...Alex Flinn A Kiss in Time For Joyce Sweeney. Thanks for everything! Contents Part I Talia ix Chapter 1 If I hear one more syllable about spindles, I shall… 1 Chapter 2 Tomorrow is my sixteenth birthday. I do not suppose it… 7 Chapter 3 Free of the encumbrance that is Lady Brooke, I fairly… 17 Part II Jack 25 Chapter 1 What they don’t tell you about Europe is how completely… 27 Chapter 2 “Good thing we got food first,” Travis says on the… 33 Chapter 3 When I was a kid, back when my family was… 39 Chapter 4 It’s a castle. Not a modern-looking one like Buckingham Palace,… 45 Chapter 5 I stare at her. I’ve never seen a human being… 49 Chapter 6 She’s awake! It really is like Snow White! Holy crap!… 55 Chapter 7 Things get a little crazy then. There’s Travis at the… 63 Part III Jack and Talia 71 Chapter 1: Talia 73 Chapter 2: Jack 84 Chapter 3: Jack 94 Chapter 4: Talia 101 Chapter 5: Jack 105 Chapter 6: Talia 111 Chapter 7: Jack 131 Chapter 8: Talia 147 Chapter 9: Jack 151 Chapter 10: Talia 156 Chapter 11: Jack 169 Chapter 12: Talia 176 Chapter 13: Jack 183 Chapter 14: Talia 188 Chapter 15: Jack 194 Chapter 16: Talia 200 Chapter 17: Jack 208 Chapter 18: Talia 213 Chapter 19: Jack 220 Chapter 20: Talia 225 Chapter 21: Jack 235 Chapter 22: Talia 241 Chapter 23: Jack 251 Chapter 24: Talia 258 Chapter 25: Jack 266 Chapter 26: Talia 271 Chapter 27: Jack 273 Chapter 28: Talia 278 Chapter 29: Jack ...
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...A**HOLE'S GUIDE DAN I N D A N T E AND KARL MARKS ST. MARTIN'S GRIFFIN N EW Y O R K A**HOLE'S GUIDE THE COMPLETE A**HOLE's GUIDE TO HANDLING CHICKS. C o p y r i g h t © 2 0 0 3 by Dan Indante and Karl Marks. All rights reserved. Printed in the United States of America. No part of this book may be used or reproduced in any manner whatsoever without written permission except in the case of brief quotations embodied in critical articles or reviews. For information, address St. Martin's Press, 175 Fifth Avenue, New York, N.Y. 10010. www.stmartins.com Library of Congress Cataloging-in-Publication Data Indante, Dan. The complete a**hole's guide to handling chicks / Dan Indante and Karl Marks. p . cm. ISBN 0-312-31084-6 1. Man-woman relationships. 2. Interpersonal relations. I. Tide: Complete a**hole's guide to handling chicks. II. Marks, Karl. III. Title. HQ801.M37135 307-dc21 2003 2002045213 10 9 8 CONTENTS Introduction: Chicks, What the Fuck? Fifty Tips on Being a Better Asshole ix xiii 1. From Birth to Beating Off The Birth of an Asshole The Purest Form of Asshole Gimme My Toy, You Bitch! Crossing the Dance Floor How Do I Get Her? The Beginning of the End Roughing Up the Suspect 1 1 1 2 3 4 6 2. High School Welcome Mat Firsts The Back-Seat Boogie Chicks Are the Enemy Watch Your Back—Your Friends Won't 8 8 9 15 16 20 vi C O N T E N T S Pecking Order Your First Pincushion So You're Looking to Get Laid High School Final...
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...Acknowledgments ix Acknowledgments This book owes a great deal to the mental energy of several generations of scholars. As an undergraduate at the University of Cape Town, Francis Wilson made me aware of the importance of migrant labour and Robin Hallett inspired me, and a generation of students, to study the African past. At the School of Oriental and African Studies in London I was fortunate enough to have David Birmingham as a thesis supervisor. I hope that some of his knowledge and understanding of Lusophone Africa has found its way into this book. I owe an equal debt to Shula Marks who, over the years, has provided me with criticism and inspiration. In the United States I learnt a great deal from ]eanne Penvenne, Marcia Wright and, especially, Leroy Vail. In Switzerland I benefitted from the friendship and assistance of Laurent Monier of the IUED in Geneva, Francois Iecquier of the University of Lausanne and Mariette Ouwerhand of the dépurtement évangélrlyue (the former Swiss Mission). In South Africa, Patricia Davison of the South African Museum introduced me to material culture and made me aware of the richness of difference; the late Monica Wilson taught me the fundamentals of anthropology and Andrew Spiegel and Robert Thornton struggled to keep me abreast of changes in the discipline; Sue Newton-King and Nigel Penn brought shafts of light from the eighteenthcentury to bear on early industrialism. Charles van Onselen laid a major part of the intellectual foundations on...
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...PENGUIN CELEBRATIONS REGENERATION Pat Barker was born in 1943. Her books include the highly acclaimed Regeneration trilogy, comprising Regeneration (1991), which was made into a film of the same name, The Eye in the Door (1993), which won the Guardian Fiction Prize, and The Ghost Road (1995), which won the Booker Prize, as well as the more recent novels Another World, Border Crossing and Double Vision. She lives in Durham. PAT BARKER _________________ REGENERATION PENGUIN BOOKS PENGUIN CELEBRATIONS For David, and in loving memory of Dr John Hawkings (1922–1987) PENGUIN BOOKS Published by the Penguin Group Penguin Books Ltd, 80 Strand, London WC2R 0RL, England Penguin Group (USA) Inc., 375 Hudson Street, New York, New York 10014, USA Penguin Group (Canada), 90 Eglinton Avenue East, Suite 700, Toronto, Ontario, Canada M4P 2Y3 (a division of Pearson Penguin Canada Inc.) Penguin Ireland, 25 St Stephen’s Green, Dublin 2, Ireland (a division of Penguin Books Ltd) Penguin Group (Australia), 250 Camberwell Road, Camberwell, Victoria 3124, Australia (a division of Pearson Australia Group Pty Ltd) Penguin Books India Pvt Ltd, 11 Community Centre, Panchsheel Park, New Delhi – 110017, India Penguin Group (NZ), 67 Apollo Drive, Rosedale, North Shore 0632, New Zealand (a division of Pearson New Zealand Ltd) Penguin Books (South Africa) (Pty) Ltd, 24 Sturdee Avenue, Rosebank, Johannesburg 2196, South Africa Penguin Books Ltd, Registered Offices: 80 Strand, London WC2R 0RL...
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...THE PLAYER Good game design is player-centric. That means that above all else, the player and her desires are truly considered. Rather than demanding that she do something via the rules, the gameplay itself should inherently motivate the player in the direction the designer wants her to go. Telling players they must travel around the board or advance to the next level is one thing. If they don’t have a reason and a desire to do it, then it becomes torture. In creating a game, designers take a step back and think from the player’s viewpoint: What’s this game about? How do I play? How do I win? Why do I want to play? What things do I need to do? MEANINGFUL DECISIONS Distilled down to its essence, game design is about creating opportunities for players to make meaningful decisions that affect the outcome of the game. Consider a game like a boxing match. So many decisions lead up to the ultimate victory. How long will I train? Will I block or will I swing? What is my opponent going to do? Where is his weakness? Jab left or right? Even those few, brief questions don’t come close to the myriad decisions a fighter must make as he progresses through a match. Games invite players into similar mental spaces. Games like Tetris and Chess keep our minds busy by forcing us to consider which one of several possible moves we want to take next. In taking these paths, we know that we may be prolonging or completely screwing up our entire game. The Sims games and those in...
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