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Buzz and Ollie find many rhythms and beats as they go on a visit to their grandparent's house.
Ugly Lady Briar, beautiful Princess Rose, and Jack plot the downfall of the evil giant who plagues their kingdom while the girls face a curse that only true love can break.
Build games with techniques and insights from a pro.
A wacky tall tale about how musicians first learned to play together. All the musicians in the kingdom are so awful that the king sends his men-at-arms to round up musicians and feed them to the royal crocodiles. Pipe and drum player Piffaro heads for the border, collecting other refugee musicians on the way.
For fans of Jessica Day George and E. D. Baker comes a charming young fantasy about a girl, her grandmother, and an animal hospital devoted to fantastical creatures. Ivy’s grandmother is a healer—to mostly four-legged patients of the forest. Although the woodland creatures love her, the residents of Broomsweep grumble about Grandmother’s unkempt garden. When a kingdom-wide contest is announced to proclaim the tidiest town in the land, the people of Broomsweep are determined to win. That is, if they can get Ivy’s grandmother to clean up her ways. Ivy is determined to lend a hand, but the task proves more challenging when a series of unexpected refugees descends on Grandmother’s cottage. Before the week is over, an injured griffin, a dragon with a cold, and a tiny flock of temperamental pixies will cause a most untidy uproar in Broomsweep . . . and brighten Ivy’s days in ways she never could have dreamed. Praise for The Cottage in the Woods: “Charming and engaging. . . . Beautifully written.” —School Library Journal, starred review “As rich with characters from folklore as it is full of heart.” —The Wall Street Journal
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.
Inside the complex and misunderstood world of professional street skateboarding On a sunny Sunday in Los Angeles, a crew of skaters and videographers watch as one of them attempts to land a “heel flip” over a fire hydrant on a sidewalk in front of the Biltmore Hotel. A staff member of the hotel demands they leave and picks up his phone to call the police.Not only does the skater land the trick, but he does so quickly, and spares everyone the unwanted stress of having to deal with the cops. This is not an uncommon occurrence in skateboarding, which is illegal in most American cities and this interaction is just part of the process of being a professional street skater. This is just one of Gregory Snyder’s experiences from eight years inside the world of professional street skateboarding: a highly refined, athletic and aesthetic pursuit, from which a large number of people profit. Skateboarding LA details the history of skateboarding, describes basic and complex tricks, tours some of LA's most famous spots, and provides an enthusiastic appreciation of this dangerous and creative practice. Particularly concerned with public spaces, Snyder shows that skateboarding offers cities much more than petty vandalism and exaggerated claims of destruction. Rather, skateboarding draws highly talented young people from around the globe to skateboarding cities, building a diverse and wide-reaching community of skateboarders, filmmakers, photographers, writers, and entrepreneurs. Snyder also argues that as stewards of public plazas and parks, skateboarders deter homeless encampments and drug dealers. In one stunning case, skateboarders transformed the West LA Courthouse, with Nike’s assistance, into a skateable public space. Through interviews with current and former professional skateboarders, Snyder vividly expresses their passion, dedication and creativity. Especially in relation to the city's architectural features—ledges, banks, gaps, stairs and handrails—they are constantly re-imagining and repurposing these urban spaces in order to perform their ever-increasingly difficult tricks. For anyone interested in this dynamic and daunting activity, Skateboarding LA is an amazing ride.
Each of the adventures of Buzz and Ollie is designed to help teach a basic music principle. One of the first methods used to teach children about pitch is to help them distinguish between high and low sounds. In Buzz and Ollie's High, Low Adventure, the brother and sister find themselves lost in the forest. With the help of some delightful forest friends, they must determine which sounds are high and which are low in order to find their way home. This story can be used in the classroom or at home to teach or reinforce the music principle of pitch.
Between 1895 and 1904 a great wave of mergers swept through the manufacturing sector of the U.S. economy. In The Great Merger Movement in American Business, Lamoreaux explores the causes of the mergers, concluding that there was nothing natural or inevitable about turn-of-the-century combinations.