Test Runaway 2 The Dream Of The Turtle

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Runaway Storm

This first book in D. E. Knobbe's gripping Runaway series puts readers in the middle of a wilderness adventure that few could survive on their own. Nate stole the kayak . . . sort of. His parents don't know where he is, and that's just fine with him. He's made it to the chain of sparsely populated islands off the coast of Vancouver, his kayaking dream come true. So what could possibly go wrong? For starters, he hadn't counted on real runaways making him feel like a fraud or on the cops chasing him into a wild and deadly storm. Nate hadn't planned to shipwreck on a deserted island either, or to have a run-in with a crazed drug smuggler, who drifted into the bay on a crippled Sailboat, ready to protect his stash with a loaded gun. Should Nate save himself or the Goth girl from Seattle who tried to rescue him? Between being chased by criminals, shot at, and almost drowned, their options aren't looking good.
My Side of the Mountain (Puffin Modern Classics)

Terribly unhappy in his family's crowded New York City apartment, Sam Gribley runs away to the solitude-and danger-of the mountains, where he finds a side of himself he never knew.
Video Games Around the World

Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela