An indispensable read when visiting Walt Disney World with kids The Unofficial Guide to Walt Disney World with Kids 2018 is JAM-PACKED with useful tips, great advice, excellent discussion, and practical travel knowledge gleaned from years of Walt Disney World travel experience. In this guidebook, authors Bob Sehlinger and Liliane Opsomer specifically address the needs of kids, with—in some cases—research and input from kids. Len Testa leads an experienced team of researchers whose work has been cited by such diverse sources as USA Today and Operations Research Forum. The Unofficial Guide to Walt Disney World with Kids digs deeper and offers more specific information than any other guidebook. This is the only guide that explains how to make every minute and every dollar of your vacation count. With advice that is direct, prescriptive, and detailed, it takes the guesswork out of your family vacation. Step-by-step detailed plans allow you to visit Walt Disney World with your children with absolute confidence and peace of mind.
THE Comprehensive Guide to Universal Orlando The Unofficial Guide to Universal Orlando by Seth Kubersky is packed with detailed, specific information on every ride, show, and restaurant in the resort, including insider details on Harry Potter’s Hogsmeade and Diagon Alley, as well as the new waterpark Volcano Bay. Compiled and written by a former Universal Orlando employee and based upon decades of research from a team whose work has been cited by such diverse sources as USA Today and Operations Research Forum, The Unofficial Guide to Universal Orlando provides step-by-step, detailed touring plans that allow you to make the most of every minute and dollar during your Universal Orlando vacation. The guide includes info on where to find the cheapest Universal Orlando admission tickets, how to save big on Universal on-site hotel rooms and skip the regular lines in the parks, when to visit Universal Orlando for the lightest crowds, and everything else you need to know for a stress-free Universal Orlando experience.
Kaplan's MCAT Critical Analysis and Reasoning Skills Review offers an expert study plan, detailed subject review, and hundreds of online and in-book practice questions – all authored by the experts behind the MCAT prep course that has helped more people get into medical school than all other major courses combined. Prepping for the MCAT is a true challenge. Kaplan can be your partner along the way – offering guidance on where to focus your efforts and how to organize your review. This book has been updated to match the AAMC's guidelines precisely—no more worrying if your MCAT review is comprehensive! The Most Practice More than 350 questions in the book and access to even more online – more practice than any other MCAT CARS book on the market. The Best Practice Comprehensive CARS subject review is written by top-rated, award-winning Kaplan instructors Expanded content review for research design and the execution of research, and data-based and statistical analysis All material is vetted by editors with advanced English degrees and by a medical doctor. Online resources help you practice in the same computer-based format you'll see on Test Day. Expert Guidance We know the test: The Kaplan MCAT team has spent years studying every MCAT-related document available. Kaplan's expert psychometricians ensure our practice questions and study materials are true to the test.
Think you know everything there is to know about Hammer Films, the fabled "Studio that Dripped Blood?" The lowdown on all the imperishable classics of horror, like The Curse of Frankenstein, Horror of Dracula and The Devil Rides Out? What about the company's less blood-curdling back catalog? What about the musicals, comedies and travelogues, the fantasies and historical epics--not to mention the pirate adventures? This lavishly illustrated encyclopedia covers every Hammer film and television production in thorough detail, including budgets, shooting schedules, publicity and more, along with all the actors, supporting players, writers, directors, producers, composers and technicians. Packed with quotes, behind-the-scenes anecdotes, credit lists and production specifics, this all-inclusive reference work is the last word on this cherished cinematic institution.
The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982
Author: Alexander Smith
Publisher: CRC Press
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
A crime has been committed. A lady without a past was murdered, and no one truly knows who she is or why she was there. As Absolom Gebb, a revered detective of the time, takes on the case, we are introduced to numerous twists and turns in a puzzling, intriguing and downright adventuresome story that will keep you at the edge of your seat. The Lady from Nowhere was originally published at the beginning of the 20th century, and is considered as one of Fergus Hume's best works. Hume has been one of England's most revered writers in the mystery fiction genre, the author having written more than 100 quality novels. Hume's work rests heavily on the element of surprise, the author being able to easily keep the suspense going through his thrilling writing style that will make you want to jump ahead just to know whether or not you can actually guess what happens next. The Lady from Nowhere is a perfect example of how Hume's talent for putting together a puzzling mystery and his attitude towards the unexpected blend in quite majestically to give rise to a work of remarkable quality. The story unfolds gradually, and you will find many of the chapters to introduce surprising twists of events that you wouldn't have been able to guess a few pages ago. Also, Hume's descriptive and engaging writing style is enough to keep the reader captivated throughout the story, as you get the feeling that no word is misplaced and no remark is without its meaning. The book will definitely make you feel like you are actually there, enjoying the suspense of a thrilling adventure with characters that will quickly grow on you. Can you help them solve the mystery of The Lady from Nowhere? The answer may be much more intricate than you can even imagine at first.