Nintendo Innovator: Hiroshi Yamauchi

Nintendo Innovator: Hiroshi Yamauchi PDF Author: Rachael L. Thomas
Publisher: ABDO
ISBN: 153215996X
Category : Juvenile Nonfiction
Languages : en
Pages : 35

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Book Description
In this engaging biography, readers will learn about Nintendo innovator Hiroshi Yamauchi. Follow the story of Yamauchi as he takes over his family's playing card manufacturing company and transforms it into the video game powerhouse responsible for Donkey Kong, Super Mario Brothers, the Game Boy, and the WII. Sidebars, historic photos, and a glossary enhance readers' understanding of this topic. Additional features include a table of contents, an index, a timeline and fun facts. Aligned to Common Core Standards and correlated to state standards. Checkerboard Library is an imprint of Abdo Publishing, a division of ABDO.

Nintendo Innovator: Hiroshi Yamauchi

Nintendo Innovator: Hiroshi Yamauchi PDF Author: Rachael L. Thomas
Publisher: ABDO
ISBN: 153215996X
Category : Juvenile Nonfiction
Languages : en
Pages : 35

Get Book Here

Book Description
In this engaging biography, readers will learn about Nintendo innovator Hiroshi Yamauchi. Follow the story of Yamauchi as he takes over his family's playing card manufacturing company and transforms it into the video game powerhouse responsible for Donkey Kong, Super Mario Brothers, the Game Boy, and the WII. Sidebars, historic photos, and a glossary enhance readers' understanding of this topic. Additional features include a table of contents, an index, a timeline and fun facts. Aligned to Common Core Standards and correlated to state standards. Checkerboard Library is an imprint of Abdo Publishing, a division of ABDO.

The World of Mario Bros.

The World of Mario Bros. PDF Author: Buffy Silverman
Publisher: Lerner Publications ™
ISBN: 154152179X
Category : Juvenile Nonfiction
Languages : en
Pages : 35

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Book Description
Do you know the first video game that featured the character Mario? Do you know what animators do, and how they turn drawings into fast-paced video game action? Read on to learn about Mario Bros. games, movies, TV shows, and so much more—you'll even find out how to make your own Mario Bros. game. You'll have more fun than Mario squashing a Goomba!

Pure Invention

Pure Invention PDF Author: Matt Alt
Publisher: Crown
ISBN: 1984826719
Category : Social Science
Languages : en
Pages : 369

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Book Description
The untold story of how Japan became a cultural superpower through the fantastic inventions that captured—and transformed—the world’s imagination. “A masterful book driven by deep research, new insights, and powerful storytelling.”—W. David Marx, author of Ametora: How Japan Saved American Style Japan is the forge of the world’s fantasies: karaoke and the Walkman, manga and anime, Pac-Man and Pokémon, online imageboards and emojis. But as Japan media veteran Matt Alt proves in this brilliant investigation, these novelties did more than entertain. They paved the way for our perplexing modern lives. In the 1970s and ’80s, Japan seemed to exist in some near future, gliding on the superior technology of Sony and Toyota. Then a catastrophic 1990 stock-market crash ushered in the “lost decades” of deep recession and social dysfunction. The end of the boom should have plunged Japan into irrelevance, but that’s precisely when its cultural clout soared—when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and multimedia empires like Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products gave us new tools for coping with trying times. They also transformed us as we consumed them—connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japan’s pop-media complex remade global culture.

Nintendo

Nintendo PDF Author: Rachel Hamby
Publisher: North Star Editions, Inc.
ISBN: 1637387253
Category : Juvenile Nonfiction
Languages : en
Pages : 35

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Book Description
Learn fun facts about the popular Nintendo brand. Short paragraphs of easy-to-read text and plenty of colorful photos make reading simple and exciting. The book also includes a table of contents, fun facts, sidebars, comprehension questions, a glossary, an index, and a list of resources for further reading.

Nintendo Magic: Winning the Videogame Wars

Nintendo Magic: Winning the Videogame Wars PDF Author: Osamu Inoue
Publisher: Vertical Inc
ISBN: 1647291453
Category : Business & Economics
Languages : en
Pages : 231

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Book Description
Back in the 80s, Nintendo ruled the home-entertainment market with the NES (Nintendo Entertainment System). But then rival Sony introduced PlayStation, which featured advancements and cutting-edge technology that put Nintendo's Super-NES to shame. Nintendo quickly lost its dominant market share to Sony and found itself floundering. In 2006, Nintendo released Wii at the same time Sony introduced its highly-anticipated and much-vaunted PlayStation III and Microsoft's XBox 360. Wii's David defeated PlayStation's Goliath, inversely echoing the SNES/PlayStation outcome of a decade previous. Nintendo Magic: Winning the Videogame Wars is the story of what went right, discussing the business strategies and marketing savvy that took on the mighty Sony and won. Topics include: How where you put your company is just as important as how you run it: being in Kyoto From work force to policies, why Nintendo's "just enough" attitude succeeds Why the ability to read a balance sheet is overrated Respect seniority but approve huge R&D budgets for talented junior employees Allowing maximum communication between disparate divisions (hardware and software) Enlarging the pie: going after casual gamers (The art of mainstreaming) How the Wii will be the next major household appliance and the DSi will be the cell phone of the future. Nintendo Magic: Winning the Videogame Wars should serve as a warning to similar powerhouse industries never to understimate the modest competitor. It should occupy the bookshelf of any business person smart enough to know they don't need to be a giant to win.

Pokemon: Satoshi Tajiri

Pokemon: Satoshi Tajiri PDF Author: Paige V. Polinsky
Publisher: ABDO
ISBN: 1098219252
Category : Juvenile Nonfiction
Languages : en
Pages : 35

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Book Description
In this title, readers will learn about the designer of Pokémon, Satoshi Tajiri. Follow the story of Tajiri as he founds Game Freak magazine which turned into Game Freak video-game development company and the creation of the Pokémon video games, trading cards, television series, and Pokémon Go! Aligned to Common Core Standards and correlated to state standards. Big Buddy Books is an imprint of Abdo Publishing, a division of ABDO.

Super Mario

Super Mario PDF Author: Mari Bolte
Publisher: Norwood House Press
ISBN: 1684508312
Category : Juvenile Nonfiction
Languages : en
Pages : 25

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Book Description
Learn about Super Mario and everything there is to know about mushrooms, warp pipes, Yoshis, and rescuing princesses. Explore the history of Super Mario and peer into the future of one of the world's most popular games. Super Mario will give you a behind-the-scenes look at a great game, with features that include: a glossary, index, and bibliography for further reading.

Pokémon Designer

Pokémon Designer PDF Author: Paige V. Polinsky
Publisher: Checkerboard Library
ISBN: 9781532110979
Category : Biography
Languages : en
Pages : 0

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Book Description
Introduces the life and career of "the designer of Pokâemon, Satoshi Tajiri. [Follows] the story of Tajiri as he founds Game Freakmagazine which turned into Game Freak video-game development company and the creation of the Pokâemon video games, trading cards, television series, and Pokâemon Go!"--Publisher's website.

It's Kind of a Funny Story

It's Kind of a Funny Story PDF Author: Ned Vizzini
Publisher: Disney Electronic Content
ISBN: 1423141083
Category : Juvenile Fiction
Languages : en
Pages : 452

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Book Description
Like many ambitious New York City teenagers, Craig Gilner sees entry into Manhattan's Executive Pre-Professional High School as the ticket to his future. Determined to succeed at life—which means getting into the right high school to get into the right college to get the right job—Craig studies night and day to ace the entrance exam, and does. That's when things start to get crazy. At his new school, Craig realizes that he isn't brilliant compared to the other kids; he's just average, and maybe not even that. He soon sees his once-perfect future crumbling away.

What Is Nintendo?

What Is Nintendo? PDF Author: Gina Shaw
Publisher: Penguin
ISBN: 0593093798
Category : Juvenile Nonfiction
Languages : en
Pages : 130

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Book Description
The game is on! Get your hands on this book about one of the most influential companies in the video game industry. Founded in 1889, Nintendo started out as a small playing card company in Japan. Though the cards sold well, Nintendo really became popular when it began creating toys in the 1960s, and then became internationally renowned after developing video games and consoles in the 1970s and '80s. After introducing the world to some of the best-known and top-selling video game franchises of all-time, such as Super Mario Bros., The Legend of Zelda, Animal Crossing, and Pokémon, it's clear to see why Nintendo is beloved by parents as a company that creates nonviolet, family-friendly entertainment for kids. With fun black-and-white illustrations and an engaging 16-page photo insert, readers will be excited to read this latest additon to Who HQ! Look for more Who HQ titles: What Is LEGO? What Is the Story of Hello Kitty? What Is the Story of Batman? What Is the Story of Transformers?