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This one has "This Kind Of Thing Doesn't Happen Often...." another Stone classic....soapbubbles in traffic with his signature stab at your heart; his hand poem to Delese Wear (I don't think there is such a thing as a Stone anything without a hand reference - and Delese probably still sends him poems); American Gothic (I too love the Art Institute...eventually Stone will have written a poem to every painting in the building); but I too think this book will be remembered for the Oxford poems.....they are typical Stone....finely crafted, imagery you can taste/smell/feel, and with that patented twist at what makes you tick.
If you want to know John Stone I would start with Renaming The Streets or In All This Rain, or even with the short stories of Country of Hearts...then, when you know the man add this one to your bookshelf. I keep my Stone books on the shelf in my office where I can see them in my daily work.....it makes me feel good to know he's in here with me.
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Michelle Wright, CMT
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The author just did not hold my attention with the different dangers and types of highjacking. I think he really could have made the book more exciting by focusing more on many different events instead of a 10 day trip on an oil tanker talking about on deck rail patrols and the food in the mess. I do not want to sound too negative; the book was overall entertaining and interesting. I would suggest it if you are interested in the subject. It just could have been more fun and exciting.
I heard this author on the radio, and was so capitivated by the subject matter that I later bought this book. I was not disappointed. Burnet opens with his tale of pirates boarding his sale boat. He later travels on two large commerical ships. While traveling on these boats, he blends firsthand accounts of piracy prevention and secondhand accounts of attacks on commericial ships.
That these pirates have success while using very primitive tools and methods is very alarming.
As for shotcomings, I would have preferred more information on piracy in the caribbean. The book focuses on the biggest hotspot, the Malacca Straights near Singapore.
For those who doubt the authenticity of the subject matter, I suggest you type "piracy report" into google and check out the weekly reports provided by the International Chamber of Commerce. The link was provided by the author.
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But the sure clue is that Pearl Buck's piece of orientalist flim-flam, which distorts the story and squeezes it into an unnatural idiom, gets rated higher (and the J H Jackson translation, which while poor, is nevertheless preferable to Buck's, is unmentioned). The Dent-Young's version is immeasurably better written, and it is clear that they have been at pains to try to capture the immediacy and wit of the original: no easy task. I think in the first book they succeed admirably. While later books have some problems (the names are always a sticking point) the first book has a verve that draws you in. They have also smoothed out some peculiarities present in previous translations so that there are no 'blips' where you can't work out why something happened or where something came from.
American readers with an intolerance for anything but US culture may have a problem with the British idiom occasionally employed in a desire to capture the naturalness of the original, but in that case why would such readers want to read a Chinese book?
The original itself is a classic of Chinese Literature, although not as powerful and comprehesensive as Dreams of Red Mansions. Still it's a fun read.
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I am a person of patterns. I like order. The way this book is set up chronologically really appeals to me. Robrt Pela did a great job setting up a description of each Waters project, along with a background on each of the players and Mr. Waters himself. I had no idea how disgusting John Waters really was (and continues to be). And how willing he was to put it all on film. In a trashy way, that appeals to me. Can't be perfect all the time.
The interviews with the bizarre Waters fans were well done. One would have to be pretty brave to converse with some of these folks. I liked how these interviews were set in-between the rest of the back story on Waters and his camp. I enjoy Robrt's sassy approach to his over anticipated introduction to Baltimore, and how at every turn he was disappointed that it wasn't more trashy.
My two favorite chapters are six and ten. I like six because it is nothing but quotes about one tiny scene. And ten because its the, "guide to recurring imagery and motifs in Johns Waters film." In this chapter, all the work has been done for the viewer. What could be better?
The filmography at the end is one of the best I have ever seen. I am constantly seeing and reading about movies. So to be able to read one as thorough as this one was, was a pleasant surprise. It was the perfect introduction to Waters world.
Well done Mr. Pela :)
The themes and motifs chapter and the filmography chapter were packed full of odd bits of trivia that were entertaining and fascinating. The book is informative yes, but incredibly funny! And how else could you, SHOULD you write about John Waters and his movies?
Waters himself said, "I pride myself on the fact that my work has no socially redeeming value." Maybe he's right, but he's become a movie icon and pop culture hero to many people nonetheless and Robrt Pela does a good job of explaining why that is in Filthy: The Weird World of John Waters.
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John Nagy over the years has developed specialized leaders, custom built rods, and proper drifting presentations for these waters. The book goes in detail on weather and stream conditions, steelhead behavior, strategies, and maps of tributaries of Lake Erie. The book also has pictures of the most popular flies used for steelhead. I started fishing for steelhead two years and John Nagy's book has turned me from a frustrated newbie to a stream savvy steelheader. I would strongly recommend this book.
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In a nutshell, Diablo is a first person shoot-em-up game against 19 classes of enemies. Diablo stays interesting as the 16-playfield layouts change for each game and the 1000s of creatures have a complex variation of personalities, strengths, and weaknesses. The first 4 levels have sprawling layouts of Dungeon rooms; levels 5-8 have Catacombs which are smaller layouts of rough rock walls; levels 9-12 are Caves with large excavations and meandering streams; and the final 13-16 Hell levels are laid out as interstitial quadrangles. The game play is a nice blend between isometric 3D visualizations, character animations and sounds, and multimedia video clips.
With this book, playing success is an exercise in developing strong Diablo problem-solving skills. Initially looking on the Internet for Diablo cheatz which were few as its a legacy 6-year old game. What this book provides is info and strategy that can help you defeat the myriad of creatures and quests. My book has become a much thumbed, reread, indexed, and enhanced with scrawled notes on how to defeat them.
For example, I found that the easiest character to win was the Rogue archer-woman and won Diablo in 3 games, as archery is a distance scenario. The next easiest character to win was the Warrior swordsman, completed in 5 games, mainly because of hand-to-hand combat experience as a kid. The most difficult character, of course, was the sage Sorcerer, which took me 9 games to win because of the myriad (26) magic potions that need to be mastered. This book gives you an informal discussion and tables of characteristics without all the trial and error. Although it discusses general tactics, it is weak in overall game strategy and specific tactics on specific minions.
This book provides details on the power of weapons and armor and strength and weaknesses of enemies. It also covers the 17 special Quests quite well. The author writes in an entertaining prose and presents key info is in complex tables. I found that Blizzard's production release of Diablo v1.04 and internet update download to v1.08 was very stable and reliable on a P5/233MMX, Socket7 PCI mobo TX chipset, ATI Rage PCI video, 64MB RAM, 52X CD, 10GB HD, and SB16 running Win98SE.
The book is divided into 10 chapters including the making of, but has no index or glossary, which is a serious beginner's omission as the game's jargon is voluminous. There could have been a List of Tables too. And these tables could have had summaries or group breakouts so that the many character(s)(istics) are better organized. The screen shots could be larger and less dark. I bought it at a local used bookstore and the game at a garage sale. Of course, certain key subjects and data tables had erroneous or omitted information.
Each game is saved in the game folder as single_X.SV, where X is 0 to 9; ten games max. Thus create a historical archive subfolder and keep old and partially played games there. Second, game files vary from 200KB to 3MB. So burn game files onto a CD, email, or save on a Zip to impress friends and foes. Finally, do judicious saving for replaying level(s) that eventually went sour. Use the keyboard Ctrl+Alt+Esc to toggle to Windows for making notes and performing file maintenance.
To win maximize building experience points and accumulating gold and key special weapons. Finding, identifying, and redeeming EVERY single weapon, armor, chest, scroll, staff, book, ring, tomb, library, and shrine on every level to maximize your power. Often the first 5 levels and what you accumulate therein can give you a premonition on the final outcome of the game.
For example, the Sorcerer is quite vulnerable in the beginning and the player must strive to play almost perfect levels. Waste the least amount of resources on the minions and don't let them touch you. Learn to run away and lead them into a trap. Accumulate and convert your operating weapons and armor from standard to special ones. Sell as many of the std weapons for health, mana, and ID scrolls from Adria, the Witch. Buy ID scrolls from her as much as possible compared to paying Cain to ID. Categorize the specials and unique weapons and armor into red and blue (fire and lightning resistant), in rows on the ground so that best combinations can be easily selected. Run a pre-level scouting expedition to find what's new on each level. Return to town near the beginning of each level and always re-visit Adria. Apparently attacking minions on a new level triggers her to provide a new list of scrolls, books, and staffs. Accumulate and deploy key fire, lightning, and mana shield spell books rapidly, compared to duplicative staffs and scrolls which are redeemed for more gold. Spell books, and their cumulative power from multiple units, will affect later quest outcomes. If it is taking too much to finish off a minion; its probably because you are doing it wrong. Finally, Quests do not have to be completed serially; do the first five levels without doing the Butcher and King Leoric. Then when stronger and with Arkaine's Valor armor, return back and efficiently finish off the buzzards. Use fKey to Holy Bolt for dealing with skeletons, zombies, King Leoric, and finally Diablo.
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