Author | : Alison Wilgus |
Publisher | : Scholastic Paperbacks |
Total Pages | : 68 |
Release | : 2006 |
Genre | : Juvenile Fiction |
ISBN | : 9780439829625 |
A guide to the best and worst schemes in the kids next door history and the top ten capers ever.
Author | : Alison Wilgus |
Publisher | : Scholastic Paperbacks |
Total Pages | : 68 |
Release | : 2006 |
Genre | : Juvenile Fiction |
ISBN | : 9780439829625 |
A guide to the best and worst schemes in the kids next door history and the top ten capers ever.
Author | : Alison Wilgus |
Publisher | : Scholastic Paperbacks |
Total Pages | : 55 |
Release | : 2005 |
Genre | : Juvenile Fiction |
ISBN | : 9780439746625 |
Describes the weapons, vehicles, and gadgets that the Kids Next Door use on missions, including the V.E.G.G.I.E., a weapon that shoots vegetables and was used to stop the Salami Samurai.
Author | : Leil Lowndes |
Publisher | : McGraw Hill Professional |
Total Pages | : 365 |
Release | : 2003-09-22 |
Genre | : Self-Help |
ISBN | : 0071433341 |
"You'll not only break the ice, you'll melt it away with your new skills." -- Larry King "The lost art of verbal communication may be revitalized by Leil Lowndes." -- Harvey McKay, author of “How to Swim with the Sharks Without Being Eaten Alive” What is that magic quality makes some people instantly loved and respected? Everyone wants to be their friend (or, if single, their lover!) In business, they rise swiftly to the top of the corporate ladder. What is their "Midas touch?" What it boils down to is a more skillful way of dealing with people. The author has spent her career teaching people how to communicate for success. In her book How to Talk to Anyone (Contemporary Books, October 2003) Lowndes offers 92 easy and effective sure-fire success techniques-- she takes the reader from first meeting all the way up to sophisticated techniques used by the big winners in life. In this information-packed book you’ll find: 9 ways to make a dynamite first impression 14 ways to master small talk, "big talk," and body language 14 ways to walk and talk like a VIP or celebrity 6 ways to sound like an insider in any crowd 7 ways to establish deep subliminal rapport with anyone 9 ways to feed someone's ego (and know when NOT to!) 11 ways to make your phone a powerful communications tool 15 ways to work a party like a politician works a room 7 ways to talk with tigers and not get eaten alive In her trademark entertaining and straight-shooting style, Leil gives the techniques catchy names so you'll remember them when you really need them, including: "Rubberneck the Room," "Be a Copyclass," "Come Hither Hands," “Bare Their Hot Button,” “The Great Scorecard in the Sky," and "Play the Tombstone Game,” for big success in your social life, romance, and business. How to Talk to Anyone, which is an update of her popular book, Talking the Winner's Way (see the 5-star reviews of the latter) is based on solid research about techniques that work! By the way, don't confuse How to Talk to Anyone with one of Leil's previous books, How to Talk to Anybody About Anything. This one is completely different!
Author | : Joel Osteen |
Publisher | : FaithWords |
Total Pages | : 243 |
Release | : 2011-09-13 |
Genre | : Religion |
ISBN | : 0892969938 |
Experience the joy of God's message and begin each day with a positive outlook with these words of wisdom from Lakewood Church pastor and #1 New York Times bestselling author Joel Osteen. Research that shows people are happiest on Fridays. Now, learn how you can generate this level of contentment and joy every day of the week. As a man who maintains a constant positive outlook in spite of circumstances, Osteen has described this message as a core theme of his ministry. With personal experiences, scriptural insights, and principles for true happiness, he'll show you how to find the same opportunities for pure joy that you experience at five o'clock on Friday.
Author | : Jerome S. Berg |
Publisher | : McFarland |
Total Pages | : 280 |
Release | : 2007-03-28 |
Genre | : Performing Arts |
ISBN | : 078643029X |
As radio developed in the early 1920s, the focus for most people was the AM band and stations such as KDKA, the first broadcast station. There was, however, another broadcast method that was popular among many early enthusiasts--shortwave radio. As is true today, the transmission of news and entertainment programs over shortwave frequencies permitted reception over great distances. For many in America and beyond, shortwave was an exciting aspect of the new medium. Some still tune the shortwave bands to enjoy the programming. Others pursue broadcasts for the thrill of the hunt. This book fully covers shortwave broadcasting from its beginning through World War II. A technical history examining the medium's development and use tells the story of a listener community that spanned the globe. Included are overviews of the primary shortwave stations operating worldwide in the 1930s, along with clubs and competitions, publications and prizes. A rich collection of illustrations includes many QSLs, the cards that stations sent to acknowledge receipt of their transmissions and that are much prized by long-distance collectors.
Author | : Bob Chipman |
Publisher | : |
Total Pages | : 205 |
Release | : 2013-04-19 |
Genre | : Super Mario Bros. (Game) |
ISBN | : 9780615806105 |
Author | : Nathan Altice |
Publisher | : MIT Press |
Total Pages | : 439 |
Release | : 2017-09-08 |
Genre | : Computers |
ISBN | : 0262534541 |
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.
Author | : Derek Charm |
Publisher | : Powerpuff Girls |
Total Pages | : 0 |
Release | : 2015 |
Genre | : Juvenile Fiction |
ISBN | : 9781631403781 |
"Originally published as 'The Powerpuff Girls: Super Smash Up!' issues #1-5"--Indicia.