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Breaking the Magic Spell: Radical Theories of Folk and Fairy Tales
University of Kentucky UKnowledge Folklore Anthropology 7-5-2002 Breaking the Magic Spell: Radical Theories of Folk and Fairy Tales Jack Zipes Click here to let us know how access to this document benefits ou.y Thanks to the University of Kentucky Libraries and the University Press of Kentucky, this book is freely available to current faculty, students, and staff at the University of Kentucky. Find other University of Kentucky Books at uknowledge.uky.edu/upk. For more information, please contact UKnowledge at [email protected]. Recommended Citation Zipes, Jack, "Breaking the Magic Spell: Radical Theories of Folk and Fairy Tales" (2002). Folklore. 15. https://uknowledge.uky.edu/upk_folklore/15 Breaking the Magic Spell Publication of this volume was made possible in part by a grant from the National Endowment for the Humanities. Copyright O 1979 by Jack Zipes Published 2002 by The University Press of Kentucky Scholarly publisher for the Commonwealth, serving Bellarmine University, Berea College, Centre College of Kentucky, Eastern Kentucky University, The Filson Historical Society, Georgetown College, Kentucky Historical Society, Kentucky State University, Morehead State University, Murray State University, Northern Kentucky University, Transylvania University, University of Kentucky, University of Louisville, and Western Kentucky University. All rights reserved. - Editorial and Sales Ofices: The University Press of Kentucky 663 South Limestone Street, Lexington, Kentucky 40508-4008 www.kentuckypress.com Library of Congress Cataloging-in-Publication Data Zipes, Jack Breaking the magic spell. 1. Tales, European-History and criticism. 2. Literature and society. I. Title ISBN-10: 0-8131-9030-4 (paper) ISBN-13: 978-0-8131-9030-3 This book is printed on acid-free recycled paper meeting the requirements of the American National Standard for Permanence in Paper for Printed Library Materials. -
CRPGS: Computer Role-Playing Game Survey
Survey Alternate Reality: The City C*R*P*G*S Datasoft Review: #32 (November, 1986) First of a proposed multi-game adventure, AR: The City was a fascinating premise Computer Role-Playing Game Survey that turned out rather poorly, especially in the 8-bit versions. There was literally noth- by Scorpia ing to do beyond mapping out the city and building up your character for the next scenario. Of course, much was meant to open up to you as later scenarios arrived, but the total lack of any true goal turned what could have been a really involving CRPG into a tedious exercise in hack and slash. A game for those with great persist- ence and patience. Alternate Reality: The Dungeon Datasoft Review: #44 (February, 1988) Second and last in the series, AR: The Dungeon was a slight improvement, with several little quests to be completed, as- signed by an Oracle. However, the design was very loose, and you could stumble on quests without having been told of them by the Oracle at all. A Devourer that showed up to steal items when your inventory be- came too large did nothing to improve mat- ters. Although there was a bigger area to ex- plore, emphasis in the game remained primarily on fighting. Better than the first game, but not by much. Ancient Land Of Ys Falcom Japanese import converted from game machine to computer. Nintendo-style com- bat and graphics. A fairly simple entry with a few puzzles to solve. Several tough battles with major monsters (called "bosses" in the idiom of arcade gamers), otherwise pretty much a romp. -
Computer Games Plus
\ Ordering Info: Visa, MasterCard or COD. No personal Checks No surcharge for credit cards. COD add $4.00. Ohio add 5.5% tax. No cash refunds· Return products for Credit or Replacement only. Shipping Info: Free shipping on Orders over $100, in the continental USA. APO & FPO actual freight.We ship UPS. International: Actual freight. megs - Mega STe 1- $659 wllh chips 2.$1\1- $1$7 4~f- 5229 Adspeed STE- $249 Z-Ram/2.5- 520 ST- $75 BI(DS i5'C(·6P(daJ • $995 Autoswitch Overscan· 5109 Priuter or Modem • $7 wllh chi". 2.91- $147 Blitz cable w/software - 546.95 Star NXI001 ·5155 2mrg.ISOBDIlAI\I Floppy • Z-Ram/Mega 11- 4Megs - $75 , wllh chips 2.91- $147 D.E.K.A. intert'ace- 595 Star NX·2420· $249 ST Book & FalCon- !!CALL!! • 1 Meg Chips $4.50 ea Drive Master - 532 ST/time (under rom clock) - $43 STe SIMMS Imeg each - $40 •..••. Simms - $40ea Drive cable 6 ft $13.95 Supercharger W/IMeg - $289 SM147 14"· $199 • ..• JRl Board (uses simms)- $99 DVf·VCR hd backup· $69.95 Synchro 11- $59 SC1224 - $200 ••.•.••.••.• Xtra RAM ST Deluxe- $79 .. ""nllnv., lID TEC (Tos extension card)· 5135 Haud Scanner Mlg .. ph· lEC Mega bus- 51SS SC1435 14" color - $349 ').' (uses simms) Hand Scanner GoI4e"I",,,e 5llS :" TOS 2.06 • $70 1.4Meg floppy kit· $139 .: (I@JuU"JOJilUij UP Des~et 500 printer· $469 , .... , Puwl!r (Cor WM enu~alon)' ICD Adscsi Plus - 593.77 .,. Trackball(Krall)' 559 "aster ~ ~'!!!J ICD Adscsi (no clock) - 583.77 : •••• • Trackball(cordless)· $88 • • Master 5S (5.25") - $199 Adscsi Micro (Mega's) - 5": Turbo 20· 5299 SCSI dual drive cabl~ - $10 .: . -
INSTRUCTION MANUAL PHANTASIE Be PHANTASIE Ill: the WRATH of NICKADEMUS
INSTRUCTION MANUAL PHANTASIE Be PHANTASIE Ill: THE WRATH OF NICKADEMUS Wizardware~-~~ Group, Inc. All Rights ReserVed: Copyright 1986, 1987, 1990 Strategic Simulations, Inc. All Rights Reserved PHANTASIE™ IBM Version: You should make a copy of your disk before beginning. STARTUP: Boot your system using DOS 2.1 or greater. If you do not already have the A prompt (A>), type "A:" and hit Enter.Place your game disk in the drive A, type "ph" and hit Enter. Features of the IBM version: Choices are made by highlighting the desired item and hitting Enter. Use the arrow keys to highlight. A menu can be exited by choosing the "exit" option or by hitting the Esc key. Messages which remain on the screen can be cleared by hitting any key. The sound may be turned off from the Options menu. When in town, if you choose the "Autosave" option, the game will be auto· matically saved each time you leave town. It will remain on until you toggle it off or you reboot. When in the bank, if you don't want to withdraw all of a character's money, use the Backspace key to erase the amount listed and then enter the amount you wish to withdraw using the keyboard. When outdoors or in a dungeon, the menu bar can be obtained by hitting the Enter key. Hitting the Esc key makes it disappear. The speed of combat can also be adjusted on these menus and will remain at the chosen speed until a new speed is set or you reboot. -
AMIG·A Titles Sugg
ELECTRONIC ARTS DISTRIBUTION AMIG·A titles Sugg. Ship Sugg. Ship PrQduct Part# Retail Mo. Product Part# Retail Mo. AMIGA A MTfiA (~Qnt.) EI!.a:1r2n is; Ar1s ® First Rvte ® Bard's Tale 1202 $49.95 OW First Letters and Words 1539 $39.95 ow B:1rd's Tale Il: Dest!ny Knight 1313 $59.95 ow First Shapes 1536 $39.95 Now Deluxe Music Construction Kid Talk 1531 $39.95 OW Set Version 2.0 1197 $99.95 ow i\lad Libs 1547 $19.95 Now DeluxePaint II 1231 $129.95 ow Math Talk 1528 $3~.q5 ow DeluxePhotoLab 1784 $149.95 Now Math Talk Fractions 1544 $39.95 Now DeluxeProductions 1626 $199.95 Now SmoothTalker 1520 $39.95 'ow Deluxe Video version 1.2 1275 $129.95 Now Speller Uee 1523 $39.95 Now F/A-18 Interceptor 1324 $49.95 Now Ferrari Formula One 1321 $49.95 Now Interstel TM Instant Music 1137 $49.95 Now Empire 1615 $49.95 Now lnteilitype 1301 $49.95 Now Quizam! 1264 $34.95 ow Marble Madness 1175 $49.95 ow Reel Fish'n (formerly Gone Fish'n) 1879 $44.95 Dec Return to Atlantis 1273 $49.95 OW Startlcct I 1221 $54.95 OW Skyfox II 1400 $39.95 Now Weaver Baseball 1254 $49.95 'ow Sierca-0 11 - l .inf ™ World Tour Golf 1628 $39.95 Now lllack Cauldron 1260 $39.95 Now Zany Golf* 1791 $39.95 Jan King's Quest I 1257 $49.95 Now King's Quest II 1258 $49.95 Now Data Disks King's Quest Ill 1259 $49.95 Now Art Parts #1 (Deluxe Art) 1170 $29.95 Now Leisure Su it Larry 1578 $39.95 OW Art Parts #2 (Deluxe Art) 1246 $29.95 Now 4-. -
Stephen M. Cabrinety Collection in the History of Microcomputing, Ca
http://oac.cdlib.org/findaid/ark:/13030/kt529018f2 No online items Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Processed by Stephan Potchatek; machine-readable finding aid created by Steven Mandeville-Gamble Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc © 2001 The Board of Trustees of Stanford University. All rights reserved. Special Collections M0997 1 Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Collection number: M0997 Department of Special Collections and University Archives Stanford University Libraries Stanford, California Contact Information Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc Processed by: Stephan Potchatek Date Completed: 2000 Encoded by: Steven Mandeville-Gamble © 2001 The Board of Trustees of Stanford University. All rights reserved. Descriptive Summary Title: Stephen M. Cabrinety Collection in the History of Microcomputing, Date (inclusive): ca. 1975-1995 Collection number: Special Collections M0997 Creator: Cabrinety, Stephen M. Extent: 815.5 linear ft. Repository: Stanford University. Libraries. Dept. of Special Collections and University Archives. Language: English. Access Access restricted; this collection is stored off-site in commercial storage from which material is not routinely paged. Access to the collection will remain restricted until such time as the collection can be moved to Stanford-owned facilities. Any exemption from this rule requires the written permission of the Head of Special Collections. -
Phantasie III: Wrath of Nikademus by Charles Don Hall Several Major Changes Have Been Made in Normally, but Broken and Removed Ones the New Version
uestBusters TM The Adventurer's Journal June, 1987 VolIV,#6 Phantasie III: Wrath of Nikademus by Charles Don Hall several major changes have been made in normally, but broken and removed ones the new version. The most important cause various problems. A dwarf with a This is the climactic game in Winston one is the new combat system. Damage removed head, for example, is more or Douglas Wood's Phantasie trilogy. As is now done to specific areas of the body. less dead, and an elf with a broken right the series opened, the evil wizard Each character has six body parts (head, arm is unable to fight or cast spells. Nikademus launched a campaign to take torso, arms and legs) and a total number This will prove upsetting to people who over the world. Already he had conquered of hit points. Any body part can be OK, have seen "Monty Python and the Holy the islands of Gelnor and Ferronrah, and injured, broken, or gone; a stick-figure Grail" and think they should be able to had made much progress on the continent character showing the status of each body fight with all their arms and legs of Scandor. In Phantasie I you part for all characters is always onscreen. removed. ("Come back, coward! I'll bite controlled a party of six adventurers who When a character is hit, he loses hit your kneecaps off!'') freed Gelnor from Nikademus' evil points; there's also a chance that part of Monsters are also susceptible to body lieutenant, the nameless Dark Lord. -
Dragon Magazine #124
CONTENTS Magazine Issue #124 Vol. XII, No. 3 August 1987 SPECIAL ATTRACTIONS 17 AERIAL ADVENTURING: Publisher Give wings to your imagination. Mike Cook 18 Sailors on the Sea of Air Ed Greenwood The flying ships of the Forgotten Realms. Editor 22 On a Wing and a Prayer L. Gregory Smith Roger E. Moore The art and science and joy of gliders. Assistant editor Fiction editor 26 Flying the Friendly(?) Skies Thomas M. Kane ® Robin Jenkins Patrick L. Price The sky is the only limit with aerial adventures in the AD&D game. 34 The Wings of Eagles J.F. Keeping Editorial assistants Aarakocra as player characters in AD&D game campaigns. Eileen Lucas Barbara G. Young 37 Kocraa God of the Aarakocra Christopher Jones Georgia Moore A brief word about the lord of the bird-folk. The AD&D Game Second Edition Questionnaire Art director Dont miss this chance to tell us what you want! Roger Raupp OTHER FEATURES Production Staff Marilyn Favaro Gloria Habriga 8 Role-Playing Reviews Ken Rolston Game reviews are back and first in line is WARHAMMER FANTASY ROLEPLAY. Subscriptions Advertising 4 0 Kicks and Sticks Joseph R. Ravitts Pat Schulz Mary Parkinson Filipino martial arts at its best: escrima. 44 New Front-End Alignments Rich Stump Creative editors If youve ever gamed with a Neutral Montyhaul, youll love this article. Ed Greenwood Jeff Grubb 50 Arcane Lore Rich Balwin The secret spells of Odeen the Arch-Mage. Contributing artists 5 4 Packing It All Away Ian Chapman Teanna Byerts Richard Cameron Backpacks: Dont leave for the wilderness without one. -
Infocom's New Graphics Will Blow You out of the Water
Erasmus at sea: Bridge of the Erasmus The gale tears at you, biting deep within, and you know that if you don't make landfall soon you'll all be dead. You are John Blackthorne, Pilot-Najor of a dead fleet: one ship left out of five, eight and twenty men out of one hundred and seven, and only ten of those can walk. No food, almost no water, and that brackish and foul. idge of the Erasmus This is the bridge of the Erasmus, a Dutch merchant and privateer. The unlashed wheel is directly forward of you, a sea chair is lashed to the deck aft of the wheel, and the ship's bell is hanging here. Spray blows past in an angry torrent. The wheel dominates the quarterdeck It is turned straight and free to turn now. The ship heels in a sudden squall, throwing you from your- post at the wheel, which, uncontrolled, begins to turn to port. >STRAIGHTEN THE WHEEL INFOCOM'S NEW GRAPHICS WILL BLOW YOU OUT OF THE WATER... , ZORK ZERO The game that started it all has a new beginning! Zork Zero is the interactive fiction prequel to the Zork Trilogy, the best-selling entertainment software product of all time. In Zork Zero, a curious jester offers you puzzles, paradoxes and plenty of fun as you seek out objects ranging from the curious to the sublime. • One million satisfied game players can't be wrong! Discover the origins of the Great Underground Empire in this new and exciting chapter of Zork. • Zork Zero integrates graphics into the game play with visual puzzles, illustrated maps and a Zorkian encyclopedia. -
Dragon Magazine #130
CONTENTS Magazine Issue #130 Vol. XII, No. 9 SPECIAL ATTRACTION February 1988 7 The Arcane Arts: Without Merlin, where would Arthur have been? 8 Get the Most From Your Magic John N. Kean Dweomers are forever: long-duration spells for maximum effect. 16 Arcane Lore Len Carpenter Publisher From to Western campaigns: new spells for the casting. Mike Cook Oriental Adventures 22 Hold On to Your Illusions! Brian Tillotson Editor Can a 6th-level illusionist create an army of 20th-level paladins? Well, almost. Roger E. Moore 28 The Faces of Magic John N. Kean Assistant editor Fiction editor Sometimes a wizard should look like anything but. Robin Jenkins Patrick L. Price 34 Better Living Through Alchemy Tom Armstrong Alchemists and their magical trade, from potions to poisons. Editorial assistants Eileen Lucas Barbara G. Young OTHER FEATURES Debbie Poutsch Georgia Moore 42 Shark-killer fiction by Carol Severance Art director Having abandoned her god, a warrior faces her worst enemy alone. Roger Raupp 50 The Game Wizards Jon Pickens Production Staff Where the magic goes: more on the second-edition AD&D® game. Marilyn Favaro Lori Svikel 54 The Dragons Bestiary John M. Maxstadt A mutant plant that only a GAMMA WORLD® game GM could love. Subscriptions Advertising Pat Schulz Sheila Meehan 56 Miniatures in Wonderland Robert Bigelow Role-play 100,000 dwarves at once, at the 1988 GEN CON®/ORIGINS Games Fair! Creative editors Ed Greenwood Jeff Grubb 58 Keeping a Good Watch Ryan Grindstaff Who watches the watch men? Try these TOP SECRET® game timepieces. 62 Dungeon Etiquette Jody Lynn Nye The paladins on Tatooine and the wizards in Dreamland whats a DM to do? 64 The Oriental Sea Margaret Foy Maritime might comes to Oriental Adventures. -
Dragon Magazine #129
CONTENTS Issue #129 Vol. XII, No. 8 January 1988 SPECIAL ATTRACTION 7 Demi-humans: Pointed ears arent the only things that make them different. 8 Arcane Lore Len Carpenter Magic that serves the people: new dwarven clerical spells. 2 0 Children of the Spider Goddess Eric Oppen Publisher The long-awaited point of view of the darkest elves. Mike Cook 24 Give Demi-humans an Even Break! John R. Prager If elves are so smart, why cant they roll more dice for intelligence? Now they can. Editor Roger E. Moore 2 6 Dont Sell Them Short! Peter Dosik The guardians are looking for a few good halflings. Assistant editor Fiction editor 3 0 Entering the Driders Web C.E. Misso Robin Jenkins Patrick L. Price Drow who fail Lolths big test get no chance to make up the exam. Editorial assistants OTHER FEATURES Eileen Lucas Barbara G. Young 32 The Role of Computers Hartley, Patricia, and Kirk Lesser Debbie Poutsch Georgia Moore Ship-to-ship combat and the Tower of Myraglen await you. Art director 4 6 A Sorcerer's Supplement Michael DeWolfe Roger Raupp A bridge to the Moon? A cow thats a werewolf? All-new RUNEQUEST® game spells. Dean Shomshak Production staff 54 The Dragons Bestiary Colder than ice and less forgiving: Ice para-elementals. Marilyn Favaro Lori Svikel 57 The Game Wizards James M. Ward Subscriptions Advertising The world in a book the WORLD OF GREYHAWK setting, that is. Pat Schulz Mary Parkinson 58 The Old Ways Are Best fiction by Larry Walker Creative editors Two heads are better than one, but not by much! Ed Greenwood Jeff Grubb 66 Whos in charge here?" Bryan Caplan How many high-level gnomes will a gnome city have? As many as it can get.