Author: Clint Twist
Publisher: Sterling Publishing Company, Inc.
ISBN: 9781402715945
Category : Juvenile Nonfiction
Languages : en
Pages : 28
Book Description
Down in the jungle, the mighty jungle, finding your way around can be hard. It’s important to choose a route carefully, because lots of hazards await: tumbling waterfalls with slippery rocks; shaky rope bridges; and of course, anacondas, and other jungle wildlife. So pick up a pen, join the daring explorers.
An Amazing Magic Mazes
Author: Clint Twist
Publisher: Sterling Publishing Company, Inc.
ISBN: 9781402715945
Category : Juvenile Nonfiction
Languages : en
Pages : 28
Book Description
Down in the jungle, the mighty jungle, finding your way around can be hard. It’s important to choose a route carefully, because lots of hazards await: tumbling waterfalls with slippery rocks; shaky rope bridges; and of course, anacondas, and other jungle wildlife. So pick up a pen, join the daring explorers.
Publisher: Sterling Publishing Company, Inc.
ISBN: 9781402715945
Category : Juvenile Nonfiction
Languages : en
Pages : 28
Book Description
Down in the jungle, the mighty jungle, finding your way around can be hard. It’s important to choose a route carefully, because lots of hazards await: tumbling waterfalls with slippery rocks; shaky rope bridges; and of course, anacondas, and other jungle wildlife. So pick up a pen, join the daring explorers.
Wizard Magic Mazes
Author: Roger Moreau
Publisher: Sterling Publishing Company, Inc.
ISBN: 9781402701986
Category : Games & Activities
Languages : en
Pages : 84
Book Description
A collection of twenty-nine mazes which, together, lead the reader to Wizardry castle, where the Grand Wizard of Wigglewand's power medallion is being held by the evil Wrinklewit.
Publisher: Sterling Publishing Company, Inc.
ISBN: 9781402701986
Category : Games & Activities
Languages : en
Pages : 84
Book Description
A collection of twenty-nine mazes which, together, lead the reader to Wizardry castle, where the Grand Wizard of Wigglewand's power medallion is being held by the evil Wrinklewit.
The Magical Maze
Author: Ian Stewart
Publisher: Trade Paper Press
ISBN:
Category : Games & Activities
Languages : en
Pages : 296
Book Description
Approaches mathematics using an assortment of puzzles and problems and the metaphorical structure of a maze.
Publisher: Trade Paper Press
ISBN:
Category : Games & Activities
Languages : en
Pages : 296
Book Description
Approaches mathematics using an assortment of puzzles and problems and the metaphorical structure of a maze.
Big Book of Adventure Mazes
Author: Dave Phillips
Publisher: Courier Corporation
ISBN: 0486429008
Category : Juvenile Nonfiction
Languages : en
Pages : 132
Book Description
Thrill-seekers will love this giant book of labyrinths. More than 90 mazes await in a compilation of 3 books by a maze master: Monster Mazes, Pirate Treasure Mazes, and Wizards and Dragons Mazes. Solutions.
Publisher: Courier Corporation
ISBN: 0486429008
Category : Juvenile Nonfiction
Languages : en
Pages : 132
Book Description
Thrill-seekers will love this giant book of labyrinths. More than 90 mazes await in a compilation of 3 books by a maze master: Monster Mazes, Pirate Treasure Mazes, and Wizards and Dragons Mazes. Solutions.
A Muse and a Maze
Author: Peter Turchi
Publisher: Trinity University Press
ISBN: 1595341943
Category : Language Arts & Disciplines
Languages : en
Pages : 291
Book Description
With his characteristic talent for finding the connections between writing and the stuff of our lives (most notably in his earlier hit Maps of the Imagination: The Writer as Cartographer), Peter Turchi ventures into new, and even more surprising, territory. In A Muse and a Maze, Turchi draws out the similarities between writing and puzzle-making and its flip side, puzzle-solving. He teases out how mystery lies at the heart of all storytelling. And he uncovers the magic—the creation of credible illusion—that writers share with the likes of Houdini and master magicians. In Turchi’s associative narrative, we learn about the history of puzzles, their obsessive quality, and that Benjamin Franklin was a devotee of an ancient precursor of sudoku called Magic Squares. Applying this rich backdrop to the requirements of writing, Turchi reveals as much about the human psyche as he does about the literary imagination and the creative process. With the goal of giving writers new ways to think about their work and readers new ways to consider the books they encounter, A Muse and a Maze suggests ways in which every piece of writing is a kind of puzzle. The work argues that literary writing is defined, at least in part, by its embrace of mystery; offers tangrams as a model for the presentation of complex characters; compares a writer’s relationship to his or her narrator to magicians and wizards; offers the maze and the labyrinth as alternatives to the more common notion of the narrative line; and concludes with a discussion of how readers and writers, like puzzle solvers, not only tolerate but find pleasure in difficulty. While always balancing erudition with accessibility, Turchi examines the work of writers as various as A. A. Milne, Dashiell Hammett, Truman Capote, Anton Chekhov, Alison Bechdel, F. Scott Fitzgerald, Antonya Nelson, Vladimir Nabokov, Charles D’Ambrosio, Michael Ondaatje, Alice Munro, Thomas Bernhard, and Mark Twain, elaborating and illuminating ways in which their works expand and deliver on the title’s double entendre, A Muse and a Maze. With 100 images that range from movie stills from Citizen Kane and Butch Cassidy and the Sundance Kid to examples of sudokus, crosswords, and other puzzles; from Norman Rockwell’s famous triple self-portrait to artwork by Charles Richie; and from historical arcana to today’s latest magic, A Muse and a Maze offers prose exposition, images, text quotations, and every available form of wisdom, leading the reader step-by-step through passages from stories and novels to demonstrate, with remarkable clarity, how writers evolve their eventual creations.
Publisher: Trinity University Press
ISBN: 1595341943
Category : Language Arts & Disciplines
Languages : en
Pages : 291
Book Description
With his characteristic talent for finding the connections between writing and the stuff of our lives (most notably in his earlier hit Maps of the Imagination: The Writer as Cartographer), Peter Turchi ventures into new, and even more surprising, territory. In A Muse and a Maze, Turchi draws out the similarities between writing and puzzle-making and its flip side, puzzle-solving. He teases out how mystery lies at the heart of all storytelling. And he uncovers the magic—the creation of credible illusion—that writers share with the likes of Houdini and master magicians. In Turchi’s associative narrative, we learn about the history of puzzles, their obsessive quality, and that Benjamin Franklin was a devotee of an ancient precursor of sudoku called Magic Squares. Applying this rich backdrop to the requirements of writing, Turchi reveals as much about the human psyche as he does about the literary imagination and the creative process. With the goal of giving writers new ways to think about their work and readers new ways to consider the books they encounter, A Muse and a Maze suggests ways in which every piece of writing is a kind of puzzle. The work argues that literary writing is defined, at least in part, by its embrace of mystery; offers tangrams as a model for the presentation of complex characters; compares a writer’s relationship to his or her narrator to magicians and wizards; offers the maze and the labyrinth as alternatives to the more common notion of the narrative line; and concludes with a discussion of how readers and writers, like puzzle solvers, not only tolerate but find pleasure in difficulty. While always balancing erudition with accessibility, Turchi examines the work of writers as various as A. A. Milne, Dashiell Hammett, Truman Capote, Anton Chekhov, Alison Bechdel, F. Scott Fitzgerald, Antonya Nelson, Vladimir Nabokov, Charles D’Ambrosio, Michael Ondaatje, Alice Munro, Thomas Bernhard, and Mark Twain, elaborating and illuminating ways in which their works expand and deliver on the title’s double entendre, A Muse and a Maze. With 100 images that range from movie stills from Citizen Kane and Butch Cassidy and the Sundance Kid to examples of sudokus, crosswords, and other puzzles; from Norman Rockwell’s famous triple self-portrait to artwork by Charles Richie; and from historical arcana to today’s latest magic, A Muse and a Maze offers prose exposition, images, text quotations, and every available form of wisdom, leading the reader step-by-step through passages from stories and novels to demonstrate, with remarkable clarity, how writers evolve their eventual creations.
Monster Mazes
Author: Dave Phillips
Publisher: Courier Corporation
ISBN: 9780486260051
Category : Juvenile Nonfiction
Languages : en
Pages : 52
Book Description
Thirty-two mazes with fantasy-adventure themes, such as finding marvelous treasures and slaying giant beasts.
Publisher: Courier Corporation
ISBN: 9780486260051
Category : Juvenile Nonfiction
Languages : en
Pages : 52
Book Description
Thirty-two mazes with fantasy-adventure themes, such as finding marvelous treasures and slaying giant beasts.
Mazes for Programmers
Author: Jamis Buck
Publisher: Pragmatic Bookshelf
ISBN: 1680503960
Category : Computers
Languages : en
Pages : 385
Book Description
Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.
Publisher: Pragmatic Bookshelf
ISBN: 1680503960
Category : Computers
Languages : en
Pages : 385
Book Description
Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.
Mazes
Author: Chris O'Neill
Publisher:
ISBN: 9781940621098
Category :
Languages : en
Pages :
Book Description
Mazes is a fresh take on the classic dungeon RPG. Choose a die, pick a class, and open the door to adventure. Mazes is elegant, simple, and fast, with rules designed to create fun, dangerous adventures. Characters are well defined, with edges that make them feel and play differently. The MC (the Maze Controller) has tools that make it easy to set up and run games without a lot of prep. Plus, there are plenty of published adventures for Mazes, and rules that make it easy to use any OSR compatible modules.
Publisher:
ISBN: 9781940621098
Category :
Languages : en
Pages :
Book Description
Mazes is a fresh take on the classic dungeon RPG. Choose a die, pick a class, and open the door to adventure. Mazes is elegant, simple, and fast, with rules designed to create fun, dangerous adventures. Characters are well defined, with edges that make them feel and play differently. The MC (the Maze Controller) has tools that make it easy to set up and run games without a lot of prep. Plus, there are plenty of published adventures for Mazes, and rules that make it easy to use any OSR compatible modules.
What We Found in the Corn Maze and How It Saved a Dragon
Author: Henry Clark
Publisher:
ISBN: 9780316492331
Category :
Languages : en
Pages : 352
Book Description
When three kids discover a book of magic spells that can only be cast during a few short minutes a day, they'll need all the time they can get to save a dying magical world, its last dragon, and themselves. An ordinary day turns extraordinary when twelve-year-old Cal witnesses his neighbor Modesty summon a slew of lost coins without lifting a finger. Turns out she has a secret manual of magic spells . . . but they only work sometimes. And they're the most boring spells ever: To Change the Color of a Room, To Repair a Chimney, To Walk With Stilts, To Untangle Yarn. Useless! But when Cal, his friend Drew, and Modesty are suddenly transported to the world the spells come from -- a world that's about to lose its last dragon -- they'll have to find a way to use the oddly specific incantations to save the day, if only they can figure out when magic works. From the inventive mind of Henry Clark comes a hilariously wacky adventure about magic, friendship, a lookout tower come to life, a maze in the shape of a dragon, an actual dragon named Phlogiston, and lots and lots of popcorn.
Publisher:
ISBN: 9780316492331
Category :
Languages : en
Pages : 352
Book Description
When three kids discover a book of magic spells that can only be cast during a few short minutes a day, they'll need all the time they can get to save a dying magical world, its last dragon, and themselves. An ordinary day turns extraordinary when twelve-year-old Cal witnesses his neighbor Modesty summon a slew of lost coins without lifting a finger. Turns out she has a secret manual of magic spells . . . but they only work sometimes. And they're the most boring spells ever: To Change the Color of a Room, To Repair a Chimney, To Walk With Stilts, To Untangle Yarn. Useless! But when Cal, his friend Drew, and Modesty are suddenly transported to the world the spells come from -- a world that's about to lose its last dragon -- they'll have to find a way to use the oddly specific incantations to save the day, if only they can figure out when magic works. From the inventive mind of Henry Clark comes a hilariously wacky adventure about magic, friendship, a lookout tower come to life, a maze in the shape of a dragon, an actual dragon named Phlogiston, and lots and lots of popcorn.
Mental Magic
Author: Martin Gardner
Publisher: Courier Corporation
ISBN: 048647495X
Category : Juvenile Nonfiction
Languages : en
Pages : 98
Book Description
Offers a collection of math tricks using the magic of numbers in which the marvelous Professor Picanumba can seemingly predict random events in dozens of numerical exercises, along with answers at the end
Publisher: Courier Corporation
ISBN: 048647495X
Category : Juvenile Nonfiction
Languages : en
Pages : 98
Book Description
Offers a collection of math tricks using the magic of numbers in which the marvelous Professor Picanumba can seemingly predict random events in dozens of numerical exercises, along with answers at the end