Whereas the first volume concentrated on the normal data manip & movement classes required for normal, quick programming, this second volume is more about controlling the user interfaces through applets and multimedia manipulation.
The examples are very useful; some introduce basic game techniques such as "double-buffering" to demonstrate nontrivial applications of the classes. The descriptions at the beginning of each class/interface (and in the intro) are carefully written and informative. Meaty.
(If you're wondering what double-buffering is, it's just the practice of drawing an image in a buffer of memory, then copying the buffer to the screen's memory. Cuts down on flicker, since it's not taking time thinking while putting things directly to screen.)