and his team discover the creepy castle hideout of super-scientist Dr Frankensaur. Soon the astrosaurs are plunged into a sinister mystery, where deadly robots, headless horrors and mutant monsters lie in wait.