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The 1900 edition of Polk's Seattle City Directory listed four apartment buildings. By 1939, that number had grown to almost 1,400. This study explores the circumstances that prompted the explosive growth of this previously unknown form of housing in Seattle and takes an in-depth look at a large number of different apartment buildings, from the small and simple to the large and grand. Illustrated with numerous contemporary and vintage photographs and sketches, this volume preserves an intimate record of these under-studied and under-appreciated buildings and will inspire an appreciation for their history and architectural variety, and for their preservation as an integral part of Seattle's urban landscape.
Lincoln and Gary are best friends planning a simple trip to the night rock in the sky. However, they quickly find out that “easier said than done” is far more than just an outdated adage; it is a reality, for the dreamers face obstacle after obstacle in trying to gather the materials they need to build their ship. Not only that, but when their plan is discovered, their two-man field trip becomes much more than that. Now, the captain and the general will have to lead a rescue mission, one of far greater importance than they ever imagined. What would you do? Save only yourself or risk it all to save the lives of others as well as your own? Rocket Ship is the miraculous, thrilling story of two friends, a tale of two hopefuls, two dreamers, two rescuers and the extremes they go through to save one another and others like them, before the world they live in destroys them all.
What impact did the new art of film have on the development of another new art, the emerging science fiction genre, during the pre- and early post-World War II era? Focusing on such popular pulp magazines as Amazing Stories, Astounding Stories, and Wonder Stories, this book traces this early relationship between film and literature through four common features: stories that involve film or the film industry; film-related advertising; editorial matters and readers' letters commenting on film; and the magazines' heralded cover and story illustrations. By surveying these haunting traces of another medium in early science fiction discourse, we can begin to see the key role that a cinematic mindedness played in this formative era and to expand the early history of science fiction as a cultural idea beyond the usual boundaries that have been staked out by its literary manifestations and the genre's historians.
The Eisner-nominated Brothers Bond centers on Yoshi, the young, arrogant crown prince set to inherit an empire. After falling into trouble with his father, the one man he fears, Yoshi runs from home. Picked up by two blind, wandering samurai, Yoshi grows up to learn honor and strength. He then decides to return to his homeland, to claim his birthright and save his people from a demon invasion. A story about good versus evil, dark versus light, and brother versus brother, Brothers Bond is an intriguing tale of honor, respect, and tradition. Fantastical in its art form, yet true at heart to issues everyone can relate to. Brothers Bond is presented in a stunning wide screen format with a gatefold pullout.
`This book provides an accessible introduction to the meaning-making practices of multimedia. It will help students by providing them with a framework with which to analyse texts and provides some useful suggestions for further investigation of the topic′ - Learning, Media and Technology This book provides an accessible and much needed introduction to the diversity of multimedia appearing and proliferating in our society. The phenomenal growth of multimedia has given rise to debates on the role of technology, the skills required for their production and use, and the ethics and politics involved in these new embodied interactions. Anne Cranny-Francis develops a clear framework for those seeking to understand the complex world of multimedia and its impact on everyday life.
Flash Gordon, Flash Gordon's Trip to Mars and Flash Gordon Conquers the Universe, the most expensive and popular movie serials ever made, have been favorites of movie and comic fans for decades. The original 1936 serial, designated a cultural treasure, was selected for inclusion in the National Film Registry in 1996. Arranged in a chapter-by-chapter format conforming to the structure of the three original serials, the work provides full cast and crew information, plot synopses, and production notes for all 40 episodes. The work also has a wealth of background information and 159 photographs, along with comments from cast members interviewed--Buster Crabbe, Jean Rogers, and Carroll Borland. Appendices provide an overview of the serial Buck Rogers (1939), select filmographies for 50 of the most prominent Flash Gordon cast and crew, and a complete list of the serials' film and television remakes.
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She’s young, single and about to achieve her dream of creating incredible video games. But then life throws her a one-two punch: a popular streamer gives her first game a scathing review. Even worse, she finds out that same troublesome critic is now her new neighbor! A funny, sexy, and all-too-real story about gaming, memes, and social anxiety. Come for the plot, stay for the doggo. Volume 1 of Let's Play collects the first 23 chapters of the Eisner-nominated webcomic phenomenon with over 5 million subscribers. "Filled with instantly relatable characters, Let's Play speaks to the gamer, hopeless romantic or nerd in all of us. We all know a Sam, a Marshall or a Link, they feel like our friends and the world they live in feels welcoming to anyone who experiences it. Reading Let's Play reminds me of the comfort of coming home after a long trip." -- Jace Milam, The Comic Source
From award-winning author Heather Smith, a heartwarming story about loss - and remembering. When Granny dies, a child and their family remember her through the things she left behind: a tuba for the father, a locket for the mother, a microscope for the sister and records for the brother. To the main character, though, Granny left something different: a world of adventure, that they visit with their memories. Through imaginative play with items that belonged to Granny, the child travels near and far. And Granny is right beside them, along for the ride. Children, and grown-ups, will be moved by the message - our loved ones can stay close, as long as we can imagine them.