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› Find signed collectible books: 'Aces High'
30 years later, the victims of the gene-altering 'Wild Cards' virus face a new nightmare. From the far reaches of space comes The Swarm, a deadly menace that could very will destroy the planet. Aces and Jokers must form an uneasy alliance and prepare for a battle they must not lose. When a group of SF's most imaginative writers discovered they shared a secret love of the larger-than-life heroes of the four-colour comics and Saturday matinee serials, they gave each other a challenge: What would our world be like if these superhuman heroes and villains had been real flesh-and-blood men and women who lived through this century's most turbulent history? In WILD CARDS 2, the year is 1970. The place is New York City, home of Aces High, the glamourous lounge atop the Empire State Building, and Jokertown, the squalid residence of the city's underclass. The victims of the Wild Card Virus are no longer new and strange, but neither are they accepted by a world that still fears them. But as the '80s dawn, all eyes are drwn to the skies, and the Wild Cards may be the planet's only hope, as an abomination called the Swarm arrives to threaten Earth. [via]
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› Find signed collectible books: 'Batman: The Dark Knight Returns'
If any comic has a claim to have truly reinvigorated the genre then The Dark Knight Returns by Frank Miller--known recently for his excellent Sin City series and, previously, for his superb rendering of the blind superhero Daredevil--is probably the supreme contender. Batman represented all that was wrong in comics and Miller set himself a tough task taking on the camp crusader and turning this laughable, innocuous children's cartoon character into a hero for our times. In his introduction the great Alan Moore (V for Vendetta, Swamp Thing, the arguably peerless Watchmen) argues that only someone of Miller's stature could have done this. Batman is a character known well beyond the confines of the comic world (as are his retinue) and so reinventing him, while keeping his limiting core essentials intact, was a huge task.
Miller went far beyond the call of duty. The Dark Knight is a success on every level. Firstly it does keep the core elements of the Batman myth intact, with Robin, Alfred the butler, Commissioner Gordon and the old roster of villains, present yet brilliantly subverted. Secondly the artwork is fantastic--detailed, sometimes claustrophobic, psychotic. Lastly it's a great story: Gotham City is a hell on earth, streetgangs roam but there are no heroes. Decay is ubiquitous. Where is a hero to save Gotham? It is 10 years since the last recorded sighting of the Batman. And things have got worse than ever. Bruce Wayne is close to being a broken man but something is keeping him sane: the need to see change and the belief that he can orchestrate some of that change. Batman is back. The Dark Knight has returned. Awesome. --Mark Thwaite [via]
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› Find signed collectible books: 'Comic Book Price Guide #16 P'
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› Find signed collectible books: 'The Encyclopedia of Comic Book Heroes'
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› Find signed collectible books: 'Encyclopedia of Comic Book Heroes: Wonder Woman'
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› Find signed collectible books: 'Flyboy Action Figure Comes With Gasmask'
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› Find signed collectible books: 'The Great Superman Book'
From A to Z, here is the comprehensive source book containing eveything you ever wanted to know about Superman. The complete details of Superman's origins, biographies of every character, synopses of every Superman story, pictures of Superman and his friends Lois Lane, Perry White, and Jimmy Olsen AND his enemies, The Toyman, The Prankster, Brainiac, and the archcriminal Lex Luthor...are a few of the features included in this Superman encyclopedia. Michael Fleisher, the world's greatest authority on Superman, drew on 2,000 pages of notes, a 20,000-card index file, and a complete reference set containing every Superman comic book adventure to write this monumental book. Never before has the story of Superman been researched, cataloged, cross-referenced, and compiled with such completeness and accuracy. Easy to use, fun to read, this is the ultimate account of the Man of Steel who under the guise of Clark Kent, Mild-mannered reporter, is secretly Superman! [via]

› Find signed collectible books: 'The International Book of Comics'
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› Find signed collectible books: 'Kingdom Come'
It is the early years of the Twenty-First Century. Without the guidance and values long championed by the old guard -- Superman, Batman and Wonder Woman -- a younger generation of super heroes is ravaging the world. But when the Man of Steel returns from self-imposed exile, his very presence could be the catalyst that pushes us all into Armageddon. Seen through the eyes of Norman McCay, an aging minister who embarks on a disturbing odyssey of revelation with an angel known as the Spectre to guide him, "Kingdom Come" is the story of what defines a hero in a world spinning inexorably out of control...of the heroes who adapted to that changing world, and those who couldn't...of personal battles fought with inner demons, and the final war that would determine the fate of our planet. [via]

› Find signed collectible books: 'Life in Big City'
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› Find signed collectible books: 'Making Comics: Storytelling Secrets of Comics, Manga, And Graphic Novels'
Scott McCloud's Understanding Comics was published in 1993, just as "Comics Aren't Just for Kids Anymore!" articles were starting to appear and graphic novels were making their way into the mainstream, and it quickly gave the newly respectable medium the theoretical and practical manifesto it needed. With his clear-eyed and approachable analysis--done using the same comics tools he was describing--McCloud quickly gave "sequential art" a language to understand itself. McCloud made the simplest of drawing decisions seem deep with artistic potential.
Thirteen years later, following the Internet evangelizing of Reinventing Comics, McCloud has returned with Making Comics.
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Designed as a craftsperson's overview of the drawing and storytelling decisions and possibilities available to comics artists, covering everything from facial expressions and page layout to the choice of tools and story construction, Making Comics, like its predecessors, is also an eye-opening trip behind the scenes of art-making, fascinating for anyone reading comics as well as those making them. Get a sense of the range of his lessons by clicking through to the opening pages of his book, including his (illustrated, of course) table of contents (warning: large file, recommended for high-bandwidth users):
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› Find signed collectible books: 'The New Comics'
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› Find signed collectible books: 'The Penguin Book of Comics'
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› Find signed collectible books: 'Reinventing Comics'
Scott McCloud's Reinventing Comics, the sequel to his groundbreaking work Understanding Comics, is a study of two revolutions: a failed one and a potential one. His 1993 book was not only a chronicle of the potential breakthrough of comics (which he redefined as "sequential art") into a legitimate art form but a sterling example itself of the medium's astonishing untapped potential. Now, seven years later, he chronicles the failure of the comic book industry to fulfill that promise, but also explores how the movement can be restarted, particularly by utilizing the resources of another spectacularly successful revolution, the Internet. In the first half of Reinventing Comics, an elegantly clean example of comic art in McCloud's trademark bold black-and-white style, the author outlines how hype, speculation, and artistic burnout led to the genre's decline. He then lays out 12 paths toward a new revolution of comics, including creators' rights, industry innovation, public perception, gender balance, and diversity of genre, which are then explored with such innovative intelligence that, as with his earlier work, the conclusions he comes to are fascinating for both artists and nonartists alike.
Three of his paths, however, are of particular interest to anyone who wants to know how the Internet will affect both our lives and the livelihoods of future artists. Understanding Comics, with its brilliant how-to guide on marrying image and language, has become an indispensable reference for many Web designers. Now McCloud returns the favor by focusing on how the digital revolution will influence production, delivery, and the art form of comics itself. Informative without being pedantic, controversial without being argumentative, and always entertaining, this is both a worthy sequel to the author's brilliant original and a work that opens up the potential for an entirely different direction for sequential art in the realm of cyberspace. --John Longenbaugh [via]
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![[???]: Superboy and the Legion of Superheroes [???]: Superboy and the Legion of Superheroes](http://ecx.images-amazon.com/images/P/0448145359.01._SL160_SCLZZZZZZZ__.jpg)
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› Find signed collectible books: 'Superman'
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› Find signed collectible books: 'Superman at Fifty'
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› Find signed collectible books: 'Ultimate X-Men'
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› Find signed collectible books: 'Understanding Comics'
As all good card-carrying comic-book fans know, their sheer passion will never overcome narrow-minded critics and their baying cries of derision. There is far more to this perpetually underrated medium than a mix of art and prose. With this indispensable, spellbinding tome, writer/artist Scott McCloud rises to the challenge of dissecting what remains the most enigmatic of art forms. After all, says McCloud, "No other art form gives so much to its audience while asking so much from them as well". Over the course of 215 impeccably formed pages, McCloud joyously exposes and deconstructs a hidden world of icons in a most literate and valid manner. His charming guidance finds a place where Time and Space is effortlessly malleable and the reader is both a willing accomplice and necessary vessel for comics' singular magic. Cunningly presented in comic form, McCloud (or his comic equivalent) conducts a journey that spans thousands of years, taking in art from Prehistoric Man to the Egyptians to Van Gogh to Jack Kirby. Never has psychological and cultural analysis been so understandably clear, beautifully aided by clever visuals and his truly infectious love for the medium. By the end of this funny, charming, rare and exciting book, you'll not doubt the notion that a comic book "...is a vacuum into which our identity and awareness are pulled ... an empty shell that we inhabit which enables us to travel to another realm". A fine exchange for a little faith and a world of imagination. --Danny Graydon [via]
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› Find signed collectible books: 'Understanding Comics: The Invisible Art'
As all good card-carrying comic-book fans know, their sheer passion will never overcome narrow-minded critics and their baying cries of derision. There is far more to this perpetually underrated medium than a mix of art and prose. With this indispensable, spellbinding tome, writer/artist Scott McCloud rises to the challenge of dissecting what remains the most enigmatic of art forms. After all, says McCloud, "No other art form gives so much to its audience while asking so much from them as well". Over the course of 215 impeccably formed pages, McCloud joyously exposes and deconstructs a hidden world of icons in a most literate and valid manner. His charming guidance finds a place where Time and Space is effortlessly malleable and the reader is both a willing accomplice and necessary vessel for comics' singular magic. Cunningly presented in comic form, McCloud (or his comic equivalent) conducts a journey that spans thousands of years, taking in art from Prehistoric Man to the Egyptians to Van Gogh to Jack Kirby. Never has psychological and cultural analysis been so understandably clear, beautifully aided by clever visuals and his truly infectious love for the medium. By the end of this funny, charming, rare and exciting book, you'll not doubt the notion that a comic book "...is a vacuum into which our identity and awareness are pulled ... an empty shell that we inhabit which enables us to travel to another realm". A fine exchange for a little faith and a world of imagination. --Danny Graydon [via]
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› Find signed collectible books: 'V for Vendetta'
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› Find signed collectible books: 'Wild Cards'
A world of Wild Cards! The alien virus arrived on Earth just after World War II and the world was never the same. For those who become infected, there are two results; death, or transformation. And depending on the recipient, death is sometimes the preferable outcome. Only a few lucky ones become super-human 'aces' as a side effect of the virus; the rest are turned into horrible, grotesque 'jokers'. It's a strange and wonderful, terrible and terrifying world where anything can go. A world that, in a twist of fate, could lie just outside your door. [via]
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6 Wonder Woman stories: Wonder Woman's Lasso, The Bird Who Revealed Wonder Woman's Identity, Wonder Woman's Wedding Day, The Secret Invasion, The Talking Tiara, and The Origin of the Amazon Plane. [via]
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› Find signed collectible books: 'Wonder Woman'
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