The Ultimate Official Guide to Club Penguin, Volume 1
Katherine Noll - 2008
Readers will get tips on how to play games on the site, how to adopt a puffle, decorate their igloo, and much more!
Seuss-isms
Dr. Seuss - 1997
Seuss have helped many a child (and grownup) along the complicated road of life. For those who need reminders, here is a collection of some of the good doctor's wisest and wittiest sayings, on subjects as varied as "Equality and Justice" and "Facing Up to Adversity" to "The Art of Eating" and "The First Nerd"! A perfect gift for all occasions, ideal for sharing among generations--now with a "gift tag" on the jacket flap for consumers to personalize!
The Berenstain Bears and the Homework Hassle
Stan Berenstain - 1997
Even though Brother Bear sits down diligently every night with an open notebook, he has not been completing his homework assignments. After taking a closer look, Mama and Papa realize that there's a whole lot of competition going on for Brother's attention. He's watching TV, listening to his boom box, talking on the cell phone, and playing a video game. Join in the fun and learning as the subject of multimedia distraction is tackled with wit, wisdom, and aplomb.
Doctor Who: Who-ology
Cavan Scott - 2013
Packed with facts, figures and stories from the show's entire run, this unique tour of space and time takes you from Totters Lane to Trenzalore, taking in guides to UNIT call signs, details of the inner workings of sonic screwdrivers, and a reliability chart covering every element of the TARDIS. With tables, charts and illustrations dotted throughout, as well as fascinating lists and exhaustive detail, you won't believe the wonders that await. Are you ready? Then read on, you clever boy. And remember.
The History of Sonic the Hedgehog
William Audureau - 2012
You'll also find character profiles, promotional artwork, rare concept art, and a detailed look at the origins of the "Blue Blur".
The Sorcerer's Companion: A Guide to the Magical World of Harry Potter
Allan Zola Kronzek - 2001
K. Rowling dream up the terrifying basilisk, the seductive veela, or the vicious grindylow? And if she didn’t, who did?Millions of readers around the world have been enchanted by the magical world of wizardry, spells, and mythical beasts inhabited by Harry Potter and his friends. But what most readers don’t know is that there is a centuries-old trove of true history, folklore, and mythology behind Harry’s fantastic universe. Now, with The Sorcerer’s Companion, those without access to the Hogwarts Library can school themselves in the fascinating reality behind J. K. Rowling’s world of magic. Newly updated to include Harry Potter and the Order of the Phoenix, The Sorcerer’s Companion allows curious readers to look up anything magical from the Harry Potter books and discover a wealth of entertaining, unexpected information. Wands and wizards, boggarts and broomsticks, hippogriffs and herbology, all have astonishing histories rooted in legend, literature, or real-life events dating back hundreds or even thousands of years. Magic wands, like those sold in Rowling’s Diagon Alley, were once fashioned by Druid sorcerers out of their sacred yew trees. Love potions were first concocted in ancient Greece and Egypt. And books of spells and curses were highly popular during the Middle Ages. From Amulets to Zombies, you’ll also learn:•how to read tea leaves •where to find a basilisk today •how King Frederick II of Denmark financed a war with a unicorn horn •who the real Merlin was •how to safely harvest mandrake root •who wore the first invisibility cloak•how to get rid of a goblin •why owls were feared in the ancient world•what really lies beyond the Veil•the origins of our modern-day “bogeyman,” and more. A spellbinding tour of Harry’s captivating world, The Sorcerer’s Companion is a must for every Potter aficionado’s bookshelf.The Sorcerer's Companion has not been prepared, approved, or licensed by any person or entity that created, published, or produced the Harry Potter books or related properties.
Women in Science: 50 Fearless Pioneers Who Changed the World
Rachel Ignotofsky - 2016
Full of striking, singular art, this collection also contains infographics about relevant topics such as lab equipment, rates of women currently working in STEM fields, and an illustrated scientific glossary. The women profiled include well-known figures like primatologist Jane Goodall, as well as lesser-known pioneers such as Katherine Johnson, the African-American physicist and mathematician who calculated the trajectory of the 1969 Apollo 11 mission to the moon.
The Book of Questions
Gregory Stock - 1985
Ask your parents. Ask someone you hardly know. THE BOOK OF QUESTIONS gives you permission to ask those things that are too bold, too embarrassing, or just too difficult to ask by yourself. You will find questions of integrity; of sex; of what you would do for money; even things too personal to talk about out loud.Whether you use it as a tool for self-discovery or as a provocative way to stimulate conversation, this book constantly challenges attitudes, orals, beliefs--and it challenges you.--back cover
Playing With Power: Nintendo NES Classics
Garitt Rocha - 2016
3, Donkey Kong, and The Legend of Zelda!Interviews and commentary from Nintendo visionaries who pioneered this era of gaming.A showcase of vintage advertising and priceless excerpts from Nintendo Power magazine back issues!Plus hand-drawn maps, character and game environment art, and much more!
The Savage Stone Age
Terry Deary - 1999
In "Savage Stone Age" readers can discover the full story: what Stone Age people used instead of toilet paper; why a hole in the skull is good for headaches; and, how to make a Stone Age mummy. Join Rattus Rattus and the gang for the funniest, fastest, nastiest and daftest ride through history you're ever likely to see.
The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World
Steven L. Kent - 2001
The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.
PostSecret: Extraordinary Confessions from Ordinary Lives (PostSecret)
Frank Warren - 2005
Your secret can be a regret, fear, betrayal, desire, confession, or childhood humiliation. Reveal anything -- as long as it is true and you have never shared it with anyone before. Be brief. Be legible. Be creative.It all began with an idea Frank Warren had for a community art project. He began handing out postcards to strangers and leaving them in public places -- asking people to write down a secret they had never told anyone and mail it to him, anonymously.The response was overwhelming. The secrets were both provocative and profound, and the cards themselves were works of art -- carefully and creatively constructed by hand. Addictively compelling, the cards reveal our deepest fears, desires, regrets, and obsessions. Frank calls them "graphic haiku," beautiful, elegant, and small in structure but powerfully emotional.As Frank began posting the cards on his website, PostSecret took on a life of its own, becoming much more than a simple art project. It has grown into a global phenomenon, exposing our individual aspirations, fantasies, and frailties -- our common humanity.Every day dozens of postcards still make their way to Frank, with postmarks from around the world, touching on every aspect of human experience. This extraordinary collection brings together the most powerful, personal, and beautifully intimate secrets Frank Warren has received -- and brilliantly illuminates that human emotions can be unique and universal at the same time.
The Magic School Bus at the Waterworks
Joanna Cole - 1986
Frizzle, the strangest teacher in school, takes her class on a field trip to the waterworks, everyone ends up experiencing the water purification system from the inside.
The Darwin Awards: Evolution in Action
Wendy Northcutt - 2000
Marvel at the thief who steals electrical wires without shutting off the current. Gape at the lawnchair jockey who floats to a height of 16,000 feet suspended by helium balloons. Learn from the man who peers into a gasoline can using a cigarette lighter. All three -- and many more -- contend for Darwin Awards when their choices culminate in magnificent misadventures. These tales of trial and awe-inspiring error--verified by the author and endorsed by website readers--illustrate the ongoing saga of survival of the fittest in all its selective glory.
Wall and Piece
Banksy - 2005
Not only did he smuggle his pieces into four of New York City's major art museums, he's also "hung" his work at London's Tate Gallery and adorned Israel's West Bank barrier with satirical images. Banksy's identity remains unknown, but his work is unmistakable with prints selling for as much as $45,000.