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The Cinematic City
David Clarke
Manufacturer: Routledge
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Cinema and the City: Film and Urban Societies in a Global Context (Studies in Urban and Social Change)
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ASIN: 0415127467 |
Book Description
Cities possess a cinematic quality instilled with character ranging from bustling excitement to shadowy romance. What makes the city such a magnetic place and how has cinema shaped our view of the city?
Offering thought-provoking insight into the connections between screen- and cityscape,
The Cinematic City exploring genres, historical periods, and urban locales, to link the key dimensions of film and urban theory. From early cinema to today's politics of place, to forms of identity surrounding films by Black directors, the contributors draw on the theoretical insights of Baudrillard, Foucault, Lacan, and others to show how the city has been undeniably shaped by the cinematic form, and how cinema owes much of its nature to the historical development of urban space.
Average customer rating:
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Cinematic Urbanism: A History of the Modern from Reel to Real
Nezar Alsayyad
Manufacturer: Routledge
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ASIN: 0415700493 |
Book Description
The city and the cinema have become inextricably intertwined over the last century, with the identities of places becoming bound up in their cinematic portrayals. We have seen the landmarks of New York, London, Tokyo and a thousand others turn into iconic symbols of wealth, power, status, style and culture, and for the majority of people the images and sounds of movies form the only experience they will ever have of distant cities.
Alsayyad here argues that our understanding of the city cannot be viewed independently of cinematic experience. Films do not only capture the depiction of a society; they influence the way we construct images of the world and, as a result, how we operate within it. Inexorably, we are coming to blur the distinction between what is real in the everyday and how we imagine the everyday. Cinematic Urbanism explores this dynamic, bringing together insights from urban and film studies to illuminate current architectural debate.
Customer Reviews:
Amazing book.......2006-08-14
This is simply an amazing book, very nicely written about a interesting subject. It shows how in the 21st century, we will probably experience the city more through the Virtual media than through the conventional "real" one. It demands of us to adjust to this major change in life and culture.
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Italian Neorealism: Rebuilding the Cinematic City (Short Cuts)
Mark Shiel
Manufacturer: Wallflower Press
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Binding: Paperback
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ASIN: 1904764487 |
Book Description
Italian Neorealism: Rebuilding the Cinematic City is a valuable introduction to one of the most influential of film movements. Exploring the roots and causes of neorealism, particularly the effects of the Second World War, as well as its politics and style, Mark Shiel examines the portrayal of the city and the legacy left by filmmakers such as Rossellini, De Sica, and Visconti. Films studied include Rome, Open City (1945), Paisan (1946), The Bicycle Thief (1948), and Umberto D. (1952).
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The Cinematic City. (book reviews): An article from: Journal of the American Planning Association
James A. Clapp
Manufacturer: American Planning Association
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ASIN: B0009871HI
Release Date: 2005-07-28 |
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This digital document is an article from Journal of the American Planning Association, published by American Planning Association on March 22, 1998. The length of the article is 866 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.
Citation Details
Title: The Cinematic City. (book reviews)
Author: James A. Clapp
Publication:
Journal of the American Planning Association (Refereed)
Date: March 22, 1998
Publisher: American Planning Association
Volume: v64
Issue: n2
Page: p254(2)
Article Type: Book Review
Distributed by Thomson Gale
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Cinematic City
Manufacturer: ROUTLEDGE
ProductGroup: Book
Binding: Paperback
ASIN: B000GYFBM2 |
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Mel Bay's Favorite Old-Time American Songs for Dulcimer
Mark Nelson
Manufacturer: Mel Bay Publications, Inc.
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ASIN: 0786671785 |
Product Description
This giant book features over 100 of America's favorite folk songs, expertly arranged for the Appalachaian dulicmer. Children's songs, work songs, old Anglo-American ballads, songs of strife and freedom, love songs and much, much more are all gathered here in arrangements suitable for the beginning and intermediate player. The songs come from all over old books and sheet music, transcriptions from field recordings, but mostly from the singing of countless folks in kitchens and festival hallways, street corners and concert stages. Songs include "Poor Wayfaring Stranger," "Tenting Tonight," "Don't Let Your Deal Go Down," "Oh, Death," "Careless Love," and many, many more. Tunings used include D-A-D and D-A-A, as well as C-G-C and C-G-G and several modal tunings. All are playable on any three- or four-stringed dulcimer. Some use a 6 1/2 fret. Includes information on reading music and TAB, notes on transposing, and a useful index of songs by tuning. In standard notation and TAB, with guitar chords.
Average customer rating:
- Told me what I wanted
- MMO encyclopedia
- interesting read
- A thoughtful compendium of wisdom
- Very good for game developers
|
Massively Multiplayer Game Development (Game Development Series)
Thor Alexander
Manufacturer: Charles River Media
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Binding: Hardcover
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ASIN: 1584502436 |
Book Description
Massively Multiplayer (MMP) game development is one of the fastest growing areas in the game market. With the first MMP releases, the genre took off with amazing speed, and as its popularity continues to soar, so do the many challenges, internationalization, customer support, hacking, and technological advancements. To keep up with these challenges, developers need to implement the best tools and techniques available. Massively Multiplayer Game Development provides these solutions. This comprehensive, insightful collection of articles is written by some of the industry's best MMP developers, and provides a wealth of unique knowledge acquired while working in the MMP trenches. Details on database techniques and game systems are also included. Unlike many programming books, Massively Multiplayer Game Development is intended to appeal to the entire team: programmers will find a multitude of technical ideas, and designers and producers will benefit from the detailed information on design, architecture, and customer support.
Customer Reviews:
Told me what I wanted.......2007-03-31
PLEASE NOTE THAT THIS IS THE SAME REVIEW AS THE SEQUELS BOOK, THAT IS BECAUSE I CONSIDER THEM TO BE EQUALLY AS GOOD AS EACH OTHER.
DON'T BUY ONE BOOK, GET THEM BOTH.
As a games programmer I wanted to branch out into a MMG and this book was one of 4 that taught me everything I wanted to know.
This book is split into 3 main sections; each section has several chapters about differant aspects of the MMP's. If you have any interest in MMP games you cannot help but to find most chapters helpful.
I will admit that some chapters bored me and I skipped them, but the amount of helpful chapters there were more than made up for it.
Each chapter has been written by a differant person and quick searches on google makes you realise that these people really do not their particular areas of expertise.
James
MMO encyclopedia.......2006-02-20
Thos book is a collection of wisdom, aimed to provide an overall view of what you need to consider to write your own MMO. There is no code and the articles do not go too deep, which is not a bad thing, because they provide easy to understand contents. So before writing any code, read a related article, avoid pitfalls and only then start writing. I have been reading this book for several months, over and over and I still love it. There is no need to read the articles in any particular order and each reading session can be as short as 30 min. and still provide good knowledge to you. This book is a must have on your bookshelf if you are serious about MMO games and use other people's knowledge to shorten you own development cycle. I like it so much, I just bought the 2nd edition, which looks very promising, too. And dear author(s), if you write a book with a framework, I'll buy that one, too, without any doubt.
interesting read.......2005-10-04
This book is very interesting to read, since it covers a broad range of information about Multiplayer Gaming. But you shouldn't expect every MM secret to be lighted up in this one book. It is a book with dozends of chapters about many aspects of MM gaming, so it is a good starting point to enter the topic and get a broader knowledge of what MM games are and what aspects you have to think about. In my opinion, you will need more books in addition to this (such as the gem series or MM2).
A thoughtful compendium of wisdom.......2005-03-11
A fascinating book that compiles an array of essays by professionals in today's MMO industry. Each chapter brings something new and unique to consider: from the database to the game engine, costumer service to the network protocols, AI factions to interface design. However, some of the topics are so broad and complex the authors really have no chance of leaving you with a sense of satisfaction when their time is up- moving from topic to topic each chapter, you often feel the essays are left open and incomplete. Even so, the issues discussed are very important to consider, and rarely have I seen them covered in other books on the subject. Definitely an interesting read.
Very good for game developers.......2003-09-03
This is a very good book for experienced game developers.
If you are looking though, for a an intro text, this is not it. This is for serious programmers.
Average customer rating:
- for designing games, not for source code level work
- Told me what I wanted
- Massively Useful Book
- it is not a book for developers
- Great book for game developers
|
Massively Multiplayer Game Development 2 (Game Development)
Thor Alexander
Manufacturer: Charles River Media
ProductGroup: Book
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ASIN: 1584503904 |
Book Description
As the MMP game market continues to grow, new challenges and technology hurdles constantly emerge. Massively Multiplayer Game Development 2 is an all new volume in this successful series written to address the challenges faced by the entire MMP development team, not just the programmers. The articles include a wealth of unique knowledge acquired through the experiences of some of the online game industry's best and brightest developers. These developers have worked on the most successful and anticipated MMP games, such as EverQuest, Ultima Online, The Sims Online, Second Life, Asheron's Call, Star Wars Galaxies, and more. Programmers will find a wide array of technical tips and techniques throughout the collection, while designers and producers will find numerous articles filled with readable, informative insights to successful MMP design, along with time and costsaving production methods. Most of the articles are self-contained so they can be read in any order. There is also a companion Web site that will be updated frequently with development news and commentary from the biggest names in online game development. This collection will provide the entire team with ready-to-use techniques and innovative methods for solving all of your MMP challenges.
Customer Reviews:
for designing games, not for source code level work.......2007-04-09
The book is unlike typical computer graphics books that focus mainly at the source code level. Alexander has compiled an impressive set of essays, drawn from game programmers at several companies. It is an industry-wide summation of publicly available ideas for state of the art coding, circa 2005.
Look, if you are hoping for tips on solving a specific coding problem, this may not be the best choice of books. Instead, the articles are more useful at the architectural design level, for a new multiplayer game. Some topics seem quite novel. Like applying graph theory to study and design a game. Including at the large ["macro"] level where you might be building a community, with economic facets. Graph theory also permits a way to classify different MM games, providing a unified and consistent view. Not the sort of thing you might expect to run into in a gaming text. But the complexities of building a MM world can be staggering.
There are many more essays, touching on numerous aspects. You need to be an experienced game developer to fully appreciate this book. Which is not to say that the ideas here cannot ultimately find expression at the source code level. Just that you need to take a high level view.
Told me what I wanted.......2007-03-31
PLEASE NOTE THAT THIS IS THE SAME REVIEW AS THE SEQUELS BOOK, THAT IS BECAUSE I CONSIDER THEM TO BE EQUALLY AS GOOD AS EACH OTHER.
DON'T BUY ONE BOOK, GET THEM BOTH.
As a games programmer I wanted to branch out into a MMG and this book was one of 4 that taught me everything I wanted to know.
This book is split into 3 main sections; each section has several chapters about differant aspects of the MMP's. If you have any interest in MMP games you cannot help but to find most chapters helpful.
I will admit that some chapters bored me and I skipped them, but the amount of helpful chapters there were more than made up for it.
Each chapter has been written by a differant person and quick searches on google makes you realise that these people really do not their particular areas of expertise.
James
Massively Useful Book.......2007-02-22
To the game developer, the theory behind MMOGs can be a mystery. Often it is hit-and-miss and many developers can and do get it wrong. Great games can turn to dust because designers made critical mistakes.
This book does NOT have all the answers!
But it does pose a lot of questions and provides learned and thoughtful chapters written by some of the best game people in the business.
Part one covers design techniques with eleven chapters in game theory.
Part two explores engineering techniques including automated testing, data collection and analysis and anti cheat mechanisms.
Part three gets into production techniques with eight chapters covering subjects from project management to providing online support.
Its become my Bible of MMOG dev.
it is not a book for developers.......2007-02-19
there is very little detailed technical content in this book -- i mean, if you are a software developer, then a lot of this feels like fluff. i wanted a leg up on coding, and this isn't that book. it does provide a certain high-level overview, but it's not sufficient for "game development." for example, the discussions of server architect are interesting, but largely represent a kind of "we did this and were successful" summaries. if you wanted to move into this field, this book isn't an "open sesame." if you haven't thought much about the field and just want to get a feel for what the issues are, then the text is interesting but expensive.
Great book for game developers.......2005-11-07
Designing and developing massively multiplayer (MMP) games are very difficult endeavors that often require large teams and time/money investments. This book provides useful knowledge that can help identify and avoid potential development pitfalls.
The articles in this book are separated into three sections - design, engineering, and production techniques. Therefore, it isn't just for programmers - numerous development team members will find value in the book's articles. I think it's important for developers to read most or all of the articles - even those that aren't specifically intended for their position. This practice can increase understanding and communication between the members of interdisciplinary teams.
In each article, a member of the MMP development community explains his or her experience with a particular topic - telling stories in online games, automated testing, anti-cheat mechanisms, etc. While some of the technical essays supply pseudocode, most articles present examples from existing games and other ideas. Don't expect to build an MMP engine or even detailed designs based solely on the information in this book. Instead, these articles will provide insight and advice on many issues you will encounter as you plan and develop an MMP project.
Some of the essays feel a bit "thin", and the authors don't seem to sufficiently explain their topic. In some instances, the topics are simply too complex to fully examine in one or two articles. Nonetheless, the subjects in this book are important for developers to consider. For readers that want to delve deeper into a topic, most articles provide references to related information.
This book is intended for "intermediate/advanced" game developers (specifically those in the MMP industry), and my rating is based on that audience. For those unfamiliar with MMP games and/or software development, it will be difficult to appreciate the articles in this book.
Average customer rating:
- Wonderful launch point for more exploration
- Good book if you enjoy games--old or new
- 100 Clever Game Console Hacks for Gamers
- Covers a lot of ground...
- Covers every conceivable computer game type
|
Gaming Hacks: 100 Industrial-Strength Tips & Tools
Simon Carless
Manufacturer: O'Reilly Media, Inc.
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The Encyclopedia of Game Machines
ASIN: 0596007140 |
Book Description
It doesn't take long for an avid--or just wickedly clever--gamer to be chafed by the limitations of videogame software or hardware. If you want to go far beyond the obvious--whether you want to modify your console controller to work on other consoles, create your own text adventure, or modify your Game Boy--there's an awful lot of fun you can have for cheap or free, using the creative exploits of the gaming gurus. Gaming Hacks is the indispensable guide to cool things gamers can do to create, modify, and hack videogame hardware and software. Everything from social exploits and tips to be used in MMORPGs (Massive Multiplayer Online Role Playing Games) to soldering-iron heavy hardware hacks is covered in this extreme-cool hack guide written by gamers for gamers. Gaming Hacks offers a stunning variety of hacks, exploits, and other creative acts on both modern and archaic console hardware and today's PC hardware--one hundred detailed, ingenious hacks are included. Gaming Hacks also includes detailed software-based looks at MMO (massively multiplayer) titles, FPS (first-person shooter) games, machinima (real-time movies created using game engines), emulation, save-game hacking, and many other miscellaneous subgenres and topics. Gaming Hacks shows hardcore gamers how to configure the best FPS peripherals, hack the Nuon DVD Player/Gaming System, modify their Game Boy, watch movies and listen to music and their Sega Dreamcast, and much, much more. Gaming Hacks shows you how to do things you didn't know could be done. If you want more than your average gamer--you want to explore and experiment, unearth shortcuts, make your games do what you want them to do Gaming Hacks will show you how. You don't need to be gaming guru to pick up Gaming Hacks; you'll be one when you put it down.
Customer Reviews:
Wonderful launch point for more exploration.......2005-06-10
This book covers a lot of ground -- check out the table of contents and you'll see something for every flavor of computer or video game, from the Atari VCS to PC-based first-person-shooters and massively multiplayer online role-playing games, to handhelds like Palm and Pocket PC devices, to all of the major console machines you attach to your television.
Like any computer book, this is full of ephemeral information that may not age well. In a few years, many of the links given here will cease to exist, and much of the hardware referenced could be difficult to find. Some of the tools which seem cool today will be commonplace, having been built into new revisions of hardware. The author does a good job of anticipating where this might happen, and sticks to generalities while providing specific examples wherever possible. As I write this review, the book has been in print for almost a year, and in my opinion, it remains fresh, relevant, and worthy of purchase.
Some of the activity described in this book is in the grey area between legal and illegal activity, and Carless takes care to warn the reader when he/she might be stepping on dangerous ground. Such caveats make this book even more interesting to this reviewer and probably others as well.
If you've ever done any of these things, enjoyed it, and wanted to do more, then this book is for you!
- played a Japanese game on a USA or UK territory console;
- played a "hacked" ROM of an old game in emulation;
- wanted to get more out of old games which are boring now;
- wondered about nonstandard import adapters and accessories;
- wanted to interface your console with your PC
In other words, if you're creative enough to want to think outside the narrow box that some manufacturers have put us in, and want more, you want this book, even if you've already done a lot of this stuff on your own. The weblinks alone will provide hours of entertainment, but the book draws everything together into a coherent whole. Cheers to Carless for writing this and to O'Reilly for having the courage to publish this in the age of the Digital Millenium Copyright Act!
Good book if you enjoy games--old or new.......2005-03-16
This book was a lot of fun to read and provides a lot of great tips for not only getting the most out of your current gaming system, but also for enjoying those games you played 20 years ago. The book starts out with an introduction to emulation and MAME, which allows you to play old console games (like the Atari 2600) or arcade games on a PC. The author even provides directions to illustrate how you can take an old Atari 2600 paddle controller and hook it into your PC (with a soddering iron and a little work). Any gamer who ever played on the Atari would love something like this.
In my favorite chapter, the author shows how to maximize portable devices for gaming fun. In one hack, the author shows how to play games on your iPod. In another hack, the author shows how to produce color pictures from the Game Boy's black and white camera attachment. There are even instructions for turning your PocketPC or PalmPilot into a Game Boy or even a Commordore 64.
The author has a section dedicated to creating the best game machine, where he discusses video cards, mice, and other peripherals. In other sections, the author discusses how to modify your gaming console, including Xbox mods, tunneling (e.g. making games play online that weren't designed to be played online), and other game hacks. Finally, the author rounds out the discussion by demonstrating how to create and add a vehicle to Unreal Tournament 2004. While it does require a bit of time and some work, I was surprised at how relatively easy the whole process was.
This is a great book to read if you enjoy gaming-regardless of whether they're games from 20 years ago or brand new. This book will help you to get the most out of your gaming experience and have a lot of fun doing it.
100 Clever Game Console Hacks for Gamers.......2004-12-29
If you want to go far beyond the obvious, whether you want to modify your console controller to work on other consoles, create your own text adventure, or modify your Game Boy, there is an awful lot of fun you can have for cheap or free, using the creative exploits of the gaming gurus. Gaming Hacks is the indispensable guide to cool things gamers can do to create, modify, and hack videogame hardware and software.
Everything from social exploits and tips to be used in MMORPGs (Massive Multiplayer Online Role Playing Games) to soldering-iron heavy hardware hacks is covered in this extreme-cool hack guide written by gamers for gamers. Gaming Hacks offers a stunning variety of hacks, exploits, and other creative acts on both modern and archaic console hardware and today's PC hardware. One hundred detailed, ingenious hacks are included.
Gaming Hacks also includes detailed software-based looks at MMO (massively multiplayer) titles, FPS (first-person shooter) games, machinima (real-time movies created using game engines), emulation, save-game hacking, and many other miscellaneous subgenres and topics.
Gaming Hacks shows hardcore gamers how to configure the best FPS peripherals, hack the Nuon DVD Player/Gaming System, modify their Game Boy, watch movies and listen to music and their Sega Dreamcast, and much, much more.
Gaming Hacks shows you how to do things you didn't know could be done. If you want more than your average gamer, if you want to explore and experiment, unearth shortcuts, or make your games do what you want them to do Gaming Hacks will show you how. You don't need to be gaming guru to pick up Gaming Hacks, but you will be one when you put it down.
Covers a lot of ground..........2004-11-22
If you're a gamer who is always looking for new information to improve your gaming experience, check out Gaming Hacks by Simon Carless (O'Reilly).
Chapter list: Playing Classic Games; Playing Portably; Playing Well With Others; Playing With Hardware; Playing with Console and Arcade Hardware; Playing Around the Game Engine; Playing Your Own Games; Playing Everything Else; Index
Like all Hacks titles, there are 100 hints, tips, and hacks that cover the spectrum of gaming, from hardware to software, from consoles to online gaming. If you're old like me, you might enjoy Play Commodore 64 Games Without the C-64 (#2) and Play Atari ROMs Without the Atari (#3). Those will take you back to your early days of computing. If you're into first player shooting games, Tweak Your Tactics for FPS Glory (#94) will help boost your scoring. Carless will even help you play Japanese video games without knowing the language in #97 - Play Japanese Games Without Speaking Japanese. He shows you some basic hiragana and katakana that you'll encounter frequently in those games, and that might allow you to bridge the language gap.
The only trouble I see with the book is that it's covering such a wide area of subject matter. Unless you're a full-time gamer, you'll probably find a number of areas in this book that don't pertain to your interests. In some ways, that's OK for a Hacks title, as not everything is meant to apply to every single reader. But this particular title seems to be a bit more scattered than usual. The material is good, to be sure, but each reader may have a different opinion of the book based on what their gaming interests are.
Covers every conceivable computer game type.......2004-11-13
This book covers everything. You can go old school and get information on Mame games and building your own arcade machine. It covers portable with information on PDA games, hacking your Gameboy, and installing a PS2 in your car. It talks about the online world with combat strategies, how to game the systems to make money, and how to find and avoid cheaters. It's got great advice on how to build high end gaming PCs. Consoles are covered as well. He talks about overclocking them and chipping them to play import games. And that's just a sample.
Were this any other type of book I would say that the coverage is unfocused because it's too broad. But it's a Hacks book and these are intended for people with a clue to give them material on a wider range of topics. It starts you off and expects that you will run with it. For example, you get a lot of information about how to create a home arcade machine with Mame, but you won't get the detailed construction plans.
The text is well written, though he does tend to use the gamer lingo, so you may need a translator if you aren't up to the minute. Certainly the best book I have seen for people who want to push their gaming experience beyond what you can get out of the box from Electronics Boutique.
Average customer rating:
- Laugh out loud FUNNY
- Irreverent worship!
- Hilarious and Perfect
- Fanboy delight! If you're a true fan, you WILL laugh.
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The Completely Useless Encyclopedia: (Incorporating the Junior Doctor Who Book of Lists) (Doctor Who (BBC Paperback))
Chris Howarth , and
Steve Lyons
Manufacturer: Virgin Publishing
ProductGroup: Book
Binding: Paperback
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Doctor Who: The Completely Unofficial Encyclopedia
ASIN: 0426204859 |
Customer Reviews:
Laugh out loud FUNNY.......2005-01-10
This is one of the few books that I have laughed out loud until tears streamed down my face!!! When trying to share the funniest entries, I can't even read them without laughing again. From analyzing the famous "Yeti on the lou" Pertwee phrase to including a table of contents containing only the letters of the alphabet, this is humor and wit at its best. I have never found a funnier Doctor Who book and I am hard pressed to name a funnier novel in general. If you do not have this book you don't know what you're missing!!! A++++
Irreverent worship!.......2002-01-13
This book is an incredible collection of phrases and Whoisms that have appeared throughout Doctor Who's many years on the air. The authors have managed to poke fun at the good Doctor while assuring the reader that they're really on our side. It's a lot like making fun of your family - only another family memeber can get away with it. If you're not family, watch out! From "AAH" to "ZORG AND ORG," it's all there - every last tasty fun morsel that makes Doctor Who a worldwide institution.
Hilarious and Perfect.......1999-02-22
This text is the funniest book I have ever read... Poking fun at not only Doctor Who, but the fandom of Doctor Who, this book is a laugh-riot from the introductory debate over stories' names, to the final index page which lists simply the letters of the alphabet and the Dedication to Godzilla. My favorite parts: the description of Season Eighteen as an "amusing omission from The Doctors: Thirty Years of Time Travel" and the description of Lazar's Disease as a syndrome whose main symptom is removing one's clothing... Lyons & Howarth are to be commended for such a devistatingly funny work.
Fanboy delight! If you're a true fan, you WILL laugh........1997-09-29
Hilarious & irreverent, the useless encyclopedia looks unflinchingly at the schitzophrenic british fan base, the shoddy "classic" episodes, the ludicrous "new adventures", and just about everything and anything "Who" and useless. Written by fans for fans.
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