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Basically there are two plot lines - Wraith steals a note book from Kien, a minor villan from Wild Cards 2 and 3, and lots of characters get involved in the attempt to reach them. This is a 'McGavin' of the worst kind, though there are some nice twists to the tale, and after all this is a parody of Comic books. The other plot involves the Astronomer, who summoned TIAMAT in ACES HIGH. He wishes revenge on all the aces who attacked his Mason in that book. All these events happen during 'Wild Card Day', September 15, when NYC is filled with Jokers, Aces and tourists, and Hiram Worchester puts a huge party in 'Aces High', his restaurant( not to confuse with ACES HIGH, the second wild card book).
sound interesting? Well, it is, but it's also really confusing. Written by 7 authors, it follows 7 different tales, and they don't combine into a single one all too well. Oh, it's often exciting, but its difficult to follow, especially as some of the writers( Martin, Snodgrass), are far more powerful then some of the others( though they aren't the only talented ones, of course).
Another flaw of the book( a complain, rather), is that none of the main repeat characters are favorites of mine. I've loathed Fortunato from the moment I've first read of him, and while he improves occasionally here, he's not someone who's tale I particularily enjoy. But at least his stories feature the cool Astronomer( A true Comic villan, though I would have liked him to interact with the heros a little more) and other aces. Sewer Jack and Bagabond deal only with each other, and with equally dull and bizarre DAs and Mobsters.
Overall it's nice but I don't see the great varriety and uniquness of the first 2 books. Its neither a dark tapestry of interesting, if uneven stories like WILD CARDS, or a comics book with an edge story like ACES HIGH. Its just a highly readable, if disjoint, action novel.
I liked it, but I hope the next ones will be better.
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In this book, you are taken through a series of steps starting with the basic construction of polyominoes and then moving through the basic sets of dominoes, trominoes, tetrominoes and pentominoes. A set of problems for each set is stated and proved. Both the problems and proofs are given in a clear and concise manner, making them accessible to anyone with the desire to learn and play. Some of the problems were unsolved at the time of printing, so there is still some opportunity for the reader to do something no one else has done.
The polyominoes are a subject that even children can enjoy. When my daughter was two years old she enjoyed moving them around and making things. I am a good deal older than that and I enjoy them just as much now as I did when I first discovered them decades ago. There are few things that can attract such a wide age group and this book as an excellent description of one of them.
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If you already have some grasp of baseball and Yankee history, that makes those 200 pages mostly a wash. That stuff, as well as mini-bios of 1978 Yankee ownership, executives, and players, should have been put into the first 10 pages or better integrated into an account of the '78 season.
Beyond that, Kahn seems a bit pompous and playing for history.
He has unfavorable things to say about more than one journalist from the era, while getting in things like how "The Boys of Summer outleaped (the New York) Times Snide and went to the top of the best-seller lists." (p. 247)
Great, Roger, but I was hoping this book would be less about your reminiscing about baseball, Yankee (and some Dodger!) history and more for the educated fan of the 1978 Yankees. "The Bronx Zoo," by Sparky Lyle and Peter Golenbock, while not up to the standard set by "Ball Four" by Jim Bouton, is still your best bet when thinking about picking up a book about the 1978 Yankee squad.
I was so surprise by it's contents. Most sports books about a certain event, there is the obligatory "Background chapter" where a brief history is given and then a great deal of detail about the event. Not so here.
Mr. Kahn first presents a detailed history of the Yankees, a history involving money, sports and racism. In learning about the early Yankees and their special relationship with and the Red Sox, Mr. Kahn presents lot more pieces to the Babe Ruth Acquisition than I had known.
It was fascinating to read about the previous owners, their relationships with their Managers and General Managers. There are reminders of the days before free agency, when the owners virtually owned the players.
But more than just one pennant race, one great season, this is story about people. It is story about the self-destructing Billy Martin, the Powerful George Steinbrenner...it's a story about Thurman Munson, Reggie Jackson, Al Rosen and so many others. Its about how a baseball team is run and it is also a story about the reporters who covered them.
If you like baseball, if you like the Yankees this behind the scenes look at a century, a decade and especially a year is compelling. Just remember: The 1978 World series is the conclusion of a great tale, the book is about so muc more than one year.
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The world of "Windhaven" is engaging; a mostly oceanic globe dotted with island archipelagos. The seas connecting these scattered homes are perilous, and ship travel chancy and slow. The bulk of inter-island contact is made via Flyers; an elite group of men and women trained to ride the constant winds on wings made from the remnants of the spaceship which first landed there. Flyers in Windhaven are nobility of sorts, with the precious wings handed down to the firstborn of each generation. The rest of the population is "land-bound," with a Landsman leader for each island, but mostly appearing to be merchant and peasant classes.
Maris is one of these peasants; a fisherfolk daughter. Although she is land-bound she worships the flyers and eventually gets the use of a pair of wings. As it happens she is a brilliant flyer, no happier than when in the sky. However, the surrogate father who lent her wings eventually has a trueborn son, and plans to strip Maris of both wings and title of Flyer, as tradition mandates.
Here begins the argument that takes one form or another in each of the book's three sections; should wings and flyer's privilege be inherited or earned? Maris's stepbrother has no interest or ability in flying, and Maris has both. Why should she or any other land-bound be denied the wings simply because of her birth? The first section, "Storms," describes her struggle to break tradition and become a flyer, the second section, "One-Wing," delves further into the flyer/land-bound conflict with a controversial land-bound flyer (Val), and the third examines flyer and land-bound rights in "The Fall."
The stories are lightly interesting, but are overly simplistic. Maris's argument to become a flyer is far too easily accepted in such a supposedly tradition-bound society. Val is distasteful but has "childhood trauma" reasons for being so, so is rendered far less potent. And in "The Fall," the weakest of the three, land-bound and flyer politics are muddled, people's actions and reactions unclear. Without giving away the story, a group of flyers gathers over a tainted city, circling in black, never seeming to rest. It's supposed to be a disconcerting image, meant to rattle the city's ruler and get him to yield to their terms, but it's never clear why it should. The flyers do not attack, do not say anything; they do nothing but fly. If the Landsman were to wait long enough, one would think the flyers would eventually have to go home; it wouldn't make sense that they would stay away from their duties for so little purpose indefinitely.
This is the main problem of "Windhaven"; a lack of power. We know people are experiencing life-altering issues, but they're presented so simply that they have little strength to move us. The conflicts between the different aspects of society (flyers, land-bound, Landsmen) would be interesting but are never truly explored. They're only mentioned in order to manufacture conflict between flyers. Martin's latest books brilliantly examine different sides of the story with the effect of tearing the reader in two, not being able to say what is right or wrong. "Windhaven" just glances in the direction of such conflict, choosing a simpler, more pat resolution.
It's always interesting to read an author's earlier works and watch the writing change over the years. A major change is dialog; Martin's years in television and movies have drastically improved his character's speech since "Windhaven." One thing that hasn't changed is his ability to open his world to us. The flying sequences are bright, while the land and seascapes come easily to life. If you don't look too deep, "Windhaven" can be a pleasant glide over a colorful map. It just isn't as interesting when you land.
On the whole, I enjoyed this book. The world was well developed and consistent. You understood and believed the sense of tradition/history that influenced the characters. I was impressed with this aspect.
I also appreciated that this book focused solely on the viewpoint of one character -- something a little different from the norm. It introduced others, and got the reader interested in them -- but the main focus was on Marin.
As a woman, I appreciated the authors interpretation of Marin. I have found in my readings that the authors either dislike women or idolize them -- but rarely do they portray them believably. This follows true for the other works I have read by Martin.
I am not familiar with Tuttles other works -- but, based on the plot aspects that did not follow Martin's style, I was reminded of Mercedes Lackey. The plot was somewhat simplistic and predictable -- but enjoyable nonetheless.
I recommend this book as a fun, quick read -- but nothing to take seriously or get excited about.
The characters in this book are simple, but developed enough in the time you read about them to develop an attachement to them. I thought the characters also acted realistically in many different situations.
I have read already a negative review of this book and I had to laugh. Just in general, can we stop comparing every fantasy novel to Tolken please! Yes, we all know how good Tolken was. And, yes The Lord of the Rings will probably sit atop the fantasy book pile for the rest of eternity as king, but let's give it a rest.
This book is a good, short, simple, light fantasy story. If you have not read any of Martin's Song of Fire and Ice, I would highly, highly recommend it.
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There is only one story that is only Ok but it includes a well know char from the series. Most of the others were just below average to bad, hoping that putting some named Aces and other chars from the main series would make the story . . . well it didn't.
the sad part is that if you are a fan of the Wild Card Series, you will have to buy this bad read anyway since this is the first fix we have had in over 10 years for our Wild Card addiction.
"Deuces" is a somewhat modest offering-- seven stories spread throughout history (a la Books One and Thirteen), with the loose theme being "deuces" (Wild Card lingo for characters whose powers are negligable compared to supercharged "aces"). The stories get better as the book progresses, with the opening story by Michael Cassutt being competent but uninteresting, and the final story by Kevin Andrew Murphy being an absolute joy -- partly by virtue of being the only story in the volume set in the present day, allowing longtime fans a glimpse into what the WC universe looks like in the new millennium.
Some breif commentary on each story...
Cassutt's "Storming Space" is a sequel of sorts to his offering in Book Thirteen. Cassutt's style is good, but his Wild Cards stories are so slight that they almost disappear. He tends to put some interesting things around the edges of his tales, but the actual meat doesn't really satisfy. It makes for an unfortunately modest opener.
John Miller's story is more fun. The story's primary flaw is that it gets bogged down in the details of baseball games -- and if you're not a fan of the sport, you might start to doze. However, his characterization of a teenage Digger Downs (a minor character in the series, most enjoyably utilized back in Book Seven) is affectionate and endearing. A good "origin" tale.
Walton Simons delivers a limp tale of two rather uninteresting new characters -- somewhat surprisingly, since his two primary Wild Cards creations, Demise and Mr. Nobody, are both great (indeed, both Demise and Nobody are used in "Deuces" by other writers-- and quite entertainingly!). Kind of drab, this one, and like Cassutt's, it's damaged by its feeling vaguely inconsequential.
The collection kicks up a notch in its second half, starting with Melinda Snodgrass' wonderful "Face for the Cutting Room Floor," a tale of Wild Cards Hollywood, every bit as good as Kevin Murphy's Hollywood excursion in Book 13. Starring Snodgrass' creation Bradley Finn (a "joker," or character with some unusual physical oddity rather than superpower-- in Finn's case, a body like that of mythical centaurs), it's filled with wonderful humor and clever little twists, as well as great characterization.
Daniel Abraham's story "Father Henry's Little Miracle" is quite nice. Abraham is a newcomer to the Wild Card Trust of writers, but he seems utterly confident in spite of this, weaving -- in fantastic prose -- a tale that takes place in the midst of the gang wars from Book Five. Abraham's new character, Father Henry, is fun and instantly likeable, particularly in an entertaining confrontation with Simons' Demise (perfectly characterized here).
Stephen Leigh's story, about a bit player from Book Fifteen, is warm, rich and evocative (if rushed in the beginning). Utterly inconsequential to the greater workings of the Wild Card universe, but still a great read in its own right. And it's restrained too-- mercifully not filled to bursting with the grotesquerie of Leigh's Puppetman and Bloat tales from earlier volumes.
Kevin Andrew Murphy's concluding story, "With a Flourish and a Flair," is alone worth the price of admission. A meditation on magic -- both real and artificial-- in the Wild Cards universe, it's layered and fascinating. It's also joyously packed with characters, some familiar to WC readers, and some of Murphy's own ingenious design. The "Jokertown Boys" are a fresh and fun new addition to the WC mythos, demanding more screen time in future volumes of the series.
Meanwhile, Murphy gleefully and unrestrainedly tosses in clever references to previous stories and old, half-forgetten characters-- his affection for the intricacies of the Wild Cards practically leaping from every page.
"Flourish" makes polishing off this latest Wild Cards volume a pleasure, and leaves the reader starved for the next installment in this happily-returned series.