Word: monsters
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Dates: during 1990-1999
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...after only a week on the surface of Mars, Pathfinder had conducted dozens of worthy science experiments, had begun to challenge at least one long-held perception about the red planet and had transmitted more than 1,700 photos of the landscape, many of which were incorporated into a "monster pan," a spectacular 360[degrees], three-dimensional, horizon-to-horizon mosaic image that, when viewed through 3-D glasses, is almost as good as being there. The mission had also achieved a historic first on Mars: a motor-vehicle accident...
...special-effects frissons, Steven Spielberg's sequel lacks the shock of the new; it has the familiarity of a child's second trip to Disneyland. Its formula heroes (American) and villains (European) aren't a hindrance; after all, this is a monster movie. But what about the dinosaurs? Though they ooze attitude, they have no specific character. Viewers were moved by the lovelorn King Kong, and appreciated the creature's maternal rage in Aliens; but the Lost World beasts are just big, undifferentiated lizards. Memo for the inevitable Jurassic 3: try creating a dinosaur with star quality--with a personality...
DIED. AMOS TUTUOLA, 77, Nigerian novelist who foraged into Yoruba folklore for his grisly tales; in Ibadan, Nigeria. In prose unfettered by grammatical conventions, Tutuola depicted mythic odysseys. In The Palm-Wine Drinkard, a wino travels to the afterworld and battles a horned monster to appease his hellish thirst...
...human propensity to tamper with a good thing is probably ineluctable. In the movie game it is known as the Curse of the Sequel Monster. Or, more properly, the Monster Sequel...
Being under the gun is nothing new to Romero. For five years, he and the other co-founders of id Software rolled out one ultraviolent shoot-'em-up game after another, in the process becoming legends in the gaming world: designer Romero for the orgiastic mayhem of his monster-filled scenarios; artist Adrian Carmack for his dystopian, mazelike backdrops; and programmer John Carmack (no relation) for game engines that create an uncanny sense of careering movement through a real three-dimensional space...