Book Description
SOMEWHERE IN TIME is a haunting blend of great romance and mesmerizing mystery. He had met her and loved her, years before his birth. Now suddenly, in a lush, seaside hotel, she was calling him, urging him to consummate that love.
He felt within himself the power to take that one step backward into the past, to seek his only true love. Could he go back nearly a century and reach her?
"Intriguing...tantalizing...marvelous...as romantic a setting as two lovers could find." (Publisher's Source)
Customer Reviews:
A Moving Tale of Love & Obsession.......2007-07-05
The novel has become a classic tale of romantic and obsessive love, notions of fate in our lives and the possibility of time travel.
More known for the 1980 film adaptation staring Christopher Reeve as the protagonist, Richard Collier, Jane Seymour as Elise McKenna and an excellent performance by Christopher Plummer as her aggressive manager, author Richard Matheson penned the screenplay, turning the film into a cult-like classic with continued popularity over a generation.
Considered by Matheson to be his best-written novel, the book begins with a Note by Collier's brother, Robert, who has doubts whether he is doing the right thing in publishing his brother's manuscript. This clever literary device, to my mind, gives the novel credibility, presenting the work as not a work of fiction but a real event.
Richard Collier is a writer for television diagnosed to have a brain tumour, (a death sentence) and sets out to travel in his car, flipping a coin, leaving his destinations to chance, he arrives at the Coronado Hotel, a 19th century establishment where Collier comments, "The Past Haunts this hotel". In the hotel's quaint museum, he discovers a photograph of a well known stage actress of the time period, Elise McKenna. Richard's obsession begins; he falls in love with the long dead woman, and wonders how he can get back to her, in the year 1896.
What is so good about this novel is Matheson's descriptions and feelings about the past once he travels back in time. The reader can see and feel what Richard sees and feels, in some cases, quite acutely. Richard Collier's method, too, to travel back to the 19th century, for me, seemed quite feasible. There are no machines or technological transporters, merely his Will to reach his one true love.
As has been mentioned many times, Richard Matheson is an original writer, his work mixing categories or genres, that is to say, science fiction, horror, romance and the supernatural. He is a prolific writer of over 16 novels, film scripts, and television movies and was one of the main writers for the legendary show, The Twilight Zone. Matheson's other famous text, What Dreams May Come: A Novel, adapted for the big screen as well, starring Robin Williams, is also considered by the author to be one of his best novels.
I found this novel to be very moving, realistic and original. Well worth owning and reading again.
The movie was better.......2007-01-13
I've wanted to read this book since I saw the movie, Somewhere In Time, but it's been too expensive (over $60.00). Its finally come down in price (under $20.00) and I was a little disappointed. The movie is one of my all time favorites, but I thought the book was just all right. This is one of those rare instances where the movie was better than the book.
Poignant Romance.......2007-01-02
I saw `Somewhere in Time' with Christopher Reeves and Jane Seymour, first. I was thrilled to know that it was a based on a novel, `Bid Time Return.' The story is a little different from the movie, but the concept is still there.
This is a doomed romance from the beginning. Richard Collier is a terminally ill man that falls in love with Elise, an actress of another century. He is staying at the Hotel Coronado in San Diego, and finds a way to travel back in time. The author leaves it up to you, if Richard truly traveled back in time, or if it was merely a delusion brought on by his illness.
I'd like to believe that Richard and Elise's souls traveled to a place where time was not an issue, and at last, their love could flourish.
If you were passionate about the movie, you'll thoroughly enjoy the book by Richard Matheson.
Sci-fi fans, romantics, fantasy lovers, or simply people that love a good read this novel is for you.
Richard, I Never Knew .......2006-12-22
I never realized that Matheson, the author of Duel, Hell House, et al, is really just a hopeless romantic. In this case, that's a good thing. Somewhere In Time is the time-travel story of Richard Collier, a man with a terminal brain tumor in the year 1971. Collier falls in love with a picture of a turn of the century stage actress and through a combination of meditation and longing is able to travel back to the 1890s. He then proceeds to win over the object of his affection. This is a story that effectively conveys the sense of desperation that Collier feels as one thing or another continues to conspire against the would-be lovers. In the final analysis, the strength of this book is in the rich atmosphere of it's setting that make an impossible situation believable. Fans of sci-fi and romance will find a lot to like. Others may also. I'm not a fan of either genre particularly, yet found Somewhere In Time very enjoyable. Docked one star for being a little repetitive at times. Otherwise, it is highly recommended.
the ecstasy and the agony.......2005-07-20
The concept of this book was certainly strong, and its sheer romanticism carried me along with it most of the way. Matheson was always a fabulous plotter, and knew how to add that special twist of irony to the end of a story, as we see in so many of the TWILIGHT ZONE episodes that he created.
Matheson solves the mechanism problem of time travel with a combination of self-hypnosis and pure love, an interesting combination. His devices to allow the two protagonists to get to know (and love) each other are somewhat weak, given the morals and mores of the time he is describing, and the disappearance of the actress's mother from an active role towards the end of the story (in order to allow for some flagrante delictoing) seems rather too convenient.
As a romantic at heart, the ending of this story was very disturbing to me............the two SHOULD have been able to stay together, as the main chracters do in Finney's novel TIME AND AGAIN. Was all of Matheson's story merely a long-winded way of saying that time travel shouldn't be attempted, because history can't be changed? But in fact history has already been changed here; the relationship between the characters changes both of their lives forever, simply because they met and fell in love.
In any case, I will never bring myself to read it again, because that last couple of pages is simply too painful. This does not change the fact that I think the book is very well-written..........I just wanted a different ending, sappy fool that I am at times.
Book Description
Shopping is America's No. 1 pastime, but nothing beats the thrill of thrift shopping, The lowest prices! One-of-a-kind items! Oddities from the past!
Let All Hoff, a 20-year veteran of the thrift-store wars, tell you why you must always check the toy section (thrifts stick the best weird stuff there) or how to try on clothes in the aisle without showing your underwear!
Thrift Score is packed with fun information: Learn the origins of thrift-store perennials like plastic dinnerware, polyester shirts and paint-by-number masterpieces. Get smart about buying used clothes. Discover new uses for previously overlooked items like bowling balls and Herb Alpert records. See how easy it is to gather up common thrift items and throw fabulous theme parties -- Tiki Party tonight! New Wave Party tomorrow! Marvel at the folly of dead fads like designer jeans, CB radio and fondue.
Thrift Score is a funny, useful book no serious thrifter or thrifter wannabe should be without.
Customer Reviews:
Someone From My Own Heart: Thrift Philosophy.......2005-01-12
Even before discovering this delightful book, I developed into a thrift-shopping fanatic. My discovery of this book came from my desire to expand on my thrift-shopping philosophy. Naturally, I used libraries and the INTERNET to get more info about this phenomenon. I came across this book.
Before I read it, I told others about my thrifting thirst. I was accused of being "obsessed" with thrift stores. I have been told that thrifting is only for the poor and downtrodden. I continued doing it. Then I read this book. I became excited that "I" am not the only one who thrift shops as a way of life. That made me feel good.
Much of what she discussed in the book, I had discovered before reading the book. However, she did mention things that I had not thought about. This broadened my mind. I also enjoy the history lessons explaining some of what one might encounter in the stores.
There are times when I would recommend checking a book out of the library. However, for those who are inveterate thrifters, or those who have an interest in it, this is a book that should be "bought". This represent an encyclopedia, the "BIBLE"of the thrift philosophy.
This book shows that people who are not rich, can appear to be by buying thrift.
I wish that I could someday meet Al Hoff.
Finally! Someone who gets it . . ........2004-06-16
When I picked the book up, I thought it was going to be a guide of the "tips and tricks" sort. There is enough of that to make the book useful, but what really fed me (other than being able to show my husband that there are legions of others like me out there . . .) was the smart and funny analysis of the Who and Why of thrifting, the sociology and cultural anthropology, if you will allow me to describe something so "lowbrow" as thrifting in such intellectual terms.
Al Hoff's review of different periods of available stuff made me want to go out and BUY! For small change, of course.
Don't leave home without it.......2002-07-15
As a card-carrying ex-Thrift Score fanzine subscriber I was delighted to see Al branch out and write what has to be the ultimate book on Thrifting, if not the ONLY one! It's certainly most comphrensive and offers more than just tips for shopping, it's a whole lifestyle guide for creative-living on a budget...
Topics covered include: I (heart) K-Tel Records, Supermarket of Art, The Manly Den - The Lost Room, Electrical Kitchen Appliances - the Good, the Bad & The Ugly. Full of helpful tips and marvellously funny throughout. Thrift On!
its funny.......2002-01-19
I read some of it but it wa a gift book, but sure is funny & you learn the tricks customers use to get away with things. i work for three thrift shops & the information was valuable to me.
Why do you thrift ?.......2001-07-07
I initially bought this book for my wife and started paging through it to take a look. I ended up reading the whole thing. This book has it all, from the philosophy of why people thrift to where to look in the store for those hidden bargains. I hate to admit it, but I think I have been converted into a thrifter. I highly recommend getting this book, but don't wait until you find it in a thrift.
Customer Reviews:
Two words: DROW SWIMWEAR........2007-05-21
Even if this book is a great resource for those little mundane items that are often overlooked, "Aurora's" running commentary in this book regarding the items is worth the price alone. I must have worn out two or three copies of this book in the sixteen years that I've been gaming. I hope that the fine folks at Wizards of the Coast wise up and re-release this for third edition F&R (though as others have said in their reviews, it works for just about any D&D campaign world.)
A wonderful resource.......2004-10-14
This AD&D book is an expansion of the rules, in that it is a list of things that can be purchased in the Forgotten Realms campaign world. Everything is here, from shaving razors and hats to ink and chisels. Just about all of the items are mundane (only several are of a minor magical nature), and all are the sort of things that characters are likely to encounter and need. Also, everything that is presented herein has a description, picture (if necessary), price, and rules for its use.
Now, beyond the ordinary, what else is here? The book has a rangers' section for outdoor items, a thieves' section for stealthy and burglary equipment, a bards' section for musical instruments and entertainment equipment, a priests' section for incense and other clerical accoutrements, a wizards' section for laboratory items, everyday equipment, food, wines, and surgeons' items (in case you don't have a priest handy). But, the crowning glory of the book is DaRoni's Workshop, wherein the authors bring the works of Leonardo da Vinci's works to life - complete with rules for their use - under the name of Nadul DaRoni!
Yep, this is quite a book and a wonderful resource for the Dungeon Master who wants to add some fascinating detail to his or her campaign. If you want to go that extra mile in making your campaign realistic and interesting, then I highly recommend that you get this book.
The Greatest Accessory Ever.......2001-11-30
So, you want to buy bandages? How about inventions only DaVinci could come up with? How about all those odds&ends that thieves need to escape? How about simple laborers tools. This is the book for you. This book adds MANY items that the D&D game lacked. A vial that restores hit points can be bought. Various clothing that improves AC that even a wizard & sorceror could wear is also here (Boom's Garden section).
Pick it up.
Best equipment ever.......1999-04-02
Usually your stuck trying to make some good equipment but with this book you got it all.
The greatest equipment guide ever!.......1998-11-06
I do believe that this is the greatest thing you can have when playing AD&D. This book has everything you could imagine and USE in AD&D. Everything but the kitchen sink... and thats proabably in here too I just havent found it!
Average customer rating:
- Excelent Book
- Required Reading, but not a Bible
- no useful tips
- Enjoyable and thought-provocing, but brief
- Very attractive cover, what a pity about the rest
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Theory of Fun for Game Design
Raph Koster
Manufacturer: Paraglyph
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Binding: Paperback
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ASIN: 1932111972 |
Book Description
A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
Customer Reviews:
Excelent Book.......2007-09-14
This is one of my first books i bought here at Amazon.
Im From Argentina and im studying Game Develop & Design. It is really good to read this kind of book because it really helps me on my develop here where the industry is staring recently.
It is an EXCELENT Book. It really acomplish everything i was looking for. It did, also, provide me a new sight of some matters when referring to Game Design.
I do disagree in some explications on the book but it is only my personal opinion and it doesn't make the book worst or anything.
It's a "HAD to HAVE.." book in your bookshelf.
Congratulations on the Writter!!
Required Reading, but not a Bible.......2007-09-09
Koster's presentation makes the book extremely accessible, but still quite in-depth. He covers all the necessary ground.
His theory does not venture far from previous work, but in sticking to accepted dogma, he offers a fairly comprehensive and clear compilation of ideas. This is what makes the book a good read for anyone looking for a foundation in theory related to games.
I found that many ideas in the first half of the book to be over-simplified. Though most issues are readdressed in the second half, his dual presentation created a sense of contradiction. Some early implications are later negated.
Koster also involves a bit much of his own tastes and artistic ethics. This is primarily in the latter portions of the book, but it was enough to turn me off. He goes into some description of how games "should" be, the responsibility of the designer, etc. That may be interesting to some, but I prefer to determine my own principles.
Theory of Fun would do well as required reading for anyone seeking an education in game design, and could be useful to anyone in art, but if you've already covered the field of theory, you may not be too impressed. Still, it's an easy read and rewarding.
I also suggest this book to anyone looking at games from the outside, anyone not involved in production or consumption. It can give the layman a good look into a new world and maybe close some generation gaps. Theory of Fun may be what we need to mail to our representatives to keep them from judging games to hastily.
-Chris Rock
http://blog.sokay.net
no useful tips.......2007-08-19
Good games teach something so I wondered if knowing the "Theory of Fun" would help me teach. Could I convert some science data base into a game? Unfortunately I picked up no tips useful to me. The book describes fun, philosophizes about fun, has platitudes and personal opinions. Some reviews raised my expectations unrealistically.
Enjoyable and thought-provocing, but brief.......2006-12-28
I had played some of the games that Raph Koster had woked on, so this book caught my eye. It is kind of an unusual book. It certainly in no way resembles a "classroom text" sort of book on game making or game design. Instead it is more of a somewhat rambling discussion of "fun" with regards to computer and video games.
The author talks a lot about things like trying to nail down what this "fun" sensation actually is, and why we find certain things either fun and other things not so fun. He breaks down what sorts of attributes a game should have in order for it to at least have a chance of being found fun. He also touches on some related topics briefly like gender and age differences, and the sustainability of games. Then there is a small discussion about ethics and some random ideas about the future of gaming.
The book is definitely brief, weighing in at underr 250 pages. The pages have fairly large print and every other page is filled with a full-page illustration. But at this price, it is still a fairly good value. The illustrations are generally quite good and add a lot to the enjoyment of reading this book.
I really enjoyed this book. It got me thinking about my gaming projects in a bit of a different way, and I've now got a bunch of new ideas floating around inside my head that hopefully will find there way into some interesting, and yes, "fun", games. I definitely recommend this book for game developers that strive to do more than make rehashes of yesterdays games.
Very attractive cover, what a pity about the rest.......2006-11-16
It's a somewhat random collection of thoughts about why it's ok to be a game designer with half of the pages containing some kind of drawing or cartoon. It says very little of substance and doesn't constitute a theory in the technical sense of the word. There's very little to say for this, except that it wasn't all that expensive and the cover looks good.
Book Description
The worldwide video game console market surpassed $10 billion in 2003. Current sales of new consoles is consolidated around 3 major companies and their proprietary platforms: Nintendo, Sony and Microsoft. In addition, there is an enormous installed "retro gaming" base of Ataria and Sega console enthusiasts. This book, written by a team led by Joe Grand, author of "Hardware Hacking: Have Fun While Voiding Your Warranty", provides hard-core gamers with they keys to the kingdom: specific instructions on how to crack into their console and make it do things it was never designed to do.
By definition, video console game players like to have fun. Most of them are addicted to the adrenaline rush associated with "winning", and even more so when the "winning" involves beating the system by discovering the multitude of "cheats" built into most video games. Now, they can have the ultimate adrenaline rush---actually messing around with the soul of the machine and configuring it to behave exactly as the command. This book builds on the motto of "Have Fun While Voiding Your Warranty" and will appeal to the community of hardware geeks who associate unscrewing the back of their video console with para-jumping into the perfect storm.
* Providing a reliable, field-tested guide to hacking all of the most popular video gaming consoles.
* Written by some of the most knowledgeable and recognizable names in the hardware hacking community.
* Game Console Hacking is the first book on the market to show game enthusiasts (self described hardware geeks) how to disassemble, reconfigure, customize and re-purpose their Atari, Sega, Nintendo, Playstation and Xbox systems.
Customer Reviews:
Lots of fun--if you're brave enough.......2005-03-16
Ever wanted to create an Atari 2600 PC? What about moding your Xbox? How about replacing the screen on your Game Boy? This book will show you how to do all of these things and more. All you need (aside from a couple of basic tools) is a strong stomach and an iron resolve to void your warranty. In fact, having no fear is 90% of the work.
This book provides step-by-step instructions for a number of various "hacking" projects on a variety of consoles. The majority of the hacks in this book deal with "retro" or "classic" systems, like the Atari series (2600, 5200, or 7800) as well as the Nintendo NES system. Some of these hacks update these systems to work on modern televisions (like the addition of S-video to the 2600), but most are just for fun (like creating a left-hand Atari controller).
The hacks for modern consoles are also quite interesting, but most are concerned with the installation of a mod chip. There is some interesting discussion about installing Linux on a Game Boy or Xbox. The authors discuss how to boot a PS2 from a memory card, and other interesting items. However, while these sections are very useful and quite interesting, there's nothing quite like dissecting an obsolete video game system.
This book even has an appendix dedicated to teaching the basics of electrical engineering. There is also a great list of distributors for obsolete or hard-to-find components. In fact, the appendix is so good that it alone makes this book worthwhile.
If you're ever going to take apart some electronic system, I would first suggest getting a book by these guys. If that electronic system happens to be some game console, then this is the book for you. These guys know what they're doing-they're the best.
Major Hacks for Game Console Machines.......2004-12-29
This is a fascinating, over-sized book that is filled with major hacks for various of today's video game consoles, including the Xbox, PlayStation 2, Nintendo NES, along with the Atari and Gamepark 32. The material assumes some degree of comfort with electronics and electrical engineering, although you do not of course have to be an electrical engineer to perform the hacks. You will need to be comfortable with working with integrated circuits, electrical assembly, soldering wires, and dis-assembling electronic devices. Of course, you will also need to be comfortable with possibly ruining beyond repair the discussed device, if you fail to successfully complete the described hacks.
This is a highly specialized book that specifically targets a unique audience, namely those confident in their skills and abilities to follow the excellent hacking instructions and step-by-step "how to hack" photographs that are replete throughout this important book.
More hardware hacking books pleaseeeee!.......2004-12-04
I just received this book days ago and I have read it cover to cover, of course I haven't been able to do all the hacks since it means cracking open many of my systems, but I was especially excited about the Atari 2600 stuff, since I am more into old programming and hacking. This book is one of a kind and I am glad people are starting to write books and develop products that show people how the hardware works as well as the software. I highly recommend this book to anyone that wants to experiment with hacking their consoles, also the book is fascinating as a general read. And if you liked this definitely check out "Hackers" by levy, "supercade" by burnham, "once upon Atari" DVD and definitely check out the XGAMESTATION retro game system at www.xgamestation.com if you want to build some oldschool game hardware.
Combining the best of hardware hacking and videogame systems.......2004-11-23
OK, I'm a little biased because I wrote the book, but Game Console Hacking (GCH) intends to be a fun, educational, and interesting guide to modifying video game consoles and accessories to do things they weren't originally intended to do. The book covers a wide range of systems, from the classic/retro Atari 2600 to the teenaged Nintendo NES to the modern Xbox and PlayStation 2 (other systems include the Game Boy Advance, Atari 5200, Atari 7800, and Gamepark GP32). The projects range from simple to complex, some requiring hardware/electronics skills and other requiring nothing but your video game system. The book guides you through a number of step-by-step projects with copious amounts of pictures and contains chapters on the tools required for the warranty voiding trade and a basic introduction to electronics. GCH was written as a follow-up to Hardware Hacking: Have Fun While Voiding Your Warranty, which was a more general look at modifying various consumer electronics. GCH specifically targets video game systems, as the name implies, and combines the best aspects of hardware hacking and modifications into a single book. I recommend the book to anyone with a curiousity about modifying their video game systems and wondering what actually goes on "under the hood".
Breathe new life into your old classics..........2004-11-22
Have you got an old Atari 2600 sitting around that you don't know what to do with? Game Console Hacking will give you some interesting ideas on how to recycle those old gaming consoles.
Chapter list: Tools of the Warranty-Voiding Trade; Case Modifications: Building an Atari 2600PC; The Xbox; PlayStation 2; Nintendo Game Boy Advance; Gamepark 32 (GP32); Nintendo NES; Atari 2600; Atari 5200; Atari 7800; Electrical Engineering Basics; Coding 101; Operating Systems; Index
Although I'm not into gaming so much any more, my kids have had most of the more recent consoles at one time or another. And growing up, I had one of the Atari 2600. But after the latest and greatest comes out, the older gaming systems end up gathering dust. Game Console Hacking is an interesting book on things you can do to breathe new life into the old classics. This book is heavy on altering hardware components, so you need to be comfortable with a screwdriver and a soldiering iron. But even if you're not as experienced in that area as you'd like, the book has an abundance of photos to show exactly what you should be doing at any given point in the process. At the end of each chapter, there's also a section on homebrew game development as well as additional resources on the Web for that particular console. So even if you're not wanting to hack your hardware, you will be able to find information to push your gaming fun even further.
For me, my favorite hack was using an Atari 2600 console to contain a full-blown PC. I thought that was just too cool. I could imagine showing up at a user group meeting to do some software demo with an Atari 2600 under my arm, and blowing people away when I boot it up as a regular PC. I don't know that I'll get around to doing it, but it's an intriguing idea.
Books:
- Space and Beyond: The Frontier Theme in Science Fiction (Contributions to the Study of Science Fiction and Fantasy)
- Spider-Man Confidential: From Comic Icon to Hollywood Hero
- Split Image: The Life of Anthony Perkins
- Standing Up
- Star Pilot (DK READERS)
- Starlets: Before They Were Famous
- Swept from the Sea: The Shooting Script (The Shooting Script Series)
- Tattoos, Desire And Violence: Marks of Resistance in Literature, Film And Television
- Ten Years of Terror: British Horror Films of the Seventies
- The Art of Funding Your Film: Alternative Financing Concepts
Books Index
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