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"If you've missed Laymon, you've missed a treat " --Stephen King The Funland Amusement Park provides more fear than fun these days. A vicious pack known as the Trolls are preying on anyone foolish enough to be alone at night. Folks in the area blame them for the recent mysterious disappearances, and a gang of local teenagers has decided to fight back. But nothing is ever what it seems in an amusement park. Behind the garish paint and bright lights waits a horror far worse than anything found in the freak show. Step right up The terror is about to begin
You Will Have Fun. Or Else. Nowhere in the world is there a more bizarre theme park than Happy Fun Land. Nick "Nike" Farmington's twelve years of thrill-seeking and roller coaster riding has brought him to exotic locales like Perth, Australia, Kaatsheuvel, Netherlands, and Santa Claus, Indiana. He's marathoned a roller coaster for ten consecutive hours and conquered the world's tallest and fastest. Yet nothing has prepared him for the insanity of Happy Fun Land and it's mind blowing attractions. China's amusement park industry is booming and the newest themed entertainment mecca is about to come online. In order to ensure a successful launch, they're looking to build world-wide buzz through any and all means. Nike is roped into becoming the crash-test dummy of a humongous drop tower ride with no mechanical brakes, a wooden roller coaster that goes upside down, and a death simulator (yes, you read that right). What could possibly go wrong? Follow Nike on his hilarious misadventure through China during the Chinese New Year holiday to attend the grand opening of Happy Fun Land, the world's craziest theme park. Who Should Read Happy Fun Land? Anyone who wants to read a funny story. Those looking for thoughts from a Westerner on what it's like to travel to China and what to expect. Disney theme park fans or anyone interested in theme park design or themed entertainment. If you call yourself a roller coaster enthusiast you might pick up some of the inside jokes. "It's like Jurassic Park meets Willy Wonka and the Chocolate Factory meets...something completely new, original, and ridiculous."
Three friends spend an enjoyable day at the amusement park, riding roller coasters, driving bumper cars, and eating cotton candy.
Since the 1970s, FantasticLand has been the theme park where “Fun is Guaranteed!” But when a hurricane ravages the Florida coast and isolates the park, the employees find it anything but fun. Five weeks later, the authorities who rescue the survivors encounter a scene of horror. Photos soon emerge online of heads on spikes outside of rides and viscera and human bones littering the gift shops, breaking records for hits, views, likes, clicks, and shares. How could a group of survivors, mostly teenagers, commit such terrible acts? Presented as a fact-finding investigation and a series of first-person interviews, FantasticLand pieces together the grisly series of events. Park policy was that the mostly college-aged employees surrender their electronic devices to preserve the authenticity of the FantasticLand experience. Cut off from the world and left on their own, the teenagers soon form rival tribes who viciously compete for food, medicine, social dominance, and even human flesh. This new social network divides the ravaged dreamland into territories ruled by the Pirates, the ShopGirls, the Freaks, and the Mole People. If meticulously curated online personas can replace private identities, what takes over when those constructs are lost? FantasticLand is a modern take on Lord of the Flies meets Battle Royale that probes the consequences of a social civilization built online. Skyhorse Publishing, as well as our Arcade, Yucca, and Good Books imprints, are proud to publish a broad range of books for readers interested in fiction—novels, novellas, political and medical thrillers, comedy, satire, historical fiction, romance, erotic and love stories, mystery, classic literature, folklore and mythology, literary classics including Shakespeare, Dumas, Wilde, Cather, and much more. While not every title we publish becomes a New York Times bestseller or a national bestseller, we are committed to books on subjects that are sometimes overlooked and to authors whose work might not otherwise find a home.
Three friends spend an enjoyable day at the amusement park, riding roller coasters, driving bumper cars, and eating cotton candy.
Traveling to Japan has never been so much fun—visit the land of anime, manga, cosplay, hot springs and sushi! This graphic Japan travel guide is the first of its kind exploring Japanese culture from a cartoonist's perspective. Cool Japan Guide takes you on a fun tour from the high-energy urban streets of Tokyo to the peaceful Zen gardens and Shinto shrines of Kyoto and introduces you to: the exciting world of Japanese food—from bento to sushi and everything in between. the otaku (geek) culture of Japan, including a manga market in Tokyo where artists display and sell their original artwork. the complete Japanese shopping experience, from combini (not your run-of-the-mill convenience stores!) to depato (department stores with everything). the world's biggest manga, anime and cosplay festivals. lots of other exciting places to go and things to do—like zen gardens, traditional Japanese arts, and a ride on a Japanese bullet train. Whether you're ready to hop a plane and travel to Japan tomorrow, or interested in Japanese culture, this fun and colorful travelogue by noted comic book artist and food blogger Abby Denson, husband Matt, friend Yuuko, and sidekick, Kitty Sweet Tooth, will present Japan in a unique and fascinating way.
How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.
LeSourdsville Lake, also known as Americana Amusement Park by a generation of visitors, was a popular recreational park for many decades despite being located within 15 miles of Kings Island, one of the premier theme parks in the country. Emphasis on providing quality food and personalized catering enabled the park to host hundreds of annual company picnics, high school proms, and family reunions. The park's success was maintained by featuring such classic rides as the Electric Rainbow and the Whip and the Screechin' Eagle and Serpent roller coasters, while the Stardust Gardens provided quality entertainment ranging from the best of the big bands to the greatest music and television stars of the 1960s. Families visited "the Lake" as religiously as they drove the same route to work every day.
Before the days of Schoolhouse Rock's jingles like “Conjunction Junction,” there was the playful primer "Grammar-Land," which has been teaching children (and adults in need of a refresher) the basic rules of English grammar since its first publication in 1878. In the allegorical world of Grammar-Land, the nine parts of speech—rich Mr. Noun, his useful friend Pronoun, little ragged Article, talkative Adjective, busy Dr. Verb and Adverb, perky Preposition, convenient Conjunction, and irksome Interjection—are brought to trial by Judge Grammar to settle disputes over the rules of language. Each part of speech is called in turn to take the stand, where they are questioned by Doctor Syntax and Sergeant Parsing. In the course of the amusing trial, the reader, perhaps without even realizing it, is exposed to the most important rules of grammar.