Samus Aran: Metroid Heroine

Samus Aran: Metroid Heroine
Author: Kenny Abdo
Publisher: ABDO
Total Pages: 27
Release: 2021-12-15
Genre: Juvenile Nonfiction
ISBN: 1098227816


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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.

Metroid: a Novel

Metroid: a Novel
Author: Rón Ginn
Publisher:
Total Pages: 222
Release: 2013-02-16
Genre: Fiction
ISBN: 9781482554625


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Read the mysterious origin of classic video game heroine Samus Aran, from her years among the wise and eccentric Chozo to her fateful Zero Mission. This is a heavily researched, canonical tale of the bounty hunter about whom Space Pirates speak in but low, hissing whispers. Relive the action, drama and intrigue as Samus gives life to a thus far fragmented, unclear narrative.Rated T.Disclaimer: Content indistinguishable from its previous edition, Rón Ginn's Metroid 1.

Metroid 1

Metroid 1
Author: Yoko Bongo
Publisher: Lulu.com
Total Pages: 144
Release: 2018-07-10
Genre: Fiction
ISBN: 1387863959


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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.

Metroid Dread Guide

Metroid Dread Guide
Author: Jackotiholik Cenajolikapom
Publisher: Independently Published
Total Pages: 82
Release: 2021-11-08
Genre:
ISBN:


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Welcome to our complete Metroid Dread solution. Discover all our guides and tips to overcome the labyrinthine adventure of Metroid Dread, defeat the many bosses that await Samus Aran and find all the hidden bonuses and abilities for the fearless heroine.

Metroid

Metroid
Author:
Publisher:
Total Pages:
Release: 2010
Genre: Computer adventure games
ISBN:


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Set between the events of Super Metroid and Metroid Fusion, the game features unprecedented access to the backstory, thoughts and in-game interactions of the usually closed off heroine of the series, Samus Aran. Developed jointly by Nintendo and the celebrated Japanese development studio, Team Ninja, the game also features exciting play options, including the ability to switch between first-person and third-person perspectives, pointer and sideways Wii Remote controller orientation, stunning in-game cinematics and a classic blend of Metroid action and puzzle-solving gameplay.

Fierce Heroines

Fierce Heroines
Author: Rosie Knight
Publisher: Running Press Kids
Total Pages: 256
Release: 2021-04-06
Genre: Young Adult Nonfiction
ISBN: 0762496649


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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

Queerness in Play
Author: Todd Harper
Publisher: Springer
Total Pages: 279
Release: 2018-10-19
Genre: Language Arts & Disciplines
ISBN: 3319905422


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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.

Super Power, Spoony Bards, and Silverware

Super Power, Spoony Bards, and Silverware
Author: Dominic Arsenault
Publisher: MIT Press
Total Pages: 238
Release: 2017-09-01
Genre: Games & Activities
ISBN: 0262341506


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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.

I Am Error

I Am Error
Author: Nathan Altice
Publisher: MIT Press
Total Pages: 439
Release: 2015-05-01
Genre: Computers
ISBN: 0262028778


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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.

Rules of Play

Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
Total Pages: 689
Release: 2003-09-25
Genre: Computers
ISBN: 0262299933


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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. 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 eighteen "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.