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Elaborate cinematic universes and sophisticated marketing tie-ins are commonplace in entertainment today. It's easy to forget that the transmedia trend began in 1982 with a barbarian action figure. He-Man and the other characters in Mattel's popular Masters of the Universe toy line quickly found their way into comic books, video games, multiple television series and a Hollywood film. The original animated series (1983-1985) was the first based on an action figure, and the cult classic Masters of the Universe (1987) was the first toy-inspired live-action feature film. But it wasn't easy. He-Man faced adversaries more dangerous than Skeletor: entertainment lawyers, Hollywood executives, even the Reagan administration. The heroes and villains of Eternia did more than shape the childhoods of the toy-buying public--they formed the modern entertainment landscape.
In the early days of television, many of its actors, writers, producers and directors came from radio. This crossover endowed the American Radio Archives with a treasure trove of television documents. The collected scripts span more than 40 years of American television history, from live broadcasts of the 1940s to the late 1980s. They also cover the entire spectrum of television entertainment programming, including comedies, soap operas, dramas, westerns, and crime series. The archives cover nearly 1,200 programs represented by more than 6,000 individual scripts. Includes an index of personal names, program and episode titles and production companies, as well as a glossary of industry terms.
The information herein was accumulated of fifty some odd years. The collection process started when TV first came out and continued until today. The books are in alphabetical order and cover shows from the 1940s to 2010. The author has added a brief explanation of each show and then listed all the characters, who played the roles and for the most part, the year or years the actor or actress played that role. Also included are most of the people who created the shows, the producers, directors, and the writers of the shows. These books are a great source of trivia information and for most of the older folk will bring back some very fond memories. I know a lot of times we think back and say, "Who was the guy that played such and such a role?" Enjoy!
From the gruff, sword-toting swashbucklers of the Middle Ages to modern adventure epics like The Princess Bride, the aura surrounding the sword is one that is both romantic and pragmatic. Thoughts of this weapon bring to mind images of the Knights of the Round Table, Zorro, the Three Musketeers—the things daydreams are made of. Historically, the fate of the empires revolved around the sword; nations rose and fell based on the power of their swordsmen. For centuries it was the weapon of choice in settling personal disputes. Today, the art of sword fighting has been incarnated as the dynamic, chess-like sport of fencing. It has also played an important part in the history of theatre and film...
This book offers detailed listings of all the major Shakespeare plays on stage and screen in North America. Exploring each of the play's performance history, including reviews and useful information about staging, it provides an engaging reference guide for academics and students alike.
“This delightful book” for young readers “is full of creative activities, interspersed with plenty of fascinating historical facts” (School Library Journal). On this here ship, we follow the pirate's code: No frolikin' in the bilges, no songs about scurvy, and most important, each buccaneer must keep his pistol ready for action at all times. Break the code, me bucko, and you'll be forced to walk the plank. In The Big Book of Pirate Stuff, Captain Michael MacLeod and Jamaica Rose teach the fine art of pirateering, from plundering, pillaging, and gambling to digging for buried treasure. A dabble of history, a smatterin' of activities, and a healthy dose of derring-do make this book a must-read for aspiring pirates.
People hunting people for sport--an idea both shocking and fascinating. In 1924 Richard Connell published a short story that introduced this concept to the world, where it has remained ever since--as evidenced by the many big- and small-screen adaptations and inspirations. Since its publication, Connell's award-winning "The Most Dangerous Game" has been continuously anthologized and studied in classrooms throughout America. Raising questions about the nature of violence and cruelty, and the ethics of hunting for sport, the thrilling story spawned a new cinematic subgenre, beginning with RKO's 1932 production of The Most Dangerous Game, and continuing right up to today. This book examines in-depth all the cinematic adaptations of the iconic short story. Each film chapter has a synopsis, a "How Dangerous Is It?" critique, an overall analysis, a production history, and credits. Five additional chapters address direct to video, television, game shows, and almost "dangerous" productions. Photographs, extensive notes, bibliography and index are included.
'Code Name: Immortal’ is the third story in the Highlander Imagine series. It continues the adventure only a short time after ‘Beyond Infinity’ ends. Duncan has taken a very powerful Quickening, from a very old Immortal in Central America. Now, he needs time to get it and himself under control. But for a man who is himself an Immortal, time isn’t a luxury that he has. Tessa has just started a new job in Paris under the direction of an ancient Immortal priest who is now working as a library antiquity director. Soon she discovers that there is another Immortal working near her with a similar objective. This leaves the already stressed Duncan feeling a bit uneasy knowing that Tessa is w...
She falls in love with Zehun, a Lieutenant of Attila the Hun, while he saves her from savages who want her dead. She returns the favor by saving Zehun seconds before he is sliced to pieces by Roman soldiers who have captured him. She places seven arrows into seven soldiers in as many seconds, shooting left and right handed with her bow. This happens in an action-packed fantasy world Emma Armbrust has created as a refuge from her autism. In real life, her autism enables her to communicate with her jumping horse Tower, as people and horses did millions of years before. Emma is 18 years old, tall, blonde and beautiful . She lives in the hills of Malibu, California, where she also falls in love with Jules , a troubled young man who is her age, and also a social outcast. There is just one problem. Zehun and Jules look exactly alikethey just live 2,000 years apart. While Emma tries desperately to resolve her love triangle, she survives medication to make her normal and then rides Tower to National Grand Prix victory, thus saving the family horse ranch from bankruptcy.
On November 8, 1965, Days of Our Lives debuted on NBC. The show overcame a rocky beginning to become one of the best-loved and longest running soap operas on daytime television. For 30 years, the story of the show's Horton family has been closely followed by a dedicated audience. Through extensive research, including the first-ever examination of the show's archives, and interviews with cast members, writers, producers and production personnel, the show's history is told here. This reference work provides a complete cast list from the show's debut through 1994, as well as the most comprehensive storyline of the show ever available. Also included are family trees of the show's characters, tracing the often confusing relationships involved in thirty years of developing roles.