Arcade and the Triple T Token

Arcade and the Triple T Token

Author: Rashad Jennings

Publisher: Zonderkidz

Published: 2019-01-29

Total Pages: 257

ISBN-13: 0310767407

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Eleven-year-old Arcade Livingston has a problem. Several, actually! The Tolley twins are making Arcade’s move to a new city harder than it needs to be and bullying him into doing their homework. And then there’s the magical Triple T Token that keeps whisking him away on adventures across time and space. Arcade and the Triple T Token?is the first book in the humorous and imaginative Coin Slot Chronicles series by?New York Times?bestselling author, former NFL running back, and Dancing with the Stars champion Rashad Jennings. While at the library—Arcade’s favorite place to be—a mysterious old woman gives him a golden arcade token that grants him a unique gift. A gift that allows him to time travel between different places, including his own future. From sitting in the dugout with Babe Ruth to hanging on to the back of a bucking bull to performing life-saving surgery on a dog, Arcade has no shortage of adventure! Together with his older sister, Zoe, Arcade explores life’s biggest thrills and challenges, and the two also have a big mystery to solve. Who is the rightful owner of the incredible Triple T Token that leads to such astounding adventures? Written and designed for reluctant readers, with shorter chapters and illustrations throughout the book, Arcade and the Triple T Token teaches children ages 8 and up: How to deal with tough questions of “What do you want to be when you grow up?” and “Where will you go next?” How to accept oneself while facing tween/teen issues, peer pressure, and bullying About fitness, faith, and friendship If you enjoy?Arcade and the Triple T Token, check out the rest of the series:? Arcade and the Golden Travel Guide (Book 2) Arcade and the Fiery Metal Tester (Book 3) Arcade and the Dazzling Truth Detector (Book 4)


Project Arcade

Project Arcade

Author: John St. Clair

Publisher: John Wiley and Sons

Published: 2011-01-14

Total Pages: 609

ISBN-13: 1118038835

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The bestseller returns—completely updated to include the newest hardware, software, and techniques for building your own arcade Interest in classical arcade games remains on the rise, and with a little money, older computer hardware, and a little effort, you can relive your arcade experiences by building your own arcade machine. The hands-on guide begins with a description of the various types of projects that you can undertake. It then progresses to a review of the audio and video options that are available and looks at the selection of game software and cabinet artwork. Ultimately, you’ll learn essential troubleshooting tips and discover how to build arcade controllers and machines that you can enjoy at home with your PC. Serves as a soup-to-nuts guide for building your own arcade machine, from the sheets of wood to the finished product Addresses the variety of arcade controls, including joysticks, buttons, spinners, trackballs, flight yokes, and guns Explains how to interface arcade controls to a computer Shares troubleshooting tips as well as online resources for help and inspiration Project Arcade, Second Edition helps you recapture the enjoyment of your youth that was spent playing arcade games by walking you through the exciting endeavor of building your own full arcade machine.


Cybermarketing

Cybermarketing

Author: Pauline Bickerton

Publisher: Routledge

Published: 2007-06-01

Total Pages: 372

ISBN-13: 1136412220

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'Cybermarketing' is a no-nonsense structured guide to using the Internet for marketing and is essential reading for all marketers and managers who need to know how to use the Internet to promote and sell their product. This new edition both follows on the success of and adds significantly to the first edition by: * Increasing the up to date case material * Having a live Internet site to support the book * Adding a collection of key URLs for market research purposes * Adding a new section on marketing information systems * More coverage on electronic direct and 1 to 1 marketing * Covering intranets for Marcomms in more depth * Building on 'Justifying the Business Case' * Updated and expanded information on pricing and branding. This new edition, confirms 'Cybermarketing' as both the most comprehensive and accessible guide to the net for marketing professionals at all levels.


Marx at the Arcade

Marx at the Arcade

Author: Jamie Woodcock

Publisher: Haymarket Books

Published: 2019-06-18

Total Pages: 172

ISBN-13: 1608468674

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More people are playing video games than ever before, and yet much of the work of their production remains obscured to us. Deploying a Marxist approach, Jamie Woodcock delves into the hidden abode of the gaming industry, unravelling the vast networks of artists, software developers, and factory and logistics workers whose material and immaterial labor flows into the products we consume on a gargantuan scale. Beyond this, the book analyzes the increasingly important role the gaming industry plays in contemporary capitalism, and the broader transformations of work and economy that it embodies. Woodcock also presents game-play itself not as a “deviant activity,” as it is often understood, but as a commentary of estrangement from contemporary forms of work. In so doing, it offers a fresh and much needed analysis of a sector which has for too long been neglected by scholars and labor activists alike.


The Amazing Mathematical Amusement Arcade

The Amazing Mathematical Amusement Arcade

Author: Brian Bolt

Publisher: Cambridge University Press

Published: 1984-09-27

Total Pages: 140

ISBN-13: 9780521269803

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This collection of puzzles, games and activities is designed to stimulate and challenge people of all ages who enjoy puzzles with a mathematical flavour. Many of the puzzles have a long history, while others are original. The subjects vary from matchsticks to magic squares, train shunting to river crossing, and chess to calculators. The second part of the book contains a commentary giving hints and solutions.


The Lost Book of Magic

The Lost Book of Magic

Author: Amelia Mellor

Publisher: Affirm Press

Published: 2024-09-24

Total Pages: 286

ISBN-13: 1923135082

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It's 1895, Melbourne is in crisis, and Pearl and Vally Cole's father has suggested the unthinkable: it might be time to close the grandest bookshop in the world. When a ghostly visitor offers Pearl magic that could save her home, she seizes her chance. But her new friend is not what he seems, and the unstoppable magic in the palm of her hand comes at a terrible cost. Vally can see just one way to save Pearl before she is lost forever. He must call upon the sinister magician who nearly destroyed the Cole family two years ago. But the Obscurosmith only performs the impossible for a price ... Reunite with old friends, solve fiendish puzzles, and find five lost treasures from across the globe in this sweeping adventure that concludes the story of The Grandest Bookshop in the World.


Crumbs of the World

Crumbs of the World

Author: Nalin Negi Das

Publisher: Notion Press

Published: 2023-12-11

Total Pages: 75

ISBN-13:

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‘Crumbs of the World’ is collection of short stories reflecting life as seen, felt and imagined by a Twelve Year Old. It is Nalin Negi Das’ first book. The characters are in many ways, avatars of the author, his friends from the human and the animal world, both real and imagined, who embark on adventures over a broad spectrum of realities, from village communities, small town neighbourhoods, bustling cities to forests, mountains, oceans and even into the exciting virtual worlds existing behind the screens of our devices. It is a book that children will find engaging, easy on their eyes, giving flight to their imagination. The stories, all carry with them reinforcement of important human values, kindness, helpfulness, courage and perseverance embedded within the adventures. Grownups too will find themselves transported back into a world that existed in their imagination while growing up during their wonder years.


Video Game Audio

Video Game Audio

Author: Christopher Hopkins

Publisher: McFarland

Published: 2022-08-17

Total Pages: 256

ISBN-13: 1476646058

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From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.