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alien math game 2000s: The Sega Mega Drive & Genesis Encyclopedia Chris Scullion, 2021-12-08 “An exhaustive, tremendous look back at one of the most beloved consoles of all time . . . an absolutely barnstorming recollection of a wonderful era.” —Finger Guns The third book in Chris Scullion’s series of video game encyclopedias, The Sega Mega Drive and Genesis Encyclopedia is dedicated to Sega’s legendary 16-bit video game console. The book contains detailed information on every single game released for the Sega Mega Drive and Genesis in the west, as well as similarly thorough bonus sections covering every game released for its add-ons, the Mega CD and 32X. With nearly a thousand screenshots, generous helpings of bonus trivia and charmingly bad jokes, The Sega Mega Drive and Genesis Encyclopedia is the definitive guide to a legendary gaming system. “The Sega Mega Drive and Genesis Encyclopedia is a must-buy for fans of the console and a perfect addition to any retro game fan’s library.” —Goomba Stomp Magazine |
alien math game 2000s: The 2000s Made Me Gay Grace Perry, 2021-06-01 From The Onion and Reductress contributor, this collection of essays is a hilarious nostalgic trip through beloved 2000s media, interweaving cultural criticism and personal narrative to examine how a very straight decade forged a very queer woman Honest, funny, smart, and illuminating.” —Anna Drezen, co-head writer of SNL If you came of age at the intersection of Mean Girls and The L Word: Read this book.” —Sarah Pappalardo, editor in chief and co-founder of Reductress Today’s gay youth have dozens of queer peer heroes, both fictional and real, but former gay teenager Grace Perry did not have that luxury. Instead, she had to search for queerness in the (largely straight) teen cultural phenomena the aughts had to offer: in Lindsay Lohan’s fall from grace, Gossip Girl, Katy Perry’s “I Kissed A Girl,” country-era Taylor Swift, and Seth Cohen jumping on a coffee cart. And, for better or worse, these touch points shaped her adult identity. She came out on the other side like many millennials did: in her words, gay as hell. Throw on your Von Dutch hats and join Grace on a journey back through the pop culture moments of the aughts, before the cataclysmic shift in LGBTQ representation and acceptance—a time not so long ago, which many seem to forget. |
alien math game 2000s: Proof David Auburn, 2001 THE STORY: On the eve of her twenty-fifth birthday, Catherine, a troubled young woman, has spent years caring for her brilliant but unstable father, a famous mathematician. Now, following his death, she must deal with her own volatile emotions; the |
alien math game 2000s: What Video Games Have to Teach Us About Learning and Literacy. Second Edition James Paul Gee, 2014-12-02 Cognitive Development in a Digital Age James Paul Gee begins his classic book with I want to talk about video games–yes, even violent video games–and say some positive things about them. With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life. |
alien math game 2000s: Higher Math for Beginners Y. B. Zeldovich, I. M. Yaglom, 1987 |
alien math game 2000s: The Berenstain Bears in the Dark Stan Berenstain, Jan Berenstain, 2012-07-25 Come for a visit in Bear Country with this classic First Time Book® from Stan and Jan Berenstain. After reading a scary book, Sister becomes afraid of the dark. Thankfully, Papa has some good ideas to help Sister conquer her fear. This beloved story is a perfect way to teach children about bravery and overcoming their fears. |
alien math game 2000s: No Logo Naomi Klein, 2000-01-15 What corporations fear most are consumers who ask questions. Naomi Klein offers us the arguments with which to take on the superbrands. Billy Bragg from the bookjacket. |
alien math game 2000s: Sophie's World Jostein Gaarder, 2007-03-20 A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: Who are you? and Where does the world come from? From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined. |
alien math game 2000s: Invitation to the Game Monica Hughes, 1993-06 Unemployed after high school in the highly robotic society of 2154, Lisse and seven friends resign themselves to a boring existence in their Designated Area until the government invites them to play The Game. |
alien math game 2000s: Artificial Intelligence and Games Georgios N. Yannakakis, Julian Togelius, 2018-02-17 This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading. |
alien math game 2000s: Long Story Short Serena Kaylor, 2022-07-26 “Like the best of the Bard himself, Long Story Short combines dazzling repartee with iconic, nuanced characters and the kind of charged, perfectly paced romance fit for the world stage...a sparkling Shakespearean homage and a wonderful debut.” —Emily Wibberley and Austin Siegemund-Broka, authors of Always Never Yours In Serena Kaylor's sparkling debut, a homeschooled math genius finds herself out of her element at a theater summer camp and learns that life—and love—can’t be lived by the (text)book. Growing up homeschooled in Berkeley, California, Beatrice Quinn has always dreamed of discovering new mathematical challenges at Oxford University. She always thought the hardest part would be getting in, not convincing her parents to let her go. But while math has always made sense to Beatrice, making friends is a problem she hasn’t been able to solve. Before her parents will send her halfway across the world, she has to prove she won’t spend the next four years hiding in the library. The compromise: the Connecticut Shakespearean Summer Academy and a detailed list of teenage milestones to check off. If Beatrice wants to live out her Oxford dream, she has to survive six weeks in the role of “normal teenager” first. Unfortunately, hearts and hormones don't follow any equations. When she's adopted by a group of eclectic theater kids, and immediately makes an enemy of the popular—and annoyingly gorgeous—British son of the camp’s founders, Beatrice quickly learns that relationships are trickier than calculus. With her future on the line, this girl genius stumbles through illicit parties, double dog dares, and more than her fair share of Shakespeare. But before the final curtain falls, will Beatrice realize there’s more to life than what she can find in the pages of a book? |
alien math game 2000s: Control Freak Cliff Bleszinski, 2022-11-01 The designer of Unreal and Gears of War offers an eye-opening personal account of the video game industry as it grew from niche hobby to hundred-billion-dollar enterprise. Video games are dominating the planet. In 2020, they brought in $180 billion dollars globally—nearly $34 billion in the United States alone. So who are the brilliant designers who create these stunning virtual worlds? Cliff Bleszinski—or CliffyB as he is known to gamers—is one of the few who’ve reached mythical, rock star status. In Control Freak, he gives an unvarnished, all-access tour of the business. Toiling away in his bedroom, Bleszinski created and shipped his first game before graduating high school, and at just seventeen joined a fledgling company called Epic Games. He describes the grueling hours, obscene amounts of Mountain Dew and obsessive focus necessary to achieve his singular creative visions. He details Epic’s rise to industry leader, thanks largely to his work on bestselling franchises Unreal and Gears of War (and, later, his input on a little game called Fortnite), as well as his own awkward ascent from shy, acne-riddled introvert to sports car-driving celebrity rubbing shoulders with Bill Gates. As he writes, “No one is weirder than a nerd with money.” While the book is laced with such self-deprecating humor, Bleszinski also bluntly addresses the challenges that have long-faced the gaming community, including sexism and a lack of representation among both designers and the characters they create. Control Freak is a hilarious, thoughtful, and inspiring memoir. Even if you don’t play games, you’ll walk away from this book recognizing them as a true art form and appreciating the genius of their creators. |
alien math game 2000s: Black Identities Mary C. WATERS, 2009-06-30 The story of West Indian immigrants to the United States is generally considered to be a great success. Mary Waters, however, tells a very different story. She finds that the values that gain first-generation immigrants initial success--a willingness to work hard, a lack of attention to racism, a desire for education, an incentive to save--are undermined by the realities of life and race relations in the United States. Contrary to long-held beliefs, Waters finds, those who resist Americanization are most likely to succeed economically, especially in the second generation. |
alien math game 2000s: This Isn't Happening Steven Hyden, 2020-09-29 THE MAKING AND MEANING OF RADIOHEAD'S GROUNDBREAKING, CONTROVERSIAL, EPOCHDEFINING ALBUM, KID A. In 1999, as the end of an old century loomed, five musicians entered a recording studio in Paris without a deadline. Their band was widely recognized as the best and most forward-thinking in rock, a rarefied status granting them the time, money, and space to make a masterpiece. But Radiohead didn't want to make another rock record. Instead, they set out to create the future. For more than a year, they battled writer's block, intra-band disagreements, and crippling self-doubt. In the end, however, they produced an album that was not only a complete departure from their prior guitar-based rock sound, it was the sound of a new era-and it embodied widespread changes catalyzed by emerging technologies just beginning to take hold of the culture. What they created was Kid A. Upon its release in 2000, Radiohead's fourth album divided critics. Some called it an instant classic; others, such as the UK music magazine Melody Maker, deemed it tubby, ostentatious, self-congratulatory... whiny old rubbish. But two decades later, Kid A sounds like nothing less than an overture for the chaos and confusion of the twenty-first century. Acclaimed rock critic Steven Hyden digs deep into the songs, history, legacy, and mystique of Kid A, outlining the album's pervasive influence and impact on culture in time for its twentieth anniversary in 2020. Deploying a mix of criticism, journalism, and personal memoir, Hyden skillfully revisits this enigmatic, alluring LP and investigates the many ways in which Kid A shaped and foreshadowed our world. |
alien math game 2000s: Digital Game-Based Learning Marc Prensky, 2007-03-01 Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers. |
alien math game 2000s: Archaeology, Anthropology, and Interstellar Communication National Aeronautics Administration, Douglas Vakoch, 2014-09-06 Addressing a field that has been dominated by astronomers, physicists, engineers, and computer scientists, the contributors to this collection raise questions that may have been overlooked by physical scientists about the ease of establishing meaningful communication with an extraterrestrial intelligence. These scholars are grappling with some of the enormous challenges that will face humanity if an information-rich signal emanating from another world is detected. By drawing on issues at the core of contemporary archaeology and anthropology, we can be much better prepared for contact with an extraterrestrial civilization, should that day ever come. |
alien math game 2000s: The Uninhabitable Earth David Wallace-Wells, 2019-02-19 #1 NEW YORK TIMES BESTSELLER • “The Uninhabitable Earth hits you like a comet, with an overflow of insanely lyrical prose about our pending Armageddon.”—Andrew Solomon, author of The Noonday Demon NAMED ONE OF THE BEST BOOKS OF THE YEAR BY The New Yorker • The New York Times Book Review • Time • NPR • The Economist • The Paris Review • Toronto Star • GQ • The Times Literary Supplement • The New York Public Library • Kirkus Reviews It is worse, much worse, than you think. If your anxiety about global warming is dominated by fears of sea-level rise, you are barely scratching the surface of what terrors are possible—food shortages, refugee emergencies, climate wars and economic devastation. An “epoch-defining book” (The Guardian) and “this generation’s Silent Spring” (The Washington Post), The Uninhabitable Earth is both a travelogue of the near future and a meditation on how that future will look to those living through it—the ways that warming promises to transform global politics, the meaning of technology and nature in the modern world, the sustainability of capitalism and the trajectory of human progress. The Uninhabitable Earth is also an impassioned call to action. For just as the world was brought to the brink of catastrophe within the span of a lifetime, the responsibility to avoid it now belongs to a single generation—today’s. LONGLISTED FOR THE PEN/E.O. WILSON LITERARY SCIENCE WRITING AWARD “The Uninhabitable Earth is the most terrifying book I have ever read. Its subject is climate change, and its method is scientific, but its mode is Old Testament. The book is a meticulously documented, white-knuckled tour through the cascading catastrophes that will soon engulf our warming planet.”—Farhad Manjoo, The New York Times “Riveting. . . . Some readers will find Mr. Wallace-Wells’s outline of possible futures alarmist. He is indeed alarmed. You should be, too.”—The Economist “Potent and evocative. . . . Wallace-Wells has resolved to offer something other than the standard narrative of climate change. . . . He avoids the ‘eerily banal language of climatology’ in favor of lush, rolling prose.”—Jennifer Szalai, The New York Times “The book has potential to be this generation’s Silent Spring.”—The Washington Post “The Uninhabitable Earth, which has become a best seller, taps into the underlying emotion of the day: fear. . . . I encourage people to read this book.”—Alan Weisman, The New York Review of Books |
alien math game 2000s: Theory of Fun for Game Design Raph Koster, 2013-11-08 Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins |
alien math game 2000s: Eavesdropping on Hell Robert J. Hanyok, 2005-01-01 This official government publication investigates the impact of the Holocaust on the Western powers' intelligence-gathering community. It explains the archival organization of wartime records accumulated by the U.S. Army's Signal Intelligence Service and Britain's Government Code and Cypher School. It also summarizes Holocaust-related information intercepted during the war years. |
alien math game 2000s: Earth Geeks Must Go! R. L. Stine, 1999 Two friends learn that life on Earth isn't nearly as strange as they thought after being kidnapped by aliens who eat through their armpits, yet now they have to find a safe way back to the world they know and love. Original. |
alien math game 2000s: Intrinsic Motivation Edward L. Deci, 2012-12-06 As I begin to write this Preface, I feel a rush of excitement. I have now finished the book; my gestalt is coming into completion. Throughout the months that I have been writing this, I have, indeed, been intrinsically motivated. Now that it is finished I feel quite competent and self-determining (see Chapter 2). Whether or not those who read the book will perceive me that way is also a concern of mine (an extrinsic one), but it is a wholly separate issue from the intrinsic rewards I have been experiencing. This book presents a theoretical perspective. It reviews an enormous amount of research which establishes unequivocally that intrinsic motivation exists. Also considered herein are various approaches to the conceptualizing of intrinsic motivation. The book concentrates on the approach which has developed out of the work of Robert White (1959), namely, that intrinsically motivated behaviors are ones which a person engages in so that he may feel competent and self-determining in relation to his environment. The book then considers the development of intrinsic motiva tion, how behaviors are motivated intrinsically, how they relate to and how intrinsic motivation is extrinsically motivated behaviors, affected by extrinsic rewards and controls. It also considers how changes in intrinsic motivation relate to changes in attitudes, how people attribute motivation to each other, how the attribution process is motivated, and how the process of perceiving motivation (and other internal states) in oneself relates to perceiving them in others. |
alien math game 2000s: The Macho Paradox Jackson Katz, 2019-06-04 A fully revised and updated edition to a classic bestseller, The Macho Paradox is the first book to show how violence against women is a men's issue—and how all genders can come together to stop it. From the #MeToo movement to current discussions about gender norms in schools, sports, politics, and media culture, The Macho Paradox incorporates the voices and experiences of the women, men, and others who have confronted the problem of gender violence from all angles. Bestselling author Jackson Katz is a pioneering educator and activist on the topic of men's violence against women. In this revised edition of his heralded book, Katz outlines the ways in which cultural ideas about manhood contribute to men's sexually harassing and abusive behaviors and that men have a positive role to play in challenging and changing the sexist cultural norms that too often lead to gender violence. This important book for abused women covers topics ranging from mental and emotional abuse to sexual harassment to domestic violence and is a vital read for women with controlling partners or as a self-help book for men. Praise for The Macho Paradox: A candid look at the cultural factors that lend themselves to tolerance of abuse and violence against women.—Booklist If only men would read Katz's book, it could serve as a potent form of male consciousness-raising.—Publishers Weekly These pages will empower both men and women to end the scourge of male violence and abuse. Katz knows how to cut to the core of the issues, demonstrating undeniably that stopping the degradation of women should be every man's priority.—Lundy Bancroft, author of Why Does He Do That?: Inside the Minds of Angry and Controlling Men |
alien math game 2000s: The Bees Laline Paull, 2014-05-06 The Handmaid’s Tale meets The Hunger Games in this brilliantly imagined debut set in an ancient culture where only the queen may breed and deformity means death. Flora 717 is a sanitation worker, a member of the lowest caste in her orchard hive where work and sacrifice are the highest virtues and worship of the beloved Queen the only religion. But Flora is not like other bees. With circumstances threatening the hive’s survival, her curiosity is regarded as a dangerous flaw but her courage and strength are an asset. She is allowed to feed the newborns in the royal nursery and then to become a forager, flying alone and free to collect pollen. She also finds her way into the Queen’s inner sanctum, where she discovers mysteries about the hive that are both profound and ominous. But when Flora breaks the most sacred law of all—daring to challenge the Queen’s fertility—enemies abound, from the fearsome fertility police who enforce the strict social hierarchy to the high priestesses jealously wedded to power. Her deepest instincts to serve and sacrifice are now overshadowed by an even deeper desire, a fierce maternal love that will bring her into conflict with her conscience, her heart, her society—and lead her to unthinkable deeds. Thrilling, suspenseful and spectacularly imaginative, The Bees gives us a dazzling young heroine and will change forever the way you look at the world outside your window. |
alien math game 2000s: Instant Universe R. Pelius Cook, 2015-07-31 Exploring strange worlds and alien civilizations is one of the most exciting aspects of science fiction. =GALACTIC BAROQUE= INSTANT UNIVERSE generates exotic locales at any point from the big bang to the end of the Stelliferous Era that better reflect where super- and ultra-advanced technology will take us. Does humankind still live in trees or caves? Of course not! We learned to build our own habitations long ago. Likewise, INSTANT UNIVERSE determines technology levels of civilizations, indicating native life populations, star system development (including terraformed planets, megaengineered space colonies, and beyond), and interstellar colonization. Writers of any genre, gamers, roleplayers, world builders, astronomy enthusiasts, and more will find this heavily researched book useful, fascinating, and fun. It's a great way to introduce children and novices to the wonders of the universe, too! |
alien math game 2000s: The Teacher from the Black Lagoon Mike Thaler, 2008-08 Will I have a friend?: A little boy makes a friend on his first day of school. |
alien math game 2000s: Ancient Greece and Rome in Videogames Ross Clare, 2021-06-03 This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”. |
alien math game 2000s: Mini Clay World Cute Café Editors of Klutz, Klutz, 2021-02 Batter up! Serve tiny clay waffles fresh off the griddle in your own miniature bakery-café with al fresco dining. Oven-bake clay is perfect for sculpting your favorite sweet treats and adorable animals. Choose from 17 step-by-step projects, including donuts, macarons, croissants, and more! (Don't forget the tiny café cats and bird friends.) Assembling your café is a breeze, and tiny papercraft projects let you box up your clay confections with baker's twine. Need to Know 32-page book offers step-by-step instructions and clay guides to help your projects match the pictures. Press clay into a tiny, realistic-looking mold to create waffles that can be decorated with all sorts of toppings. Display your treats in a pastry case and a sturdy café that slots together--no glue required. Scaled for approximately a 3-inch (7.5 cm) figurine (not included.) Comes with: Custom plastic mini waffle maker, custom plastic spatula, 7 colors of polymer clay, 4 brads, chipboard punch-outs, clear acetate sheet, baker's twine |
alien math game 2000s: Anathem Neal Stephenson, 2009-08-25 For ten years Fraa Erasmas, a young avout, has lived in a cloistered sanctuary for mathematicians, scientists, and philosophers, protected from the corrupting influences of the outside world. But before the week is out, both the existence he abandoned and the one he embraced will stand poised on the brink of cataclysmic change—and Erasmas will become a major player in a drama that will determine the future of his world, as he follows his destiny to the most inhospitable corners of the planet . . . and beyond. Anathem is the latest miraculous invention by the New York Times bestselling author of Cryptonomicon and The Baroque Cycle—a work of astonishing scope, intelligence, and imagination. |
alien math game 2000s: Jim McClain's Solution Squad Jim McClain, 2017-05-26 Solution Squad is a team of math-based superheroes who solve problems with both brains AND super powers! Every page turned adds mathematical knowledge to the reader, even by accident! Even the names and powers of the characters reinforce knowledge! |
alien math game 2000s: Marcel the Shell With Shoes On Jenny Slate, Dean Fleischer-Camp, 2011-11-01 View our feature on Jenny Slate and Dean Fleischer-Camp’s Marcel the Shell With Shoes On. Millions of people have fallen in love with Marcel. Now the tiny shell with shoes and a big heart is transitioning from online sensation to classic picture book character, and readers can learn more about this adorable creature and his wonderfully peculiar world. From wearing a lentil as a hat to hang-gliding on a Dorito, Marcel is able to find magic in the everyday. He may be small, but he knows he has a lot of good qualities. He may not be able to lift anything by himself, but when he needs help, he calls upon his family. He may never be able own a real dog . . . but he has a pretty awesome imagination. |
alien math game 2000s: Accelerando Charles Stross, 2005-07-05 The Singularity. It is the era of the posthuman. Artificial intelligences have surpassed the limits of human intellect. Biotechnological beings have rendered people all but extinct. Molecular nanotechnology runs rampant, replicating and reprogramming at will. Contact with extraterrestrial life grows more imminent with each new day. Struggling to survive and thrive in this accelerated world are three generations of the Macx clan: Manfred, an entrepreneur dealing in intelligence amplification technology whose mind is divided between his physical environment and the Internet; his daughter, Amber, on the run from her domineering mother, seeking her fortune in the outer system as an indentured astronaut; and Sirhan, Amber’s son, who finds his destiny linked to the fate of all of humanity. For something is systematically dismantling the nine planets of the solar system. Something beyond human comprehension. Something that has no use for biological life in any form... |
alien math game 2000s: Icons Steve Kenson, Gareth-Michael Skarka, Walt Ciechanowski, Morgan Davie, 2010 What kid raised in recent generations hasn't pretended to be a superhero at some point: worn a cape, flown around, bounced imaginary bullets or shot blasts of power from hands or eyes? Why not? After all, the superhero is the perfect modern fantasy: powerful, respected, and loved by the public, but with a message of responsibility, duty, truth, and justice that appeals to parents as well as kids. In countless comic books (and now graphic novels), cartoons, and live-action television shows and films, superheroes continue to thrill and capture our imagination while also celebrating some of our better qualities. Who wouldn't want to be a hero? With ICONS, you can be! Steve Kenson, the designer of the best-selling Mutants & Masterminds delivers a superpowered new role-playing game, inspired by the fast-playing old-school games and the new generation of narrative role-play! Within its pages are complete rules for character creation, abilities and powers, random adventure generation, a rogue's gallery of villains, a complete adventure and all the superheroic action you can handle! |
alien math game 2000s: The Wish List Eoin Colfer, 2003-08-07 A novel about a woman who fulfils an old man's wishes, so her soul would go to heaven after her death. |
alien math game 2000s: Software Studies Matthew Fuller, 2008 This collection of short expository, critical and speculative texts offers a field guide to the cultural, political, social and aesthetic impact of software. Experts from a range of disciplines each take a key topic in software and the understanding of software, such as algorithms and logical structures. |
alien math game 2000s: Blood Red Mercedes Lackey, 2014-06-27 As a young Earth Mage, Rosamund von Schwarzwald was tutored in magic by her adoptive grandmother, a wise and powerful Earth Master. But when her beloved mentor was brutally murdered by a werewolf, Rosa was taken in by the ancient forest's Hunt Master. Taught to harness the full power of her gift, Rosa became a skilled huntress, protector of the forest and the scourge of evil—with a deadly speciality in shapeshifters. When a string of grisly murders takes place in the remote countryside of Transylvania, the local Elemental Masters suspect a dark power at work, and desperately come to Rosa for help. If she agrees to track down the same creatures that haunt her past, will the hunter become the hunted? |
alien math game 2000s: Dirty Secrets of the Black Hand Steve Brown, White Wolf Game Studio, 1995 What are we? The Damned childer of caine? The grotesque lords of humanity? The pitiful wretches of eternal hell? We are vampires, and that is enough. I am a vampire, and that is far more than enough. I am that which must be feared, worshipped and adored. The world is mine -- now and forever. No one holds command over me. No man. No god. No prince. What is a claim of age for ones who are immortal? What is a claim of power for ones who defy death? Call your damnable hunt. We shall see whom I drag screaming to hell with me. Secret rules and powers for this hidden sect. |
alien math game 2000s: Forty Studies that Changed Psychology Roger R. Hock, 2005 1. Biology and Human Behavior. One Brain or Two, Gazzaniga, M.S. (1967). The split brain in man. More Experience = Bigger Brain? Rosenzweig, M.R., Bennett, E.L. & Diamond M.C. (1972). Brain changes in response to experience. Are You a Natural? Bouchard, T., Lykken, D., McGue, M., Segal N., & Tellegen, A. (1990). Sources of human psychological difference: The Minnesota study of twins raised apart. Watch Out for the Visual Cliff! Gibson, E.J., & Walk, R.D. (1960). The visual cliff. 2. Perception and Consciousness. What You See Is What You've Learned. Turnbull C.M. (1961). Some observations regarding the experience and behavior of the BaMuti Pygmies. To Sleep, No Doubt to Dream... Aserinsky, E. & Kleitman, N. (1953). Regularly occurring periods of eye mobility and concomitant phenomena during sleep. Dement W. (1960). The effect of dream deprivation. Unromancing the Dream... Hobson, J.A. & McCarley, R.W. (1977). The brain as a dream-state generator: An activation-synthesis hypothesis of the dream process. Acting as if You Are Hypnotized Spanos, N.P. (1982). Hypnotic behavior: A cognitive, social, psychological perspective. 3. Learning and Conditioning. It's Not Just about Salivating Dogs! Pavlov, I.P.(1927). Conditioned reflexes. Little Emotional Albert. Watson J.B. & Rayner, R. (1920). Conditioned emotional responses. Knock Wood. Skinner, B.F. (1948). Superstition in the pigeon. See Aggression...Do Aggression! Bandura, A., Ross, D. & Ross, S.A. (1961). Transmission of aggression through imitation of aggressive models. 4. Intelligence, Cognition, and Memory. What You Expect Is What You Get. Rosenthal, R. & Jacobson, L. (1966). Teacher's expectancies: Determinates of pupils' IQ gains. Just How are You Intelligent? H. Gardner, H. (1983). Frames of mind: The theory of multiple intelligences. Maps in Your Mind. Tolman, E.C. (1948). Cognitive maps in rats and men. Thanks for the Memories. Loftus, E.F. (1975). Leading questions and the eyewitness report. 5. Human Development. Discovering Love. Harlow, H.F.(1958). The nature of love. Out of Sight, but Not Out of Mind. Piaget, J. (1954). The construction of reality in the child: The development of object concept. How Moral are You? Kohlberg, L.., (1963). The development of children's orientations toward a moral order: Sequence in the development of moral thought. In Control and Glad of It! Langer, E.J. & Rodin, J. (1976). The effects of choice and enhanced responsibility for the aged: A field experiment in an institutional setting. 6. Emotion and Motivation. A Sexual Motivation... Masters, W.H. & Johnson, V.E. (1966). Human sexual response. I Can See It All Over Your Face! Ekman, P. & Friesen, V.W. (1971). Constants across cultures in the face and emotion. Life, Change, and Stress. Holmes, T.H. & Rahe, R.H. (1967). The Social Readjustment Rating Scale. Thoughts Out of Tune. Festinger, L. & Carlsmith, J.M. (1959). Cognitive consequences of forced compliance. 7. Personality. Are You the Master of Your Fate? Rotter, J.B. (1966). Generalized expectancies for internal versus external control of reinforcement. Masculine or Feminine or Both? Bem, S.L. (1974). The measurement of psychological androgyny. Racing Against Your Heart. Friedman, M. & Rosenman, R.H. (1959). Association of specific overt behavior pattern with blood and cardiovascular findings. The One; The Many..., Triandis, H., Bontempo, R., Villareal, M., Asai, M. & Lucca, N. (1988). Individualism and collectivism: Cross-cultural perspectives on self-ingroup relationships. 8. Psychopathology. Who's Crazy Here, Anyway? Rosenhan, D.L. (1973). On Being sane in insane places. Learning to Be Depressed. Seligman, M.E.P., & Maier, S.F. (1967). Failure to escape traumatic shock. You're Getting Defensive Again! Freud, A. (1946). The ego and mechanisms of defense. Crowding into the Behavioral Sink. Calhoun, J.B. (1962). Population density and social pathology. 9. Psychotherapy. Choosing Your Psychotherapist. Smith, M.L. & Glass, G.V. (1977). Meta-analysis of psychotherapy outcome studies. Relaxing Your Fears Away. Wolpe, J. (1961). The systematic desensitization of neuroses. Projections of Who You Are. Rorschach, H. (1942). Psychodiagnostics: A diagnostic test based on perception. Picture This! Murray, H.A. (1938). Explorations in personality. 10. Social Psychology. Not Practicing What You Preach. LaPiere, R.T. (1934). Attitudes and actions. The Power of Conformity. Asch, S.E. (1955). Opinions and social pressure. To Help or Not to Help. Darley, J.M. & Latané, B. (1968). Bystander intervention in emergencies: Diffusion of responsibility. Obey at Any Cost. Milgram, S. (1963). Behavioral study of obedience. |
alien math game 2000s: Sew Your Own Donut Animals Editors of Klutz, 2020-03-05 Sew up a half dozen super sweet donuts full of adorable animal personality! The kit comes with everything you need (even a donut box!) to whip up adorable felt plushies. The crystal-clear instructions go through all the steps -- from threading a needle and practicing stitches to adding fancy toppings and decorations -- so when you finish, you'll be a master donut maker! Each donut has its own flavorful personality: a chocolate kitty, cookies & cream panda, a blueberry narwhal, a cinnamon chicken, a strawberry bunny, and a pineapple parrot. Display them in the donut box to keep them fresh! Comes with: 66 pre-cut felt pieces in 11 colors, pre-cut felt cheeks, pre-cut felt eyes, stuffing, embroidery floss in 8 colours, 2 needles, fuzzy yarn, donut box. |
alien math game 2000s: Hooked on Spelling , 2009-05-01 Hooked on Phonics Hooked on Spelling helps children develop a solid foundation in spelling rules and patterns because it was designed with the knowledge of how kids learn best: by combining fun, computer-based lessons with workbook practice and real-world activities. - Includes 2 audio CDs, 2 colorful workbooks, write-on/wipe-off Spelling Study Card, progress posters with stickers and a parent's guide. - Designed for children ages 5 to 8. - System requirements for software: Windows 2000 or later. Mac OS X v. 10.5 or earlier. |
alien math game 2000s: Eve Jenna Moreci, 2015-08-10 Eve is an outcast. A chimera.After years of abuse and rejection, 19-year-old Evelyn Kingston is ready for a fresh start in a new city, where no one knows her name. The esteemed Billington University in Southern California seems like the perfect place to reinvent herself-to live the life of an ordinary human.But things at Billington aren't as they seem. In a school filled with prodigies, socialites, and the leaders of tomorrow, Eve finds that the complex social hierarchy makes passing as a human much harder than she had anticipated. Even worse, Billington is harboring a secret of its own: Interlopers have infiltrated the university, and their sinister plans are targeted at chimeras-like Eve. Instantly, Eve's new life takes a drastic turn. In a time filled with chaos, is the world focusing on the wrong enemy? And when the situation at Billington shifts from hostile to dangerous, will Eve remain in the shadows, or rise up and fight? |
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