Learn to be a supervillain, learn to work potent magick. Learn to work magick to harm others, gain wealth and beat others. This magick is valuable and here it is.
This tongue in cheek guide to the "dark side" includes: how to do an evil laugh, the evil henchmen guide, fashion for the evil-doer, and the evil plan generator.
From vampires and demons to ghosts and zombies, interest in monsters in literature, film, and popular culture has never been stronger. This concise Encyclopedia provides scholars and students with a comprehensive and authoritative A-Z of monsters throughout the ages. It is the first major reference book on monsters for the scholarly market. Over 200 entries written by experts in the field are accompanied by an overview introduction by the editor. Generic entries such as 'ghost' and 'vampire' are cross-listed with important specific manifestations of that monster. In addition to monsters appearing in English-language literature and film, the Encyclopedia also includes significant monsters in Spanish, French, Italian, German, Russian, Indian, Chinese, Japanese, African and Middle Eastern traditions. Alphabetically organized, the entries each feature suggestions for further reading. The Ashgate Encyclopedia of Literary and Cinematic Monsters is an invaluable resource for all students and scholars and an essential addition to library reference shelves.
For every hero, there is a villain, and for every villain there is a story. But how much do we really know about the villain? Filling a gap in the field of gender representation and character evolution, the chapters in this edited collection focus on female villains in the fairy tale narratives of 21st Century media.
This book builds upon the author’s extensive previous work on the movies, adopting a more comprehensive and inquisitive stance for the study of moving pictures as a cultural movement and ludenic innovation. It returns to earlier analysis and commentary on this new invention and recreation quickly termed “the movies”, and develops the initial impression of both moviegoers and observers that the movies appealed because they were fun. As such, the book examines the characteristics that made films so enjoyable, namely their use of magic, presentation of myth, and persistence of mnemonic recollection. The enduring appeal of moving pictures remains consistent, even though the medium has proliferated and diversified, so much so that now a good portion of the human race spends a great deal of time looking at moving pictures. The book is eclectic and exploratory, designed to urge consideration of moving pictures in this larger perspective as something that has changed and perhaps enriched the lives of many people, leaving inquirers the task of calculating the enormous significance and consequences of our motion picture experience for the conduct of our lives. Such an effort is not without merit, since it now seems quite clear that the whole world is watching.
A clash of magical-girl titans!Snow White, a.k.a. the Magical-Girl Hunter, is searching for her dear friend Ripple when she’s summoned by one of the Three Sages, the Magical Kingdom’s highest authority. The Sage asks Snow White to locate a missing magical girl—a simple enough task that ends up throwing her into the middle of a bloody war between two opposing Sage factions. Meanwhile, Princess Deluge is on the warpath, hell-bent on avenging her fallen comrades...which puts her and Snow White’s allies in conflict!
The Melancholy Android is a psychological study of the impulses behind the creation of androids. Exploring three imaginative figures—the mummy, the golem, and the automaton—and their appearances in myth, religion, literature, and film, Eric G. Wilson tracks the development of android-building and examines the lure of artificial doubles untroubled by awareness of self. Drawing from the works of philosophers Ficino, Kleist, Freud, and Jung; writers Goethe, Coleridge, Shelley, and Poe; and movies such as Metropolis, The Mummy, and Blade Runner, this book not only offers a range of sites from which to analyze the relationship between mind and machine, but also considers a pressing paradoxical dilemma—loving machines we want to hate.
PART I OF THE DARTMAN & CUEBALL SAGA Grisly murders, mysterious disappearances, jewel thefts, underground lairs... This sounds like a job for the police. But Commissioner Wilson, who can sense trouble brewing the same way a cow knows when it's about to rain, believes it's highly likely that the terminally unlucky people of Topham City have another pesky super villain on their hands. And everyone knows that the only way to defeat super villains is with superheroes! Either that, or a pair of deranged, mask-wearing lunatics from the local mental hospital with nothing better to do...
Reijiâs party meets back up with Suimei and company to discuss the various threats challenging them now. Is there a dark connection theyâve been overlooking this whole time? Either way, itâll be hard for them to put their heads together when Suimei is still keeping secrets. Will he finally be able to come clean with his friends? And just how are they going to deal with the colorful new interloper in the group? Theyâll need to figure out something with what they have coming...
In the early days of television, suburban families welcomed TV into their homes as an electronic babysitter that would also teach their children about the world. Children's programming soon came to play a key role in the development of mass culture, promoting the shared interests, norms and vocabulary through which children interact with peers and define themselves as a cohort. This social history examines the forces driving the development of children's television in the U.S., from its inception to the present. Analyses of iconic programs reveal how they influenced our concept of childhood.