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This is a textual, bibliographical and cultural study of 60 years of Bradbury's fiction. The authors draw upon correspondence with his publishers, agents and friends, as well as archival manuscripts, to examine the story of Bradbury's authorship over more than half a century.
In Ray Bradbury Unbound, Jonathan R. Eller continues the story begun in his acclaimed Becoming Ray Bradbury, following the beloved author's evolution from a short story master to a multi-media creative force and outspoken visionary. At the height of his powers as a poetic prose stylist, Bradbury shifted his creative attention to film and television, where new successes gave him an enduring platform as a compelling cultural commentator. His passionate advocacy validated the U.S. space program's mission, extending his pivotal role as a chronicler of human values in an age of technological wonders. Informed by many years of interviews with Bradbury as well as an unprecedented access to personal papers and private collections, Ray Bradbury Unbound provides the definitive portrait of how a legendary American author helped shape his times.
Halloween Night, 1954. A young, film-obsessed scriptwriter has just been hired at one of the great studios. An anonymous investigation leads from the giant Maximus Films backlot to an eerie graveyard separated from the studio by a single wall. There he makes a terrifying discovery that thrusts him into a maelstrom of intrigue and mystery—and into the dizzy exhilaration of the movie industry at the height of its glittering power.
The tranquility of Mars is disrupted by humans who want to conquer space, colonize the planet, and escape a doomed Earth.
The summer of '28 was a vintage season for a growing boy. A summer of green apple trees, mowed lawns, and new sneakers. Of half-burnt firecrackers, of gathering dandelions, of Grandma's belly-busting dinner. It was a summer of sorrows and marvels and gold-fuzzed bees. A magical, timeless summer in the life of a twelve-year-old boy named Douglas Spaulding—remembered forever by the incomparable Ray Bradbury. The only god living in Green Town, Illinois, that Douglas Spaulding knew of. The facts about John Huff, aged twelve, are simple and soon stated. • He could pathfind more trails than any Choctaw or Cherokee since time began. • Could leap from the sky like a chimpanzee from a vine. • Could live underwater two minutes and slide fifty yards downstream. • Could hit baseballs into apple trees, knocking down harvests. • Could jump six-foot orchard walls. • Ran laughing. • Sat easy. • Was not a bully. • Was kind. • Knew the words to all the cowboy songs and would teach you if you asked. • Knew the names of all the wild flowers and when the moon would rise or set and when the tides came in or out. He was, in fact, the only god living in the whole of Green Town, Illinois, during the twentieth century that Douglas Spaulding knew of. “[Ray] Bradbury is an authentic original.”—Time
Featuring stories on Bradbury's favorite subject--dinosaurs--this spectacularly illustrated fourth volume includes newly-illustrated stories for graphic novel fans.
The internationally acclaimed author of The Martian Chronicles, The Illustrated Man, and Fahrenheit 451, Ray Bradbury is a magician at the height of his powers, displaying his sorcerer's skill with twenty-one remarkable stories that run the gamut from total reality to light fantastic, from high noon to long after midnight. A true master tells all, revealing the strange secret of growing young and mad; opening a Witch Door that links two intolerant centuries; joining an ancient couple in their wild assassination games; celebrating life and dreams in the unique voice that has favored him across six decades and has enchanted millions of readers the world over.
Ray Bradbury's screenplay for the 1956 film Moby Dick.
"Wonderful . . . J. V. Jones is a striking writer." So says Robert Jordan, the author of The Wheel of Time epic fantasy series. And Jones lives up to that praise in the highly charged epic adventure of Ash March and Raif Sevrance, two outcasts whose fate are entwined by ancient prophecies and need, in the cold, dark world that threatens to be torn asunder by a war to end all wars. Isolated by their birthrights, they are but two who fight the dreaded Endlords, and their strength and courage will be needed if the world is to be saved from darkness." Raif, wrongly accused and cut off from his clan by the treachery of their new headsman, has a talent for killing that is part of his curse and his burden. But he bears another burden of greater weight. Ash is a sacred warrior to the Sull, an ancient race whose numbers have declined. Raised as a foundling, never knowing her true history, she must learn to accept the terrible gifts of her heritage. But as Ash learns more of her greater fate, Raif's task looms dark and desperate, for he must journey through the nightmare realm of the Want, a place where even the Sull now fear to tread. For deep within the Want is the Fortress of Grey Ice, and there he must heal the breach in the Blindwall that already threatens the world. Should he fail, not even Ash's powers can save them. . . . At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.