Slam Dunk, Vol. 17

Slam Dunk, Vol. 17

Author: Takehiko Inoue

Publisher: VIZ Media LLC

Published: 2011-08-02

Total Pages: 0

ISBN-13: 9781421533247

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The best-selling series from Eisner-nominated Takehiko Inoue, one of Japan’s greatest manga creators. Winning isn't everything in the game of basketball, but who wants to come in second? It takes dedication and discipline to be the best, and the Shohoku High hoops team wants to be just that. They have one last year to make their captain's dream of reaching the finals come true—will they do it? As the boys from Shohoku watch from the sidelines, the much-anticipated game between Ryonan High and Kainan High continues to heat up. Kainan superstar Maki's stellar play helps swing the momentum back in his team's direction, aided in no small part by a key player from Ryonan getting into foul trouble. However, Captain Akagi and company leave the game early when they receive an alarming bit of news: Coach Anzai has collapsed and is now in the hospital!


Slam Dunk

Slam Dunk

Author: Andre J. Garant

Publisher:

Published: 2000-07

Total Pages: 124

ISBN-13: 9781588201690

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Slam Dunk is a middle-grade fiction novel for boys and girls between the ages of nine and thirteen. As the sequel to I'm Gonna Win, Matthew Casey returns as a seventh-grade basketball all-star. Now playing for Stanley Middle School, Matthew makes a name for himself as he earns the top position on the team; that of Point Guard. Matthew's road to fame is blocked, however, by Tyler Johnson, a jealous eighth grader who feels that a seventh grader should never get the top position on the team. Will Matthew be able to please demanding Coach Costa and deal with jealous Tyler Johnson at the same time? Will Matthew become the greatest seventh grade basketball player ever to walk the halls of Stanley Middle School? Slam Dunk is an action packed sports novel sure to please any middle-grade child.


Slam Dunk, Vol. 21

Slam Dunk, Vol. 21

Author: Takehiko Inoue

Publisher: VIZ Media LLC

Published: 2012-04-03

Total Pages: 0

ISBN-13: 9781421533285

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The best-selling series from Eisner-nominated Takehiko Inoue, one of Japan’s greatest manga creators. Winning isn't everything in the game of basketball, but who wants to come in second? It takes dedication and discipline to be the best, and the Shohoku High hoops team wants to be just that. They have one last year to make their captain's dream of reaching the finals come true—will they do it? It’s do or die for the Shohoku High School Basketball Team! If they want a spot in the Nationals, they need to win this game. As the second half winds down, Shohoku hangs on to a one-point lead over Ryonan despite Mitsui’s collapse. Ryonan keeps the pressure on with their best players, Uozumi, Fukuda and Sendoh, giving it all they’ve got. Sakuragi steps up defensively, and now he’s Shohoku’s last hope of staying alive in the tournament, but is he up to the challenge?


The Devil Is a Part-Timer!, Vol. 17 (light novel)

The Devil Is a Part-Timer!, Vol. 17 (light novel)

Author: Satoshi Wagahara

Publisher: Yen Press LLC

Published: 2020-09-22

Total Pages: 205

ISBN-13: 1975302745

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DO YOU WANT FRIES WITH YOUR HELLFIRE? A new obstacle has appeared before the Devil King—his career advancement has been denied, to the dismay of his human and heavenly coworkers. Still, Maou doesn’t have time to be down in the dumps. A weakened Camio returns with the whereabouts of the final item needed in their assault on heaven. On top of that, MgRonald manager Kisaki received a transfer order and will be leaving Maou’s location in totally new hands! With the Devil King’s plans to become a full-timer quashed, will he even stay in Japan much longer?


Slam Dunk! Science Projects with Basketball

Slam Dunk! Science Projects with Basketball

Author: Robert Gardner

Publisher: Enslow Publishing, LLC

Published: 2009-07-01

Total Pages: 106

ISBN-13: 1464606684

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Help your readers to slam dunk their next science project. Physics concepts play a big role in the sport of basketball. Readers will learn about friction, mass, vectors, and more, all while playing their favorite sport. Great science project ideas follow many experiments.


A Study Guide for Yusef Komunyakaa's "Slam, Dunk, & Hook"

A Study Guide for Yusef Komunyakaa's

Author: Gale, Cengage Learning

Publisher: Gale, Cengage Learning

Published: 2016

Total Pages: 27

ISBN-13: 1410358151

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A Study Guide for Yusef Komunyakaa's "Slam, Dunk, & Hook," excerpted from Gale's acclaimed Poetry for Students. This concise study guide includes plot summary; character analysis; author biography; study questions; historical context; suggestions for further reading; and much more. For any literature project, trust Poetry for Students for all of your research needs.


Strategic Copywriting

Strategic Copywriting

Author: Edd Applegate

Publisher: Rowman & Littlefield

Published: 2015-11-05

Total Pages: 311

ISBN-13: 1442244097

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When it comes to attracting consumers through advertising, which words, phrases, and techniques are most effective? Strategic Copywriting, a detailed how-to guide, introduces students to time-tested strategies for writing and designing successful ads. In this second edition, Edd Applegate explains the core principles that have guided advertising for decades, from knowing the audience to crafting a compelling message. Next, proven techniques for producing specific kinds of advertising—whether for newspapers, magazines, or other print media, for broadcast radio or television, or for social media and online/mobile platforms—are addressed in step-by-step detail. Throughout, Applegate walks readers through real advertisements from advertising agencies of all sizes across the United States to illustrate what works—or not—and why.


No Slam Dunk

No Slam Dunk

Author: Cheryl Cooky

Publisher: Rutgers University Press

Published: 2018-05-30

Total Pages: 352

ISBN-13: 0813592062

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In just a few decades, sport has undergone a radical gender transformation. However, Cheryl Cooky and Michael A. Messner suggest that the progress toward gender equity in sports is far from complete. The continuing barriers to full and equal participation for young people, the far lower pay for most elite-level women athletes, and the continuing dearth of fair and equal media coverage all underline how much still has yet to change before we see gender equality in sports. The chapters in No Slam Dunk show that is this not simply a story of an “unfinished revolution.” Rather, they contend, it is simplistic optimism to assume that we are currently nearing the conclusion of a story of linear progress that ends with a certain future of equality and justice. This book provides important theoretical and empirical insights into the contemporary world of sports to help explain the unevenness of social change and how, despite significant progress, gender equality in sports has been “No Slam Dunk.”


Intellivision

Intellivision

Author: Tom Boellstorff

Publisher: MIT Press

Published: 2024-11-05

Total Pages: 429

ISBN-13: 0262549506

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The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari’s main rival during a key period when videogames were moving from the arcades into the home. In Intellivision, Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivision’s chips and code, games, marketing and business strategies, organizational and social history, and the cultural and economic context of the early US games industry from the mid-1970s to the great videogame industry crash of 1983. While many remember Atari, Intellivision has largely been forgotten. As such, Intellivision fills a crucial gap in videogame scholarship, telling the story of a console that sold millions and competed aggressively against Atari. Drawing on a wealth of data from both institutional and personal archives and over 150 interviews with programmers, engineers, executives, marketers, and designers, Boellstorff and Soderman examine the relationship between videogames and toys—an under-analyzed aspect of videogame history—and discuss the impact of home computing on the rise of videogames, the gendered implications of play and videogame design at Mattel, and the blurring of work and play in the early games industry.