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Photos, captions, and prices for 1,500 collectibles--toys, lunch boxes, and more--of comic characters from the past 100 years.
"A collection of more than 2,000 colorful and artistic pin-back buttons, forming a people's history of American culture and politics that focuses on a range of subjects: advertising, arts and entertainment, historical events, movements and causes, humor, nature, celebrated personalities and organizations, geographical features, sports, transportation, wars and anti-war movements"--
The highly collectible world of lost universes gets a brand-new specially focused edition of The Overstreet Comic Book Price Guide that also serves as a Photo-Journal of all the books listed. From in-depth looks at the original Milestone and Valiant to Tower's T.H.U.N.D.E.R. Agents and Charlton's superheroes, and from Topp's Kirbyverse and the MLJ/Archie heroes to Malibu's Ultraverse and Marvel's New Universe, this full-color book dives deep into Atlas-Seaboard, Comics Greatest World, Continuity, Defiant, Future Comics, Triumphant and more. Not only is packed with images and prices, but it also includes creator and collector interviews and insights.
Written by a noted expert, this book contains nearly 10,000 items in more than 125 sections of Disney collectibles. From thousands of the earliest and rarest Mickey Mouse collectibles to some of the best for The Incredibles, all things Disney are included in this full-color book.
This final work in John Lent's series of bibliographies on comic art gathers together an astounding array of citations on American comic books and comic strips. Included in this volume are citations regarding anthologies and reprints; criticism and reviews; exhibitions, festivals, and awards; scholarship and theory; and the business, artistic, cultural, legal, technical, and technological aspects of American comics. Author John Lent has used all manner of methods to gather the citations, searching library and online databases, contacting scholars and other professionals, attending conferences and festivals, and scanning hundreds of periodicals. He has gone to great length to categorize the citations in an easy-to-use, scholarly fashion, and in the process, has helped to establish the field of comic art as an important part of social science and humanities research. The ten volumes in this series, covering all regions of the world, constitute the largest printed bibliography of comic art in the world, and serve as the beacon guiding the burgeoning fields of animation, comics, and cartooning. They are the definitive works on comic art research, and are exhaustive in their inclusiveness, covering all types of publications (academic, trade, popular, fan, etc.) from all over the world. Also included in these books are citations to systematically-researched academic exercises, as well as more ephemeral sources such as fanzines, press articles, and fugitive materials (conference papers, unpublished documents, etc.), attesting to Lent's belief that all pieces of information are vital in a new field of study such as comic art.
Everything you ever wanted to know about the bad guys in comics, film, and television! A must-read for anyone who was ever enthralled with mythic wickedness, The Supervillain Book: The Evil Side of Comics and Hollywood exhaustively explores the extraordinary lives and careers of hundreds of overachieving evildoers. Drawing from sources in comic books, film, live-action and animated television, newspaper strips, toys, and manga and anime, it is the definitive guide to nefarious masterminds, mad scientists, and destructive dominators who have battled super- and other fictional heroes. The Supervillain Book investigates each character’s origin, modus operandi, costumes, weapons and gadgetry, secret hideouts, chief henchmen, and minions, while serving up a supersized trove of fascinating trivia. It also takes you behind the scenes, describing the creation and development of these marvelously malicious, menacing, and malevolent characters. With 350 entries on pop culture’s most malicious evildoers, this comprehensive resource also includes 125 illustrations, a helpful resource section, and an extensive index, adding to its usefulness. What would a good guy be without the bad guy? Boring. You won’t be bored with this indispensable guide to the wicked world of supervillains!
Before Superman, before Batman, there was—the Phantom! Making its debut as an American newspaper comic strip in 1936, The Phantom was the forerunner of the comic-book superhero genre that today animates vast billion-dollar franchises spanning print, film, television, video games, and licensed merchandise. But you’ve probably never heard of it—you probably think Superman inaugurated the genre. That’s because, despite its American origins, The Phantom comic strip has enjoyed far greater popularity with international audiences, most notably in Australia, Sweden, and India, where it has appeared in newspapers, magazines, and comic books. The paradox of the character’s relative obscurity in the United States, offset by his phenomenal success in these three markedly different countries, is the subject of The Phantom Unmasked. By tracing the publication history of The Phantom in magazines and comic books across international markets since the mid-1930s, author Kevin Patrick delves into the largely unexplored prehistory of modern media licensing industries. He also explores the interconnections between the cultural, political, economic, and historical factors that fueled the character’s international popularity. The Phantom Unmasked offers readers a nuanced study of the complex cultural flow of American comic books around the world. Equally important, to provide a rare glimpse of international comics fandom, Patrick surveyed the Phantom’s “phans”—as they call themselves—and lets them explain how and why they came to love the world’s first masked superhero.
Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.
Presents pricing on 35,000 toys, from action figures to western toys, offers collecting advice, hobby insight, and secondary-market prices for post-World War II toys.
An oversized full-color hardcover encyclopedia collecting hilarious trivia on the characters from the ultra-hit animated series! In an interdimensional reality as crazy and wild as Rick and Morty, it can be hard to keep all of the characters straight, and now you don't have to use any more of your precious brain space to do it! It's all in this here book, baby! In this new collection, learn all about your favorite (and not so favorite) characters from around the multiverse. Take a look at all of the titular characters, the humans and the aliens, with the Rick and Morty Character Guide. Want to know more about the Council of Ricks? Or Ricks feelings on Zeep Xanflorp? Or why Bird Person talks like that? This book has got you covered! Collecting information on the whole cast of characters, this book is a must-have for any fan of the award-winning Adult Swim show!