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The reader's choices will help Ash Ketchum search a remote island for new Pokémon and prepare for a showdown with Jessie of Team Rocket.
Get ready to start your Pokemon adventure with this fun-filled journal! This book is filled with activities, quizzes and questions to inspire Pokemon fans to be the very best they can be. Design your own Pokemon gym, battle with your friends and record your most awesome adventures.
The reader determines what happens in a story about a character who sneaks aboard pirate Captain Rockhopper's ship and is discovered, in a text where a choice can be made between being sent back to the safety of Club Penguin or becoming a part of the crew on the expeditions of the ship.
Explore Unova's Chargestone Cave scenic woods, and ancient runins!
Artwork, sketches and a brand-new manga short story from the artist of the Pokémon Adventures series inspired by the best-selling Pokémon video games! A collection of beautiful full-color art from the artist of the Pokémon Adventures graphic novel series! In addition to illustrations of your favorite Pokémon, this vibrant volume includes exclusive sketches and storyboards, four pull-out posters, and a brand-new manga side story published in English for the first time!
From the New York Times bestselling authors of Abundance and Bold comes a practical playbook for technological convergence in our modern era. In their book Abundance, bestselling authors and futurists Peter Diamandis and Steven Kotler tackled grand global challenges, such as poverty, hunger, and energy. Then, in Bold, they chronicled the use of exponential technologies that allowed the emergence of powerful new entrepreneurs. Now the bestselling authors are back with The Future Is Faster Than You Think, a blueprint for how our world will change in response to the next ten years of rapid technological disruption. Technology is accelerating far more quickly than anyone could have imagined. During the next decade, we will experience more upheaval and create more wealth than we have in the past hundred years. In this gripping and insightful roadmap to our near future, Diamandis and Kotler investigate how wave after wave of exponentially accelerating technologies will impact both our daily lives and society as a whole. What happens as AI, robotics, virtual reality, digital biology, and sensors crash into 3D printing, blockchain, and global gigabit networks? How will these convergences transform today’s legacy industries? What will happen to the way we raise our kids, govern our nations, and care for our planet? Diamandis, a space-entrepreneur-turned-innovation-pioneer, and Kotler, bestselling author and peak performance expert, probe the science of technological convergence and how it will reinvent every part of our lives—transportation, retail, advertising, education, health, entertainment, food, and finance—taking humanity into uncharted territories and reimagining the world as we know it. As indispensable as it is gripping, The Future Is Faster Than You Think provides a prescient look at our impending future.
Introduction: screenwriting off the page -- Millennial manic: crisis and change in the business of screenwriting -- Atop the tentpole: hollywood screenwriting today -- Running the room: screenwriting in expanded television -- New markets and microbudgets: "independent" storytellers -- Screenwriter 2.0: the legitimation of writing for video games -- Conclusion: scripting boundaries
An RPG for the Super NES that flopped when it first arrived in the U.S., EarthBound grew in fan support and critical acclaim over the years, eventually becoming the All-Time Favorite Game of thousands, among them author Ken Baumann. Featuring a heartfelt foreword from the game's North American localization director, Marcus Lindblom, Baumann's EarthBound is a joyful tornado of history, criticism, and memoir. Baumann explores the game's unlikely origins, its brilliant creator, its madcap plot, its marketing failure, its cult rise from the ashes, and its intersections with Japanese and American culture, all the while reflecting back on the author's own journey into the terrifying and hilarious world of adults.
Welcome to our comprehensive strategy guide for Pokémon: Sword and Shield, the latest entries in the Pokémon video game franchise. Our guide also incorporates all the DLC, including the Isle of Armor and brand new Crown Tundra DLC. In Sword and Shield, you explore the Galar region, based on the United Kingdom, alongside rivals Hop, Bede and Marnie, with the aim to dethrone the Pokémon League Champion. The games introduce several new features such as Dynamaxing and Gigantamaxing, functions that increase size and change forms of certain Pokémon; the Wild Area, a large open world with free camera movement; and raids with co-op battling. They also reintroduce features previously seen in Sun and Moon and Let's Go, Pikachu! and Let's Go, Eevee!, such as regional variants and roaming Pokémon depicted in the overworld. Brand New October 2020: - The Crown Tundra walkthrough and information. Version 1.2 - A Complete Walkthrough of the Isle of Armor. - Details of all 16 new Wild Areas, including Pokémon encounter rates. - All the new Max Raid Dens: Locations and Featured Pokémon. - Images and Locations of All 150 of the Missing Diglett. - The Isle of Armor Pokédex (featuring 100 Returning Pokémon). - Recipes for the Cram-o-matic. - A Full Walkthrough featuring Pokémon encounter rates. - All Gym Encounters and Strategies. - New Items: Mints & Natures Explained. - Post Game content including Champion Cup. - Dynamaxing and Gigantamaxing. - The Galar Region Pokédex (featuring 400 Pokemon).
Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech.