Amazon.com
This classic study of horror and science fiction movies was first published in 1967, the year before films such as Rosemary's Baby and 2001: A Space Odyssey transformed both genres. Readers interested in the many horror and science fiction films made before the modern era of graphic violence and special-effects extravaganzas will be enthralled by An Illustrated History of Horror and Science Fiction Film. It summarizes the plots and relates the importance of a wide variety of relevant films, from the early work of Georges Méliès and the German expressionists to Universal Pictures horror movies such as the original Dracula and Frankenstein to the suggestively atmospheric work of Val Lewton and the sci-fi classics of the 1950s. Clarens makes fascinating observations about the mythical value of these films and their cathartic effect on viewers. His insights are so powerful and expressive that J. Hoberman, who wrote an introduction to the book's 1997 reissue, found that "this idiosyncratic genre history was really an idiosyncratic history of the commercial cinema as it had developed, in Europe and America, from the 1890s through the mid-1960s." An Illustrated History of Horror and Science Fiction Film contains scores of terrific black-and-white illustrations and a detailed filmography.
Customer Reviews:
A Classic to Read and Remember--Not For Skimming!.......2001-10-30
Like another reviewer, I first read the '67 edition of Clarens' book when I was in high school. Already a horror movie fan, I needed context and appreciation of the genre, and that's exactly what this wonderful book provided, then and now. This is a book for the serious fan in search of a history of both the technique and ideas behind horror films. Clarens' observations about specific films' production, actors' performances, and even camera tricks will stay with you and help you to enjoy horror movies, old and new, even more than you did before. It is illustrated well, but it's an illustrated history, not an annotated photo catalog. Thus this is a book with terrific words and ideas, plus images--it's not intended to be a glossy fan mag with captions. Approach it with an expectation of ideas plus a few images, and let your imagination work its magic. Read the book to understand the big picture--not just to savor a few illustrations. I'm thrilled with the re-issue, and expect the book to support intelligent fans as well as cinema scholars. It's a book to keep, appreciate, and savor.
Disappointed.......2000-06-19
If your looking for a book that has the plots and story lines of the horror and science fiction movies of the 30s, 40s, 50s and 60s, this ISN"T it. If your looking for a lot of old prints from the same movies, this ISN'T it. The word "ILLUSTATED" in the title must be an error, in a book of 256 pages there are 135 pictures (mostly small, most on the same pages)
Certainly the place to start-- the very best survey.......2000-01-24
I read this in its original 1967 edition when I was very young, and it inspired a life-long love of horror films (at that time the Science Fiction content was not in the title, though it was found in the book). Clarens' effort is clear and concise-- not too much on any one thing, but he manages to hit all the necessarys and high spots. It's really indispensible for the fan who's starting out in a serious study of the subject-- or who just loves horror.
Average customer rating:
- A fair grouping
- More please!
- Evocative Movie Posters
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Horror, Sci-Fi & Fantasy Movie Posters (The Illustrated History of Movies Through Posters, Volume 11)
Manufacturer: Bruce Hershenson
ProductGroup: Book
Binding: Paperback
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Customer Reviews:
A fair grouping.......2003-02-26
I was hoping for larger photos, maybe even larger pages, but there is a fine representation of movie posters in this book.
More please!.......2003-01-25
Being a fan of the B grade movies that get shown in the annual Incredibly Strange Film Festival, this book was an obvious purchase and I wasn't disappointed. There is a feast of all that's good and bad about these movie genres. The reproduction is superb and the selection thoughtful. My only criticism is that there is no logic and probably only the author's personal preference as to how big or small each poster gets presented - on some pages there is only one poster, on others there are 5 - I would have preferred one per page, but I guess that would have more than doubled the price. I only hope that there will be a second volume soon!
Evocative Movie Posters.......2000-12-05
Bruce Hershenson has managed over several books to enlighten many of us who are involvred in collecting movie posters. From his Crime Movie Posters, Horror Movie Posters,Academy award winners and a whole rope let alone string in his ever increasing catalogue we are able to gain great reference for the discerning collector. Also for those who perhaps cannot afford to invest into some great titles Hershenson has enabled those with a tight budget to appreciate the poster art from the twentieth century at a very reasonable cost.
The content is laid out in a similar fashion to his previous books starting with early titles from the silent era, Homer's Odyssey 1909 right up to 1999's Sleepy Hollow, covering a multitude of titles, actors and actresses and subjects all coming under the heading of Horror, Sci-Fi and Fantasy. Such recognisable titles as Dracula, Batman and Raiders of the Lost Ark to lesser known titles such as Phantom From Space and The Green Pastures with an image to cover each year.
The quality is very high with great colour on all the pages and at such a reasonable price this is truly a bargain, for a collector, a fan, a movie buff or just someone who likes to sit and watch a late night movie this is an excellent buy.
Perhaps the only critcism for any of these books is the lack of text on the artists that produced the great artwork. A history on the film is all well and good and has probably been produced elsewhere, even if it is in Halliwell's but for the poster the artist is the all important person. It would be nice to know to whom the credit should go for such evocative art work. An impossible task perhaps, although if there were only a dozen images explained then this and all of Bruce Hershenson's book's would receive 5 stars and two thumbs up.
Book Description
Over 400 horror, science fiction and fantasy films are analyzed in this comprehensive reference to the genre's sequels, series and remakes. Filmographies are given for each, followed by a plot synopsis, reviews of the work, and a critical analysis.
Customer Reviews:
Excellent supplement (not standalone).......2004-02-23
When viewed an a supplement to the D20 Modern Core Rules, this book provides all of the necessary information for creating and maintaining a character in that setting. Of course, this is not a standalone product and has not advertised itself as such. Additionally, I question the other reviews of this where price is a primary concern. I have been a player and GM in the 1st edition of Gamma World as well as the 2nd edition. When combined with the D20 Modern core rules, this book provides a complete GammaWorld rule base.
Sketchy, Inadequate, Inspiring.......2004-02-16
I bought this book along with the Mutants & Machines book as an initiative for our D&D role playing group to try something new. The Gamma World setting was mostly my choice, but we believed trying something new and wild was needed and that Gamma World would deliver. I had played some of the old Gamma World setting, but it had been awhile, so my comments here are based on the quality of the writing and not "old vs. new."
First of all, the book states that you can use the GW Player Handbook with the D&D Player's Handbook. This is unfortunately a far cry from the truth. Although you might stretch it, there are just too many blanks. In the end, I had to purchase the D20 Modern book just to get enough of the correct information to make the game run smoothly.
The new d20 system now requires higher standards in rule details. If you buy this one book thinking you have all you need to play in Gamma World, you are out of luck.
Fortunately, Swords & Sorcery put a module called "Midnight in the Mystery Garden" that has premade characters and a small but eventful adventure. I highly recommend you check it out (http://www.swordsorcery.com/gammaworld/freeadventure.html). It got us past the potentially tedious character building process (where more questions arise) and into game play first. Later, I went back and reviewed the character building process with the given pre-made characters and could understand the details, but not typically before.
The Gamma World Player's Handbook should almost be called a 'World Setting Book'. It does repeat the same classes found in D20 Modern (note: it leaves out alot of details only found in D20 Modern), and goes on to explain world related feats and capabilities (FX). However, what I found the most annoying was what seemed to be a rather incomplete equipment section, sketchy details on the wealth system, and even more sketchy details on synthetics (robots). All in all, very disappointing and very frustrating when I was trying to setup an adventure before hand. I kept having simple questions with no answers.
However, our excitement was to try something new, and the book's world setting definitely does that. It got us excited to think about nanotechnology, mutations (which is the better listed part), and a variety of high-sci-fi questions (such as soultech). It definitely offers that. As a game master, I especially found the way they treat towns just like characters with feats and skills an EXCELLENT concept -- something I plan to take over to my other gaming systems. (Again, something in the player's handbook?)
So, to summarize, I would say the book is misnamed and is misleading. The world setting is powerful and interesting, but only if you have the stamina to figure it out and a desire to fill in the blanks. Game masters with the D20 Modern book and a very creative mind need only buy this book. The players should only put their money on getting a D20 Modern book -- if that at all.
Good? Bad? Or Ugly?.......2004-02-13
All of the above? heh-heh.
First off. Ignore the cover title. This was originally meant to be a Campaign book, not a PHB, and this is why it doesnt feel like a PHB book.
Secondly dont grab this book thinking its going to allow you to play a GW game straight up. There just isnt enough presented to do it propperly without A WHOLE LOTTA work on your part. This book is meant to be part of a FIVE book set. The d20 Modern core book.(D20M), The Players Hand Book(PHB), The Monster Manual(MM), Arms & Equipment(A&E), and Dungeon Masters Guide(DMG).
The third thing to consider is that this IS NOT the old Gamma World setting in any way. Dont expect much to be really familliar, which is a big change from 5 preceeding editions where there was a definite familliarity from one to the next.
What does the book give you?
You get a post apocalyptic setting wherein mankind reached the heights of technological and biological manipulation... And then proceeded to tear it all down and differing factions all vied to make dominant some vision of "how things should be". This is a world where new life forms and sentient beings were grown on demand, where AIs became sentient minds, and were then placed in toasters and screwdrivers, where nanotech became so prevalent the stuff all but saturates some regions. The art is all black and white and is well presented. The writing has many typoes and goofs, but nothing truely reaches out and smacks you as broken.
The book proceeds from a overview of the setting to get down to character creation. Humans are divided into the Stock Human (stadard in all ways), and the Pure Strain Human (Familliar with technology still.) Next are Mutants. Divided into several sub groups, Altered Animals (beasts hiven human form and sentience), Altered Humans (Modified people that breed true), New Men (Mutated humans), and True Mutants (A catch-all for any mutant. They also tend to gain more mutations on levelling or when severely damaged.) The last race being Synthetics. These are free thinking (more or less) robots and androids that have survived after the wars. Synthetics can upgrade themselves with special equipment.
Next is the Class system. This is the d20M system that is based around attribute ideals such as Strong, Tough, Fast, etc. This allows a more custom class creation as you move along. For the d20GW there have been some slight changes and additions.
New skills and feats are presented and occupations available to work through. With time the players can move into Advanced Classes unique to the setting. Survivor, Nanosmith, War Chief, Prophet, Leader, and Cybercologist.
A selection of equipment and vehicles are given. This section has just enough to outfit a character. But is far from complete or extensive. That will be covered in the A&E book (Out of the Vaults). There is a section covering some Synthetic upgrades at the end.
The next section delves into powers and effects and starts with Mutations. Sadly this section is very weak and does not give enough to really satisfy most fans of previous editions. The mutations though follow into the Biotech Implant and Graft section where it is explained the rules for biological gear that mimics mutations.
This is followed by the Nanotech system. This is the focus of the new setting and nanites can be used to produce a vast array of efects limited only by the users imagination, skill, and access to local and personal nanites. You define scope, power, effect, and more, then try to get the nanites to do what you want.
Cybernetics are given their own section. Bionics and cyborg attatchments are detailed.
Psionics are seperated from mutations and now potentially accessible by non-mutants. The system is both very sparse, 4 psi powers with sub-systems, and has some application flaws that can lead to potential abuse.
Next up is environ and society. First is a section detailing environment. Mountains, forest, etc.
Then the book devotes a large section to Community creation. Communities are given PC style stats, skills, feats and more and are meant to draw the players intoa more active role in the affairs of their home base as it were. This section may perplex or delight you, depending on your tastes.
The monster section covers both old edition mutants and machines, and some new ones too. Though many entries are lacking illustrations. The mutants in this section do NOT use the mutations system presented for players.
The book finishes with some conversion notes and the 4th Ed Gamma world classes converted to d20 D&D format for those wishing not to use the d20M class system.
If the changes and new system do not put you off, and you want a setting less grim than Darwins World. Then the new d20GW setting may be the thing for you and this is where you start.
Not worth the money..........2004-01-16
I've been playing GW since the days of 3rd edition, and my friends and family have been playing since 1st edition. I'm trying to figure out why I have to buy two $35 books just to play a new (and less entertaining) version of a game where I could spend $25 on ONE book and get all the information I need (and be provided with years of entertainment) without having to buy supplemental books. This is one of the reasons I never managed to get into the D&D system. I'd have to buy the player's handbook, DM's handbook, monster manual, and different books depending on what type of character I had. Gamma World has prided itself on being an all-inclusive gaming system, whether or not the gaming was based off of other rules systems (Alternity, for example). When 5th edition came out (Alternity), I bought it within 20 minutes of reading through the pages, but with the new version, I hesitate to even recommend it to anyone.
virtually unusable........2003-12-08
248 pages should have been ample room to present a complete picture of the Gamma World setting as a supplement for d20; this isn't Glorantha, people. Entire editions of previous incarnations managed to do it in a fraction of the page count. They also managed to provide complete, detailed systems for creating mutant PCs-THE key element to any game that calls itself Gamma World. This book, however, deemed it more important to present a flawed community-building mini-game, as well as essential GM content such as, "Formed where the continental plates have forced the land upwards, mountains can be found on every continent," and stats for boxes and sacks. Creating mutated animal PCs, or "mundane" mutations such as an extra limb or darkvision, are left to the reader's imagination and kit-bashing skills. That the FX rules are not grounded in any existing d20 Modern systems make this doubly difficult.
It may be that future products will expand upon the various shortcomings of the Player's Handbook-though, as of this writing, none of the scheduled products provide any more material on mutations. If the quality of this product is any indication, however, I cannot justify purchasing any of them. Sloppy editing, uninspired visual design, and a seemingly incomplete understanding of d20 mechanics make this book, in my opinion, essentially unusable; what little useful material that is provided is simply not enough to justify the work needed to bash the game into shape. Its sober take on the setting and lack of sufficient FX rules will disappoint Gamma World veterans, and it's overall poor quality will likely frustrate everyone else.
If you're seeking post-apocalyptic d20 fun, I would avoid the Gamma World Player's Handbook and instead check out Darwin's World or the most excellent Omega World d20 mini-game from Polyhedron #94. The latter manages to do in about 50 pages what the Player's handbook fails to do in 248.
Book Description
How to buy low and sell high in real estate
Yes, timing is everything. In the real estate market, that means buying in markets that are ready to take off and cashing out before prices crash. In Timing the Real Estate Market, millionaire real estate entrepreneur Craig Hall reveals to America's 17 million real estate investors his secrets for maximizing profits, by knowing when to buy, when to sell, and what to do in between.
Following Hall's savvy advice, real estate investors will learn:
- The seven major trends affecting real estate prices
- How to predict when real estate prices are poised to increase
- How to capture maximum profits by knowing when to sell
- How to add value to a property while waiting for the real estate market to pick up
- How to survive during a downturn--until the next market upswing
Download Description
How to buy low and sell high in real estate
Yes, timing is everything. In the real estate market, that means buying in markets that are ready to take off and cashing out before prices crash. In Timing the Real Estate Market, millionaire real estate entrepreneur Craig Hall reveals to Americas 17 million real estate investors his secrets for maximizing profits, by knowing when to buy, when to sell, and what to do in between.
Following Hall's savvy advice, real estate investors will learn:
- The seven major trends affecting real estate prices
- How to predict when real estate prices are poised to increase
- How to capture maximum profits by knowing when to sell
- How to add value to a property while waiting for the real estate market to pick up
- How to survive during a downturn--until the next market upswing
'
Customer Reviews:
A good introduction to a fairly complex topic.......2007-01-09
Most real estate books talk about how to effectively purchase and/or manage properties, discussing cash flow, financing and tax benefits. And that's important, because that's the primary way to control your investment. But the author's belief is that usually, the biggest driver of total return is the one thing you have the least control over, market appreciation. So, if you can't control it, you must learn to read the market and time your moves accordingly. That's where this book comes in.
The author actually goes so far as to state that investing for cash flow is a myth of the industry. Whether you agree or not is not worth debating because it completely depends on your situation and goals. If you read the book you'll see that he clearly works with commercial properties and large developments, which is probably not what most readers are dealing with. So, clearly he has a different perspective on the industry. But let's just get past that and focus on market timing, shall we?
I appreciate that the author admits that he has been both lucky and unlucky in market timing. Some reviewers seem to mistake the author's frank tone with a dependence on luck. I think he's just drilling in the point that every investor needs to understand that risk and reward are unavoidably connected and even the best due diligence will not pay off every time. Like it or not, luck is always involved. But if you do your homework, you'll find that luck is on your side more often.
Key ideas discussed: National trends of inflation, interest rates, and "flow of funds"; Local trends of job growth, migration, path of progress, and new construction; How all these trends interact and balance each other; Contrarian strategy ("buy when there's blood in the streets" and "sell when everyone wants to buy"); Momentum strategy ("buy when prices are going up" and "sell before prices start to go down"); His thoughts on the current market (written in 2003).
I mostly gave this book four stars because it gets a little redundant at times. Sometimes, there is more storytelling to the examples than needed to make the point. And Chapter 6 takes ~25 pages to go through each of the seven market trends for each of six property types when most of the seven trends affect the six types in very similar ways. Rather than restate it six times, he could've taken half the time and just focused on how the six property types are affected differently or uniquely, rather than restate how every trend affects every property type. Also, Chapters 8, 11, and 14 were quick summaries of the basics of buying, holding, and selling to make sure everyone is on the same page. I almost skipped these 50+ pages, but he did mix in a few good nuggets that gave me a different perspective, so I'm glad I didn't. But I think the subtleties of market timing would've already been lost on anyone that needed such a rehash.
Overall, I was fairly pleased with this book. I'm sure everyone has their guesses and assumptions about how to read the market, and this book put mine into a solid context. For such a potentially math-heavy topic, this book is surpirsingly non-technical. That did disappoint my geeky side a little, but on the flip side, it's an easy read.
Forget location, location, location. It's all about timing........2006-07-11
After reading Craig Hall's excellent book, the most important thing that I learned is this ...
You can be a market contrarian - and try to buy real estate at the absolute low point in the market cycle - or you can be a momentum investor - and buy after prices have started to rise off the depressed market bottom.
This is excellent strategic thinking. There is no better, safer, and more profitable way to buy any investment asset than to buy into a market where blood is deep in the street.
Good book. I recommend it.
Robert Campbell
Author of "Timing the Real Estate Market"
Only for complete novices, and to instill reality into people.......2006-06-16
I purchased this book, along with a batch of others, realizing that real estate might make up a significant portion of my asset allocation strategy in the near- and long-term future. Having lately purchased real estate with full knowledge that I had made a gamble vs. making a wise decision, my goal was to objectively broaden my personal knowledge of real estate for more stategic ways to handle future transactions.
What I didn't do was conduct research beyond the user reviews given for the books on Amazon.com. Therefore, I based my purchasing decisions only on the Amazon.com reviews.
Additionally, (and, perhaps, luckily) I had no experience with the lofty world of "get-rich-quick-real-estate gurus." Word is that Mr. Hall was merely "lucky" in becoming rich; quite frankly, the vast majority of the book's content is Mr. Hall giving his own personal anecdotes of, really, just chalking it up to luck and circumstance. Had I known this earlier, I would've been a bit more suspicious of the value of material behind the book's title.
With these stated assumptions, my decision to purchase this book was based on the "anecdotal" reviews (a grand total of "5"), all who gave 5 stars, to this book, with this next yet most important assumption: that, once I finish this book, I will add to my investment toolbox a vast array of specific formulas, equations, charts, and patterns, historically and scientifically proven-- to the equivalent of being able to plug them into Excel, and help computationally determine what my next moves should be.
I mean, with a title of this book, it's a safe assumption, yes?
Unfortunately, all I found was a regurgitation of high-level economic summarizations that, quite frankly, were nothing more than a reminder list of intellectual common sense.
In plain English, what was described in the book is common sense to anyone who's a savvy, sensible investor of any type.
Really, the book can be easily summarized into the following: gauge your real estate purchase according to inflation (largely a non-issue), interest rates, inflow of cash into real estate investments, job growth, migration, community redevelopment, and construction. Oh yeah, and value appreciation and depreciation are always cyclical, and always throw in a dab of luck.
Who this book is *really good for*:
1) Those who believe that values in white-hot areas won't decrease at all, and who need a little sobering; and
2) Complete real estate novices.
Timing the Real Estate Market.......2004-05-20
Nobody... absolutely nobody knows more about real estate than Craig Hall. He's not only observed, but been an active participant in both the up and down cycles. He's learned the lessons with sweat equity.
-David Johnson, KRLD
Timing the Real Estate Market.......2004-05-20
Even after many years in the business, I found Craig Hall's book Timing the Real Estate Market to be full of useful and valuable industry insight. Obviously real estate, as well as other investment vehicles, is all about timing: evaluating local trends and identifying the stages of each cycle. Anyone, from the most experienced to the novice, can refresh and learn more about the unique real estate trading arena. Craig Hall's years of experience have paid off, and the advice and real life examples from both his successes and challenges can be helpful to anyone seeking knowledge on real estate timing.
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- Classic Hollywood, Classic Whiteness
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