Game Master: Mansion Mystery


Book Description

New York Times bestselling authors and creators of the mega-popular YouTube series Game Master Network Matt and Rebecca Zamolo return with a brand-new adventure about everyone’s favorite mystery-solving team. Rebecca Zamolo has managed to foil the Game Master’s plans before, but this time the Game Master has snake-napped Nacho, her good friend Miguel’s pet. No way is Becca going to let the Game Master get away with this dastardly plan. But when the clues lead Becca and her new friends in the direction of the one house in their entire neighborhood that none of them ever want to go near, they know they have no choice but to screw up their courage and dare to investigate, if they want to rescue Nacho. But the problem is that getting into the superspooky house is way easier than getting out. The Game Master is up to their old tricks, and Becca, Matt, Kylie, Frankie, and Miguel are going to have to face their fears and use all their smarts and strengths to solve the puzzles and games and save the day. Mansion Mystery is another action-packed adventure from New York Times bestselling authors and super-sleuthing team Rebecca and Matt Zamolo, stars of the hugely popular Game Master Network. Read the book and unlock special clues that will open exclusive content online!




Dragons Suck


Book Description

Harkness, a medieval peasant with a millennial’s mindset, is quite happy to sit back and make quips while everyone else does the hard work. His calculated laziness is interrupted when the gods send an ancient and terrible scourge-by-dragonfire upon his village, and he is forced (peer-pressured, really) into trying to save his fiancée from the dragon who has kidnapped her. When Harkness is sent by the village elder to find the one weapon that is capable of killing the beast, his real plan is to go off on his own and use his village’s money to live the high life. This, of course, would require ditching his two companions: Karla, an aspiring troubadour whose passion makes up for her lack of adventuring skills, and Aldric, whose kindheartedness does not make up for his lack of intelligence. Harkness sees this journey as a paid vacation under the pretense of world-saving, but it quickly turns serious when he realizes what’s at stake when he is forced to actually care about something—or at the very least, pretend to.




Haunting Experiences


Book Description

Ghosts and other supernatural phenomena are widely represented throughout modern culture. They can be found in any number of entertainment, commercial, and other contexts, but popular media or commodified representations of ghosts can be quite different from the beliefs people hold about them, based on tradition or direct experience. Personal belief and cultural tradition on the one hand, and popular and commercial representation on the other, nevertheless continually feed each other. They frequently share space in how people think about the supernatural. In Haunting Experiences, three well-known folklorists seek to broaden the discussion of ghost lore by examining it from a variety of angles in various modern contexts. Diane E. Goldstein, Sylvia Ann Grider, and Jeannie Banks Thomas take ghosts seriously, as they draw on contemporary scholarship that emphasizes both the basis of belief in experience (rather than mere fantasy) and the usefulness of ghost stories. They look closely at the narrative role of such lore in matters such as socialization and gender. And they unravel the complex mix of mass media, commodification, and popular culture that today puts old spirits into new contexts.




The Zero-Waste Chef


Book Description

*SHORTLISTED for the 2021 Gourmand World Cookbook Award* *SHORTLISTED for the 2022 Taste Canada Award for Single-Subject Cookbooks* A sustainable lifestyle starts in the kitchen with these use-what-you-have, spend-less-money recipes and tips, from the friendly voice behind @ZeroWasteChef. In her decade of living with as little plastic, food waste, and stuff as possible, Anne-Marie Bonneau, who blogs under the moniker Zero-Waste Chef, has preached that "zero-waste" is above all an intention, not a hard-and-fast rule. Because, sure, one person eliminating all their waste is great, but thousands of people doing 20 percent better will have a much bigger impact. And you likely already have all the tools you need to begin. In her debut book, Bonneau gives readers the facts to motivate them to do better, the simple (and usually free) fixes to ease them into wasting less, and finally, the recipes and strategies to turn them into self-reliant, money-saving cooks and makers. Rescue a hunk of bread from being sent to the landfill by making Mexican Hot Chocolate Bread Pudding, or revive some sad greens to make a pesto. Save 10 dollars (and the plastic tub) at the supermarket with Yes Whey, You Can Make Ricotta Cheese, then use the cheese in a galette and the leftover whey to make sourdough tortillas. With 75 vegan and vegetarian recipes for cooking with scraps, creating fermented staples, and using up all your groceries before they go bad--including end-of-recipe notes on what to do with your ingredients next--Bonneau lays out an attainable vision for a zero-waste kitchen.




The Evolution of Imagination


Book Description

Consider Miles Davis, horn held high, sculpting a powerful musical statement full of tonal patterns, inside jokes, and thrilling climactic phrases—all on the fly. Or think of a comedy troupe riffing on a couple of cues from the audience until the whole room is erupting with laughter. Or maybe it’s a team of software engineers brainstorming their way to the next Google, or the Einsteins of the world code-cracking the mysteries of nature. Maybe it’s simply a child playing with her toys. What do all of these activities share? With wisdom, humor, and joy, philosopher Stephen T. Asma answers that question in this book: imagination. And from there he takes us on an extraordinary tour of the human creative spirit. Guided by neuroscience, animal behavior, evolution, philosophy, and psychology, Asma burrows deep into the human psyche to look right at the enigmatic but powerful engine that is our improvisational creativity—the source, he argues, of our remarkable imaginational capacity. How is it, he asks, that a story can evoke a whole world inside of us? How are we able to rehearse a skill, a speech, or even an entire scenario simply by thinking about it? How does creativity go beyond experience and help us make something completely new? And how does our moral imagination help us sculpt a better society? As he shows, we live in a world that is only partly happening in reality. Huge swaths of our cognitive experiences are made up by “what-ifs,” “almosts,” and “maybes,” an imagined terrain that churns out one of the most overlooked but necessary resources for our flourishing: possibilities. Considering everything from how imagination works in our physical bodies to the ways we make images, from the mechanics of language and our ability to tell stories to the creative composition of self-consciousness, Asma expands our personal and day-to-day forms of imagination into a grand scale: as one of the decisive evolutionary forces that has guided human development from the Paleolithic era to today. The result is an inspiring look at the rich relationships among improvisation, imagination, and culture, and a privileged glimpse into the unique nature of our evolved minds.




Level Up!


Book Description

Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!




Scooby-Doo! and the Witch's Ghost


Book Description

The ghost of Sarah Ravencroft, a real witch, causes Shaggy, his friends, and Scooby more trouble than they are expecting.




The Brief Wondrous Life of Oscar Wao


Book Description

Things have never been easy for Oscar. A ghetto nerd living with his Dominican family in New Jersey, he's sweet but disastrously overweight. He dreams of becoming the next J.R.R. Tolkien and he keeps falling hopelessly in love. Poor Oscar may never get what he wants, thanks to the Fukú - the curse that has haunted his family for generations. With dazzling energy and insight Díaz immerses us in the tumultuous lives of Oscar; his runaway sister Lola; their beautiful mother Belicia; and in the family's uproarious journey from the Dominican Republic to the US and back. Rendered with uncommon warmth and humour, The Brief Wondrous Life of Oscar Wao is a literary triumph, that confirms Junot Díaz as one of the most exciting writers of our time.




Minor Histories


Book Description

The second volume of writings by Los Angeles artist Mike Kelley, focusing on his own work. What John C. Welchman calls the "blazing network of focused conflations" from which Mike Kelley's styles are generated is on display in all its diversity in this second volume of the artist's writings. The first volume, Foul Perfection, contained thematic essays and writings about other artists; this collection concentrates on Kelley's own work, ranging from texts in "voices" that grew out of scripts for performance pieces to expository critical and autobiographical writings.Minor Histories organizes Kelley's writings into five sections. "Statements" consists of twenty pieces produced between 1984 and 2002 (most of which were written to accompany exhibitions), including "Ajax," which draws on Homer, Colgate- Palmolive, and Longinus to present its eponymous hero; "Some Aesthetic High Points," an exercise in autobiography that counters the standard artist bio included in catalogs and press releases; and a sequence of "creative writings" that use mass cultural tropes in concert with high art mannerisms—approximating in prose the visual styles that characterize Kelley's artwork. "Video Statements and Proposals" are introductions to videos made by Kelley and other artists, including Paul McCarthy and Bob Flanagan and Sheree Rose. "Image-Texts" offers writings that accompany or are part of artworks and installations. This section includes "A Stopgap Measure," Kelley's zestful millennial essay in social satire, and "Meet John Doe," a collage of appropriated texts. "Architecture" features an discussion of Kelley's Educational Complex (1995) and an interview in which he reflects on the role of architecture in his work. Finally, "Ufology" considers the aesthetics and sexuality of space as manifested by UFO sightings and abduction scenarios.




Meddling Kids


Book Description

NEW YORK TIMES BESTSELLER "Freaky pleasure...it scratches a nostalgic itch for those who grew up on Saturday morning Scooby-Doo cartoons and sugar-bombed breakfast cereal" --USA Today "Deliriously wild, funny and imaginative. Cantero is an original voice." --Charles Yu, author of How to Live in a Science Fictional Universe With raucous humor and brilliantly orchestrated mayhem, Meddling Kids subverts teen detective archetypes like the Hardy Boys, the Famous Five, and Scooby-Doo, and delivers an exuberant and wickedly entertaining celebration of horror, love, friendship, and many-tentacled, interdimensional demon spawn. SUMMER 1977. The Blyton Summer Detective Club (of Blyton Hills, a small mining town in Oregon’s Zoinx River Valley) solved their final mystery and unmasked the elusive Sleepy Lake monster—another low-life fortune hunter trying to get his dirty hands on the legendary riches hidden in Deboën Mansion. And he would have gotten away with it too, if it weren’t for those meddling kids. 1990. The former detectives have grown up and apart, each haunted by disturbing memories of their final night in the old haunted house. There are too many strange, half-remembered encounters and events that cannot be dismissed or explained away by a guy in a mask. And Andy, the once intrepid tomboy now wanted in two states, is tired of running from her demons. She needs answers. To find them she will need Kerri, the one-time kid genius and budding biologist, now drinking her ghosts away in New York with Tim, an excitable Weimaraner descended from the original canine member of the club. They will also have to get Nate, the horror nerd currently residing in an asylum in Arkham, Massachusetts. Luckily Nate has not lost contact with Peter, the handsome jock turned movie star who was once their team leader . . . which is remarkable, considering Peter has been dead for years. The time has come to get the team back together, face their fears, and find out what actually happened all those years ago at Sleepy Lake. It’s their only chance to end the nightmares and, perhaps, save the world. A nostalgic and subversive trip rife with sly nods to H. P. Lovecraft and pop culture, Edgar Cantero’s Meddling Kids is a strikingly original and dazzling reminder of the fun and adventure we can discover at the heart of our favorite stories, no matter how old we get.