Alphabetically organized for easy access and encompassing more than six hundred color photographs, an official visual encyclopedia of more than 1,400 DC Comics action figures features collector's information on release dates, variations, "redecoes," action figure scales, and articulation points. 15,000 first printing.
The words spun around my aching brain in an endless loop as I marched through the dense heat of the urban brush. Youre too nice a guy Jackson. That may have been true before this morning. But as of 9:17 AM this morning, the moment Fat Heads nightstick rocked my dome, I started to transform into something elsesomething primal, something strong, and in many ways, something long overdue. A sleeping giant of buried rage had been awoken. I thought about Tarmok and the rage of the Bull Mongoni. The barbarian within me had taken over, this time for good. I began too feel pity for anyone who dared stand in my way as I began my dark journey of escape. I am Wes Jackson. I am ignorant in the Hollywood Barbell Club sense of the word. Wes Jackson Lives.
Action figures are more than toys or collectibles--they are statements on race, gender, class, body positivity and more. This collection of nine new essays and one interview argues that action figures should be analyzed in the same light as books, movies, television shows and other media. Through an examination of the plastic bodies that fill our shelves and toy boxes, "Action Figure Studies" can inform the next generation of toys.
Chronicles the adventures and misadventures of the "Doonesbury" character, Uncle Duke, in trouble spots throughout the world.
The last and final installment of the series, this volume has over 850 pictures covering over 35 categories, with some of the larger and more popular toy lines from the decade included within. Star Wars (Includes foreign releases), Stretch Armstrong, Sunshine Family, Super Jrs., Tree Tots, Viewmaster, Weebles, Wizard of Oz, Wonder Woman, World's Greatest Super-Heroes by Mego, and MANY more! This book, along with the others in the series, will help to define what 70s playtime was all about. From action figures to general toys to games, this guidebook will give visual examples as well as a checklist on a wide variety of items that were produced during this fantastic decade. Whether you're a collector or someone who wants to walk down memory lane, this is the book series that you've been waiting for.
A collection of thought-provoking, adventurous feminist plays by playwright Elaine Avila that push at theatrical form, explore gender and identity, and human life on this planet. With an introduction by American director Ted Gregory.
by Michael Eury Captain Action was introduced in 1966 in the wake of the Batman TV show craze, and quickly received his own DC comic book with art by Wally Wood. Able to assume the identities of 13 famous super-heroes, his initial career was short-lived, but continuing interest in the hero led to a recent return to toy-store shelves. Lavishly illustrated with over 200 toy photos, this new trade paperback by author Michael Eury chronicles the history of this quick-changing champion, including photos of virtually every Captain Action product ever released, spotlights on his allies Action Boy and the Super Queens, and his arch-enemy Dr. Evil; an examination of his comic-book appearances; and "Action Facts" that even the most die-hard Captain Action fan won't know! It features a foreword, new cover, and unseen package illos by Murphy Anderson, plus historical anecdotes by the late Gil Kane, Jim Shooter, Stan Weston (co-creator of G.I. Joe, Captain Action, and Mego's World's Greatest Super-Heroes line), and Larry Reiner and Larry O'Daly, formerly of Ideal Toys. Plus, never-before-published Captain Action artwork by Gil Kane, Joe Staton, Carmine Infantino, Jerry Ordway, and Murphy Anderson. Makes an excellent Christmas gift! (Twomorrows Publishing) SC, 8x11, 160pg, b&w
In this two-volume set, a series of expert contributors look at what it means to be a boy growing up in North America, with entries covering everything from toys and games, friends and family, and psychological and social development. • 166 entries on specific aspects of boyhood life in North America today, ranging from boy-centered toys, games, and media to issues of masculinity and confusing notions of manhood • Expert contributors from a variety of academic and professional disciplines, providing insight into a range of issues related to the lives of North American boys • Bibliographic listings of works cited and further reading in print and online • A comprehensive index
Humor. Collection of humor columns from the syndicated humor writer Ben Baker.
Chock full of 800 pictures and over 75 categories that cover boy and girl toys both, this is the first book in a series that will help to define what 70's playtime was all about. From action figures to general toys to games, this guidebook will give visual examples as well as a checklist on a wide variety of items that were produced during this fantastic decade. Whether you're a collector or someone who wants to walk down memory lane, this is the book series that you've been waiting for. Some of the many toys that are covered within this volume are: Mego Action Jackson , Fisher Price Adventure People , Atari 2600 , Aurora Model Kits , Avon Toys , Barbie , Mattel and Larami Battlestar Galactica toys , Ben Cooper Jigglers , Mattel Big Jim , Marx Big Wheel and Green Machine , Kenner Bionic Woman , Kenner Blythe Dolls , Brady Bunch toys , Buck Rogers toys (By Mego , Larami , Fleetwood , HG Toys , Imperial , and Remco ), Celebrity Dolls , Cereal Toys ( Freakies and Monster Cereals ), Charlie's Angels toys by Hasbro and Fleetwood , Chips ( By Mego , Fleetwood , and HG Toys ), Colorforms , Mego Comic Action Heroes , Corgi Vehicles , Dakin Figures , Denys Fisher Doctor Who , Dolls , Mattel Donny and Marie , Board Games , Electronic Hand-held Games , Emergency by L.J.N. , Evel Knievel by Ideal , Tomland's Famous Monsters of Legend , Matchbox / Lesney Fighting Furies figures , Mego Flash Gordon , Hasbro G.I. Joe , Godzilla , and MANY more!
When the space drama Battlestar Galactica debuted on ABC in 1978, it was expected to be the most popular new program of the year. Instead, it was attacked as a Star Wars rip-off and canceled after a mere 17 stories. The author acknowledges the show was full of dramatic clichés and scientific inaccuracies, but despite these shortcomings, Battlestar Galactica was a dramatically resonant series full of unique and individual characters, such as Commander Adama (Lorne Greene) and ace warrior Captain Apollo (Richard Hatch). The author contends that Battlestar Galactica was a memorable attempt to make science fiction accessible to mainstream television audiences. The brilliant work of artist John Dykstra brought a new world of special effects to network television. Battlestar Galactica also skillfully exploited legends and names from both the Bible and ancient mythology, which added a layer of depth and maturity to the weekly drama.
Originating as a radio series in 1933, the Lone Ranger is a cross-media star who has appeared in comic strips, comic books, adult and juvenile novels, feature films and serials, clothing, games, toys, home furnishings, and many other consumer products. In his prime, he rivaled Mickey Mouse as one of the most successfully licensed and merchandised children's properties in the United States, while in more recent decades, the Lone Ranger has struggled to resonate with consumers, leading to efforts to rebrand the property. The Lone Ranger's eighty-year history as a lifestyle brand thus offers a perfect case study of how the fields of licensing, merchandizing, and brand management have operated within shifting industrial and sociohistorical conditions that continue to redefine how the business of entertainment functions. Deciphering how iconic characters gain and retain their status as cultural commodities, Selling the Silver Bullet focuses on the work done by peripheral consumer product and licensing divisions in selectively extending the characters' reach and in cultivating investment in these characters among potential stakeholders. Tracing the Lone Ranger's decades-long career as intellectual property allows Avi Santo to analyze the mechanisms that drive contemporary character licensing and entertainment brand management practices, while at the same time situating the licensing field's development within particular sociohistorical and industrial contexts. He also offers a nuanced assessment of the ways that character licensing firms and consumer product divisions have responded to changing cultural and economic conditions over the past eighty years, which will alter perceptions about the creative and managerial authority these ancillary units wield.
Action Analysis is one of the fundamental princples of animation that underpins all types of animation: 2d, 3d, computer animation, stop motion, etc. This is a fundamental skill that all animators need to create polished, believable animation. An example of Action Analysis would be Shrek's swagger in the film, Shrek. The animators clearly understood (through action analysis) the type of walk achieved by a large and heavy individual (the real) and then applied their observations to the animated character of an ogre (the fantastic). It is action analysis that enabled the animation team to visually translate a real life situation into an ogre's walk, achieving such fantastic results. Key animation skills are demonstrated with in-depth illustrations, photographs and live action footage filmed with high speed cameras. Detailed Case Studies, practical assignments and industry interviews ground action analysis methodology with real life examples. Action Analysis for Animators is a essential guide for students, amateurs and professionals.
A cute and clean with lots of space, undated Gratitude Journal / Diary / Planner to keep or develop a positive attitude and a thankful mindset. It contains: Date Statement pattern "Today I'm grateful for__________" To Do List Chores Water Intake Meal Planner / Diary Notes Forget Me Nots Doodles Great gift for anyone who are organized, wants to be more organized, loves to doodle, loves documenting, writing.
The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
The goal of the IWST workshop series is to create and foster a forum around advancements of or experience in Smalltalk. The workshop welcomes contributions to all aspects, theoretical as well as practical, of Smalltalk-related topics.
The raw revolution that began in 2003 with the Adobe Camera Raw plug-in for Adobe Photoshop has changed the way photographers work with images. Shooting in the raw format gives digital photographers complete control over every aspect of image quality. Adobe Camera Raw makes the process of using raw files easier by providing a standardized way of accessing and working with these uncompressed digital negatives. Today serious photographers shoot raw images only. Real World Camera Raw with Adobe Photoshop was the first book devoted exclusively to the topic, explaining the advantages and challenges of using Adobe Camera Raw to produce magnificent images. Real World Adobe Camera Raw in Photoshop CS3 keeps pace with new directions in digital photography and raw image processing. Jeff Schewe, a contributor to the development of Adobe Camera Raw from its beginnings, updates Bruce Fraser’s best-selling book with inside knowledge of how new features let photographers optimize and convert images for the best results in Adobe Photoshop CS3. Hands-on techniques show readers how to expose and shoot for raw image capture as well as use new features such as Spot Healing. Readers will also learn how to use the latest version of Adobe Bridge to manage the thousands of images—and gigabytes of data—that result from raw shooting. Finally, Schewe discusses how Adobe’s latest revolutionary imaging software Photoshop Lightroom adds to the raw equation.