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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.
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.
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.
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 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.
A critical look at how the Super Nintendo Entertainment System—and a resistance to innovation—took Nintendo from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo’s Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.
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.
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.
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.
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?