Book Description
Serge A. Storms is back where he belongs.
But there's a serial killer loose again in the Sunshine State. And then a second one. . . . Naturally, professional jealousy arises, and they begin competing with each other. They're thoughtful enough to keep the public informed by sending dueling letters to the local newspaper.
A record hurricane season complicates police efforts––but only delights over–the–top Florida–buff Serge, who becomes immersed the state's rich storm history.
Customer Reviews:
Thank The Gods For These Books!.......2007-08-31
This whole series of books by Tim Dorsey can be described as a twisted and funny study on the dark side in all of human beings. Tim Dorsey manages to take everyday situations and make them incredibly funny. Based in Florida, the series follows the twisted life of Serge Storms (one of the best characters ever created) and all his sick, violent and disturbed adventures. Of course, along the way you will get to meet every kind of character you can imagine.
The interesting thing about this series is that behind all the funny stories, there are tons of social and political criticisms. I have read all the books in the series, and each one keeps getting better. If you are a fan of Quentin Tarantino movies, Family Guy cartoons or South Park cartoons, you will love these books. A MUST BUY.
Off-beat humor at its finest.......2007-04-25
Where have I been? Tim Dorsey has eight earlier novels--and I've just discovered his scathing and raucous humor. I have a whole lot of catching up to do.
Hurricane season is about to pound the life out of Florida. It seems a serial killer, or maybe two, is on the loose and if he isn't caught, the body count will skyrocket.
Dorsey's loveable (can that be true?) psychopath, Serge has a weird sense of moral justice. He's not opposed to killing someone, he just prefers that they deserve death. He's not only a walking encyclopedia on all things Florida, but he loves hurricanes.
Serge is dedicated in righting wrong doings. Even if that means someone must die. But he balks at the newspaper calling him a serial killer.
Agent Mahoney (recently released from a mental hospital for getting too far into Serge's head) believes Serge is the serial killer and his personality is splitting from years of experiencing the good and better parts of life. He's determined to bring down Serge.
Coleman, Serge's friend, is forever 'high' and that just might be what derails Serge. In the meantime, Coleman is along for the ride of his life and will do anything if it only means he can avoid getting a job.
As the storms increase, Tampa Bay's favorite journalist is getting all the newspaper 'scoops.' He's contacted by the killer and will help Agent Mahoney in his quest to stop a bumbling, but very lucky madman who denies being a serial killer--who denies it by writing letters to the newspaper, dueling letters with another killer.
Is Serge a serial killer? Will the hurricanes get the best of Florida and be the undoing of Serge? Will Mahoney get his man, or men? And what will happen to our mild-mannered reporter?
Dorsey is simply brilliant. His edgy humor leaves nothing in society untouched by his unique view of life. The novel is more of a series vignettes strung together to make a raucous novel. By the time you turn the last page, you just might believe that Serge makes a whole lot of sense--and that's a scary scenario. '
Armchair Interviews says: Hurricane Punch packs a wallop and leaves the reader wanting more of Dorsey's off beat humor. It's a winner.
Experience Florida as only Serge can..........2007-04-19
OK... I'm caught back up with Tim Dorsey since I finished Hurricane Punch this evening. Serge and Coleman are on the loose in Florida again, and hurricane season takes on a whole new meaning...
The (very!) loose story-line is that Agent Mahoney, freshly released from the psych ward, is convinced that he can nab Serge this time around. He teams up with a newspaper reporter, McSwirley, who doesn't want to do crime beat stories any more. Unfortunately, he's really good at it even though he tries everything possible to sabotage the stories. A series of murders are occurring with each new hurricane that rips through Florida, and Mahoney thinks that Serge is responsible for all of them. Of course, with Serge's sense of "justice" and rather creative ways to off people, it's entirely possible. Within that framework, you've got all the wacky, off-the-wall action that you've come to expect from a Dorsey novel. And along the way, you've got all the little obscure Florida history lessons that only someone like Serge would know and share.
If you've read a Dorsey novel, you know how incredibly funny and bizarre they are. This one ranks right up there. If you've never read one, be prepared for anything and everything to happen. This was a lot of fun, and I don't think I'll ever view the number 20 in the same way again...
(You'll need to read the book to get that one...)
King of Hard Edge.......2007-04-11
Dorsey is king of the hard edged, humorous serial killer spree thriller and
proves it here again.
Needs More Mescaline.......2007-04-10
Coleman and Serge are back in Miami, and so is Mahoney, the cop who's been trying to put Serge away with such little success he himself was just released from the loony bin. Mahoney is hot on Serge's trail again, this time enlisting the help of empathetic reporter, Jeff McSwirley. McSwirley's bosses want the ratings an exclusive with Serge will bring, and Mahoney just wants Serge, especially since he thinks Serge's personality is beginning to split. Or are there two killers now? The usual hijinks and mishaps ensue as Serge visits his therapist in between driving a stolen Hummer through the number of hurricanes that hit the Florida coast and offing a few deserving bozos along the way.
There were several times this book made me laugh out loud, but I have to wonder if Dorsey isn't losing his touch in much the same way Mahoney believed Serge was unraveling. This book doesn't lack a cohesive theme so much as the theme is basically irrelevant. Whereas Dorsey's books used to seem like a series of bizarre, seemingly unrelated events that all worked toward a central theme, the last couple have been a lot of Serge and Coleman wandering around with little purpose. This time their aimless wandering was the result of following hurricanes, but it still lacked any kind of reasoning, other than experiencing the rush. That may be how Coleman does things, but Serge has always had some kind of a plan until recently.
Anyone reading these books loves Serge and finds humor in Coleman's creative substance abuse, but there really has to be more going on than that. A successful series needs not only good recurring characters, but a good story to follow every time out. Road trips in stolen cars are what Serge and Coleman do, but it's more fun to accompany them if there's a reason why they're out there. Tim Dorsey is always worth reading, but I'm hoping his next book will give me a little more something to relish.
Book Description
`This book offers an excellent description of quantitative and qualitative design and analysis taught in the context of three inquiry pathways: knowledge development, social inquiry, and social research. Furthermore, it provides an excellent overview of both quantitative and qualitative methods with regard to their different epistemologies, methods and techniques. Additionally, Punch provides (a) information guiding students in the use of computers for quantitative and qualitative analysis and (b) a wide range of illustrative examples to give the book a practical flavour.... I would not hesitate to recommend it to my undergraduate students' -
Forum: Qualitative Social Research (www.qualitative-research.net)
`A carefully crafted introduction to social research methodology. The author guides the reader through the research process in a comprehensive and logical way which is particularly helpful for the new researcher. A great resource for anyone involved in social research - novice or experienced' -
Dr Mary Kellett, Open University
Building on the success of
An Introduction to Social Research, this
Second Edition has been fully revised and updated to provide a broader coverage of a range of methodological approaches for third year and postgraduate students across the social sciences.
New features include:
- Wider coverage of qualitative research methods, including sections on action research and discourse analysis.
- More pedagogical features such as student exercises and illustrative examples to ensure this is a practical, student-friendly guide.
- More in-depth examination of the ethical issues involved in social research.
A comprehensive and accessible introduction to qualitative, quantitative and mixed empirical methods,
An Introduction to Social Research is an ideal starting point for all students and researchers in the social sciences.
Customer Reviews:
A good read.........2006-06-07
This book gives a broad overview of both QNT as well as QLT procedures. This book explains what really matters in statistics... design, methods, and data collection techniques.
Very valuable intro to quantitative and qualitative res........1999-11-03
I found this to be a very valuable book, and have recommended it to several of my colleagues and doctoral students. I have also cited it in two papers so far, one to appear in Educational Action Research, Vol 7, no 3 (1999). The book is unusual in that it deals in depth with both quantitative and qualitative research, showing equal respect for both. It explains in a systematic and plausible way underlying similarities of logic between the two approaches. This will pave the way to greater understanding between practitioners of the two approaches and, one hopes, broader utilization of the insights of each.
The explanation of basic concepts of research such as reliability and validity and methodologies such as case study, ethnography, and grounded theory is remarkably clear, and once again helps the reader see links between quantitative and qualitative work. While the book does not claim to provide detailed help with research methodology, it takes the reader to the point where one knows where to start and where to go for additional help. Most importantly it will promote understanding of the research process rather than uncomprehending application of techniques. In my view, the book represents a very important step forward in thinking about research in education and other social science fields.
Customer Reviews:
Excellent book for beginners and pros.......2006-03-27
This book is the best detailed book I've seen. It is a detailed encounter for anyone just learning to rug hook or the pro learning some new techniques. Helpful hints, great history and some helpful websites on where to buy tools, yarn etc... Filled with great ideas too.
wonderful book!.......2005-09-10
super book in great condition and super fast shipping. am very pleased. thanks much.
Beautiful hooked rugs with YARN!!!.......2004-05-10
This is a great book, and I will never part with it! Great history of hooked rugs with yarn, and beautiful rugs to view. the book is of decent size and a great addition to any rug hooking library.
Book Description
A complete beginner's guide to the "six basic hair-cuts", and how they can be combined and /or altered to create just about any hairstyle imaginable.
Customer Reviews:
This book is not the first step to take.......2007-07-20
As I said in another review, learning a skill from a book alone is extremely difficult. But good ones will at least give you a taste and somewhat of a foundation to explore further. This book is not terrible, but I would not recommend it as the first one. The drawings all look the same and they are very dated hair styles. The text is clear, but somewhat different than the information in another book (Handel's "Cutting Your Family's Hair"), so it can get confusing. A better book would need photos of every step and more detailed info. If, after studying other how-tos and practicing for a bit, then this book might give you another angle to ponder, but I would say use it only as an additional reference, rather than a sole resource.
Now I Am A Pro.......2007-01-10
This little book showed me how to cut hair---my own. O.K. so I remember how my own hairdresser cut my hair, but the method in the book is fool-proof. People ask me where I had my hair cut, because it is so perfectly cut, and I tell them, "At my house, so come over and I will cut yours." I have no training to cut hair. This book showed me well, and now I cut my hair the way I want it, and not "Way too short" the way all dumb hairdressers cut it.
Excellent reading for any amateur hair stylist!.......2005-10-06
Even though the price of this book was a bit high for me at around $15, in retrospect, it was worth every cent. The many, many pictures that are included in this book make this book stand out from the other hair styling books. If I were to go to a hair styling academy to learn to cut hair, it would cost me at least $12,000 to receive my license. I don't really want a license as I just want to be able to cut my family's hair, and this book is really a bargain because it does just that. It is written by a woman who graduated with a bachelor's degree in fine arts and then went to a beautician's school to learn the trade so she is very well-rounded, educated, and professional without being condescending. By buying this book, you can save a lot of money cutting your family and friend's hair of both genders, i.e. men and women.
Has your haircutter stopped listening?.......2004-09-15
This book is good if you can't get your haircutter to make the minor alterations you would like...or if she has a preconceived notion of how your hair ought to look. You will be able to go a lot longer between trips to the salon for a major overhaul...or if you are feeling a little reckless, this book will help you do the major overhaul yourself!
I hate beauty shops!.......2002-10-17
How I hate beauty shops! I cannot afford high end prices and do not care for hands-on care at all.[unlike a friend who goes every week].This book is perfect with easy to understand directions and diagrams, who cares if the pictures are just rough sketches.With a good pair of sheers and a comb to measure with I can finally do something with this curly head, and a little help to tidy a stray neckline from a friend. Thank you, thank you!
Book Description
This highly anticipated companion to Memory Makers' Punch Your Art Out 1 & 2 delivers "the next generation of paper art." Like its predecessors, this book is full of innovative and inspiring paper punch craft ideas that today's scrapbookers and paper artists crave. Through exploration of color, pattern and texture as design tools, readers will achieve added dimension to their paper crafts.
Step-by-step, easy-to-follow instructions and full-color photographs guide crafters through basic to advanced techniques. Also included are special punch techniques that incorporate various crafts with scrapbooking for truly unprecedented punch art results.
Customer Reviews:
This book will get you PUNCHY!.......2003-05-10
I have enjoyed paper crafts for some time now, but one thing I thought I would avoid is using punches. I thought that they may be complicated to work with or I didn't know how to get mroe out of them. This book is SUPER about showing all sorts of ways to decorate with punches. My favorite feature is "One Punch" pages, where a single punch is shown used several different ways. A must buy for paper crafters!
Time consuming projects!.......2003-04-10
I love Volume 1 of this series. It has simple, easy to create products. This volume contains much more time intensive projects. Even my avid scrapbook buddies agree that this book is definately not as good as the first one.
Punch Your Art Out 3 ASIN 1892127024.......2002-02-13
I have been an independent scrapbooking consultant and informant for over 3 years now. I own over one hundred punches, and have been doing punch art for over 2 years. I also own almost every punch art book available on the market. In my opinion, Punch Your Art Out 3 offers more quality and useful content than any punch art book published yet. The book contains great information, beautiful and vibrant pictures, and examples which are exciting and easy to follow. This book is worth so much more than I paid for it. It is definitely a keeper. I just can't seem to stop picking it up and looking at it over and over!
Punch Your Art Out 3- Best punch art book published to date!.......2002-02-13
I have been an independent scrapbooking consultant and informant for over 3 years now. I own over one hundred punches, and have been doing punch art for over 2 years. I also own almost every punch art book available on the market. In my opinion, Punch Your Art Out 3 offers more quality and useful content than any punch art book published yet. The book contains great information, beautiful and vibrant pictures, and examples which are exciting and easy to follow. This book is worth so much more than I paid for it. It is definitely a keeper. I just can't seem to stop picking it up and looking at it over and over!
Book Description
GURPS Basic Set: Characters combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character.
Customer Reviews:
Pretty Good.......2007-01-10
An awesome upgrade to GURPS 3rd Edition. Full colored and illustrated book, some new rules added and some old rules banished, creating a better balanced and understandable system.
Five stars again to SJG.
The best Gurps compilation.......2007-01-10
The "Gurps 4th Edition" just fixed all "Gurps 3rd Edition" weakness. The two books are so great. The color and hardcover look and feel are some big diference between the books and the the old versions.
The bad comercial thing: are two books, and you need to have both if you want to be a Game Master.
The "Characters Guide" have lots of resources to make a rich character and the "Campaigns Guide" have a good Game Master stuff.
If you want to have some good RPG System, well, you need to buy "Gurps 4th Edition", but you need some time and practice, cause the game system is so rich, then the rules number is high.
A nice improvement over 3rd edition........2006-11-12
The idea behind GURPS is that it provides a set of core rules that can be adapted to any setting (thus the "universal" part of General Universal Role-Playing). It does a good job of this, although it is better suited to a somewhat more realistic feeling than heroic wackiness. A human isn't going to take too many sword hits and shrug them off.
The strong point of GURPS is character generation. Players are allotted a number of points to build their characters, and may buy characteristics, skills and "Advantages" (things like the ability to use magic, being wealthy, or any of hundreds of other things), and may get additional points by taking "Disadvantages."
This new 4th edition is in by far most ways an improvement over 3rd edition. They closed a lot of loopholes and fixed a number of less-than-optimal things. I like the changes to combat especially.
There are a couple of things I would have done differently.
1) They took the skills out of psionics (and every other supernatural system, for that matter), making it purely advantage based, but they left magic as skill based. They really should have made each magic spell into an advantage too, because now it's not as well balanced with the rest of the system as it could be. Couple this with the fact that you can now take IQ at 10 points a level if you don't take the associated Will and Perception, and you can easily have a Wizard character with an IQ of 17 or so in a 100 point campaign, who can buy spells at a very high skill level with 1 point.
2) They should have dumped the "earn character points through study" system. Yes, it's easy to just ignore it, but if you get stuck with a GM who goes by the book you may very well find yourself wasting a lot of time with tedious accounting issues.
4th edition institutes a good set of rules that allows the GM to create powers and abilities by modifying Advantages with an extensive set of Enhancements and Limitations. This is really nice for the workaholic GM, but the GM who lacks huge amounts of free time is going to be hoping for supplements with some a lot of sample powers worked out for him or her.
Much better than D&D (d20).......2006-07-10
Well written, nice arts, easy to understand system, easy to learn and flexible. Much much more flexible than d20, and also much more realistic. Having played d&d for some times now, I was getting rather frustrated about the lousy you-hit-me-I-hit-you combat system. With Gurps, things are much more dynamic. Give it a chance, you won't regret it.
Great System.......2005-11-10
The fourth edition of GURPS doesn't disappoint. This time, the basic book has been split into two volumes. This one deals with the creation of characters and can be considered to be the player's guide. The genius of the GURPS system is that anything is possible. If you can dream of it, you can play it. It's a great system for those who would like to establish a game with a sense of independence and creativity. If you haven't tried it, I recommend that you give it a try.
Product Description
Save the World . . . or Destroy It!
GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!
Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the fly -- two crucial concepts for comic-book superheroics.
GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardback.
If you've got a high-powered campaign . or high-powered players . you want GURPS Powers!
Customer Reviews:
This system works to a point.......2006-12-15
I just ran a GURPS Powers campaign, where we went through several adventures using the system detailed in this book.
The players were very pleased with the system, and we had a lot of fun for several months. After each adventure, I would award them with a few character points, to allow them to buff up their characters. The idea was to start the campaign with characters about as powerful as the X-Men, and to gradually develop them until they were about as powerful as members of the Fantastic Four, which is of course, a much more powerful group.
As the players grew their characters, I compensated by raising the point totals of their opponents. This worked for a while, until some of the damage totals from energy attacks became so high that the heroes who used energy damage became much more powerful than the slugfest types, who used their fists instead of energy blasts.
It got to the point where if an energy blast hit someone, they were reduced very far in hit points and the combat didn't really resemble a comic book like setting. I have to wonder how much playtesting the makers of this book really did.
All flaws aside, it is a very comprehensive system with a rich array of powers and ways to build a super hero character. In fact, the possibilities are almost endless. You can create a character like Superman, Wolverine, The Hulk, The Human Torch, etc. Everything is there, with the usual point system that GURPS is famous for. This also means that you can link up campaigns of super heroes with other campaigns, as all of the rules are pretty much the same.
We then attempted to create a campaign which resembled the "Dragonball Z" comic book series. We tried to build a frieza character with 1-million points, just to see what he would be like. I found that at these astronomical totals, the entire system would have to be overhauled in order to have the types of battles depicted in the comic books. Otherwise, you would have characters instantly killing anyone with less than say, 50,000 hit points (by using either a high powered energy attack or a series of multiple attacks with their 50,000 point strength).
Heavy stuff here.......2006-08-21
I had real problems deciding whether or not to buy this book. The biggest stumbling block was the lack of information about the book from anybody besides SJ Games. What would I be getting for my hard-earned money? SJ Games tried to help by showing some pages on their website but they didn't help me make up my mind because I just couldn't get a good feel for what the book was about. I finally decided to buy the book because I'm contemplating running a campaign with Psionic and/or Super powers and this book seemed to cover those topics in greater depth than the basic books did and I've had good experiences with the previous books in this series.
Now that I've read the book I can see why people have been reluctant to try to describe it. GURPS Powers is very much more than a simple repackaging of the 3rd edition of GURPS Supers and GURPS Psionics. The authors have put considerable thought into the whole concept of "Powers" (what they are, what they can do, why they exist, etc.) for all roleplaying genres and have developed a radical new structure for how to implement them within the GURPS rules without doing more than adding a few enhancements to the existing system. This is a truly astonishing accomplishment and frankly I don't have the skill as a reviewer to do justice to their work but I will try anyway.
The first couple of chapters lay the groundwork of their basic concepts, it's necessary to at least skim through these details but it's pretty dry stuff and leaves the reader wondering why they bought the book. Then chapter 3 (Examples) starts to weave the whole meaning of their work together in a very readable fashion and things start to fall into place. The book gets better and better from that point forward.
The key to their revolutionary thinking (and I don't have near enough space here to explain it at length) is that most roleplaying games have some sort of extra-ordinary powers at work. This could be cybernetic, psionic, magic, gods; the list is pretty near endless. These extra-ordinary powers are frequently the key to making the game enjoyable for the players. What would Banestorm be without magic? Or most of the Infinite Worlds without the super-science and dimension-crawling aspects? Would "Carrie" be as interesting if the protagonist could only play practical jokes on her tormenters?
Stepping forward from there, the authors show how to use their theories to create new roleplaying worlds or enhance existing ones. How about creating a mage who has superpowers rather than spells? In many ways that works better for simulating some author's magic systems than the standard "wizards cast spells" model that GURPS Magic uses.
The strange thing that kept occuring to me as I read this book was that I couldn't figure out who was the intended audience for this book. Although it is very interesting and useful for generating super-powered characters, the lack of new abilities means that the book isn't absolutely necessary. On the other hand, this book is an absolute must-have for any GM who is contemplating a campaign with anything more exotic than historical or modern adventuring. But the book is almost exploding with good ideas for generating new characters...
One of the things I've already assimilated from the book is that, as with all GURPS 4th edition books, the GM needs to carefully decide what level of complexity they are willing to tolerate and stick with it. There was an example in the book of what a group of Supers needed to do to move 10 tons of concrete rubble that left me completely in the dark. Not because the example wasn't clear, it was perfectly clear, I just couldn't figure out why anybody would want to go through so much paperwork in their roleplaying.
Although this is true of GURPS in general, it is particularly true of Powers because of the implications of superpowered roleplaying. It's obvious that a sword can parry a mace, but Mr. GM, can a flamebolt parry a laser beam? The players are all looking at you and want a reasonable answer as soon as possible.
As the authors point out, modern science is frequently not useful in answering superpowered rules questions so consistency on the part of the GM is vital. One of the most important parts of the book is a couple of chapters that help the GM think through the implications of their decisions BEFORE they will occur in play. This is a godsend and is easily worth the price of the book by itself.
Another valuable section of the book assists the GM in figuring out how powers will affect their campaigns and helps the GM to find interesting plots that will keep the players coming back for more. The final section of the book briefly discusses nearly all genres that use powers and the conventions that govern playing in them. Although I thought I knew most of them, I found enough interesting material to keep me going for a surprisingly long time.
I haven't looked at the index simply because the book is superbly well organized and I don't think I'll have any problems finding anything I'd need to know on short notice. The authors have made excellent use of color to help organize the information and highlight important items. My only quibbles are that the artwork is somewhat lacking in both creativity and quantity and there are fewer roleplaying examples than I'd like, I find the examples to be extremely useful in understanding the points the authors are trying to make.
In conclusion, this isn't an easy book to comprehend but is well worth the reader's time if they are willing to invest enough of it.
Book Description
B-Day: August 10th
Birthplace: Hokkaido
Debuted in 1990 in Sho-Comi issue 17 with
SP girl."
Just started
Punch!, a romantic comedy about martial arts published in
Sho-Comi in May 2005.
Known for WILD ACT
and Happy Hustle High
.
Customer Reviews:
Don't blame the manga.......2007-08-02
I agree with the other reviewer about the five year jump, but don't blame the author or the series for this odd 'chapter'
If you have read the series Rin!, you will get an explaination similar to what is going on here. The author and artist designed the story, but the publisher forces them to make certain changes to fit their publications. In this case, they weren't allowed to include that last chapter with volume 2.
Therefore, it ended in volume 3. It would have been nice if they could have included, for the bonus stories, extras about the title story but instead they included a couple of different romantic stories. 1 about a bad girl posing as a good girl just to get a certain guy. The 2nd story is about a guy and a girl pretending not to like each other too well, yet the girl is in love with the guy and wishes she knew if he likes her just as much. After hitting her head, the girl can suddenly hear what people think (including a rooster).
Ok, but not what I expected .......2007-05-11
I expected this to be a book long continuation of the story between Elle and Kazuki. Right when it got to the good point, BAM there is a time jump of 5 years later and Kazuki and Ruo are in the ring fighting. Then, that's the end of the story. It didn't even go 1/3rd of the way into the book. There was no build up. There was no intrigue. There was no relationship building. It was just over.
Suddenly, a new story starts up with totally different characters, different situation, and absolutely no connection to the original story.
What in the world was that? And not only that, but it's just a short story too. Another 1/3rd into the book, a third story starts up. Totally different characters, situation, everything.
I was totally disappointed. I feel like I got jipped. The author built up this great suspense, interesting characters, then just ended it abruptly. Even the summary on the back of the book doesn't hint that the Elle/Kazuki story is only 1/3rd of this book.
If you enjoyed the first 2 volumes, I would recommend not buying this one. Using your own imagination as to how the story ends would be better than this let down.
Book Description
"How to Simply Cut Hair Even Better" is an advanced, step by step guide, teaching "the six basic cuts" and how they can be combined and or altered to create just about any hairstyle imaginable.
Customer Reviews:
helpful for the non-experienced.......2007-03-10
I had no idea what to do with my kids' hair and had never cut hair before. I was afraid to give it a try. This book gave me basic enough information that I could understand it and follow it. What do you know, the hair cuts turned out ok. I know some other reviewers have said this is not for professionals, but I would have been overwhelmed by a professional book. This was simple, to the point, and basic enough for me to follow. Just what I was looking for.
Reprint.......2005-01-09
I have read "How to Simply Cut Hair", and from the Table of Contents and Excerpt viewable on Amazon.com, "How to Simply Cut Hair Even Better" looks like an exact reprint of the first book. If you have one you don't need the other.
Don't Waste Your Money.......2004-03-25
This book is not "advanced", and the techniques are not those that professionals use! A disappointment!
Down to the Nitty Gritty.......2002-11-25
Ms. Punches has distilled haircutting to its essentials. Intelligently and logically organized information, quick and easy to digest. The book is aimed at the home haircutter, but can also be a good guide for the barber (like me) who wants to get into women's haircutting, or even the hairdresser who went to a lousy beauty school.
Dwight M. Stark
Hair Cutting Book.......2002-06-28
This is a fairly good book, with some very good instruction, but I felt that the person who provided the illustrations could have done a way better job, or could have at least found someone to do better drawings than this. Other than that, a good text.
Book Description
Punch Your Art Out provides crafters and scrapbookers with unlimited, innovative punch art possibilities. Using paper punches, scissor tips and a little imagination, anyone can turn simple punched shapes into stunning works of art.
Easy step-by-step instructions allow adults and kids alike to create crafts ranging from decorated scrapbooks and one-of-a-kind picture frames to beautiful handmade invitations, announcements or gifts. With color photos and a variety of projects, the possibilities are endless.
Customer Reviews:
Wonderful Ideas!.......1999-08-22
As a scrapbooker, I wanted to learn new ways to decorate my memory album pages. This book was just what I needed. It's very descriptive with great color photos. I would have never imagined all the things that could be made with one or two punches. For example this book shows how a heart punch can make a chicken, mouse, butterfly, flower, pumpkin & angel for your scrapbook. There are so many ideas in this one!! I'm looking forward to Volume 2 to get even more ideas.
absolutely INSPIRING.......1999-03-10
This book has some of the most inspiring punch out designs I've seen. Whether your into scrapbooking or just helping your kids with their art projects, there are some very cool ideas in this book, your imagination will soar (my favorite parts of the book are the three dimensional flower scenes anyone can make!) Great Book!
Books:
- Life's Missing Instruction Manual : The Guidebook You Should Have Been Given at Birth
- Life: Picture Puzzle (Picture Puzzles)
- Lonely Planet Best of Paris (Lonely Planet Encounter Series)
- Mayflower: A Story of Courage, Community, and War
- Men Are Like Waffles--Women Are Like Spaghetti: Understanding and Delighting in Your Differences
- My Mother's Southern Entertaining
- Nobu West
- North American Mushrooms: A Field Guide to Edible and Inedible Fungi (Falconguide)
- Not Your Mother's Slow Cooker Cookbook
- On Baking: A Textbook of Baking and Pastry Fundamentals
Books Index
Books Home
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