Author: Bernard Kamoroff
Publisher:
ISBN: 9780917510137
Category : Pinball machines
Languages : en
Pages : 94
Book Description
"A wealth of valuable information and step-by-step help, this manual is packed with tips and clear instructions." --Play Meter Magazine. "An excellent book, highly recommended." --Pin Game Journal. "A hugely useful guidebook for novice and professional alike." --GameRoom Magazine.
Pinball Machine Care and Maintenance
Author: Bernard Kamoroff
Publisher:
ISBN: 9780917510137
Category : Pinball machines
Languages : en
Pages : 94
Book Description
"A wealth of valuable information and step-by-step help, this manual is packed with tips and clear instructions." --Play Meter Magazine. "An excellent book, highly recommended." --Pin Game Journal. "A hugely useful guidebook for novice and professional alike." --GameRoom Magazine.
Publisher:
ISBN: 9780917510137
Category : Pinball machines
Languages : en
Pages : 94
Book Description
"A wealth of valuable information and step-by-step help, this manual is packed with tips and clear instructions." --Play Meter Magazine. "An excellent book, highly recommended." --Pin Game Journal. "A hugely useful guidebook for novice and professional alike." --GameRoom Magazine.
Your Pinball Machine
Author: B. B. Kamoroff
Publisher:
ISBN: 9780764361807
Category :
Languages : en
Pages : 228
Book Description
Every person who owns a pinball machine, or who is thinking of buying one, will find a wealth of valuable information and step-by-step help in this thorough, updated manual. For electromechanical and electronic machines: choosing and buying a pinball machine; different types and vintages of machines; components and features; setup and game adjustments; how to maintain, clean, and service your machine; setting machines for free play; troubleshooting; repairs you can do yourself; keeping the flippers "hot"; sources for parts, tools, schematics, game manuals, and professional repairs; starting your own pinball business; and much more. Illustrated with more than 200 detailed photos and diagrams, including rare and beautiful machines from the Pacific Pinball Museum, one of the world's largest collections of pinball machines, from the 1930s to today.
Publisher:
ISBN: 9780764361807
Category :
Languages : en
Pages : 228
Book Description
Every person who owns a pinball machine, or who is thinking of buying one, will find a wealth of valuable information and step-by-step help in this thorough, updated manual. For electromechanical and electronic machines: choosing and buying a pinball machine; different types and vintages of machines; components and features; setup and game adjustments; how to maintain, clean, and service your machine; setting machines for free play; troubleshooting; repairs you can do yourself; keeping the flippers "hot"; sources for parts, tools, schematics, game manuals, and professional repairs; starting your own pinball business; and much more. Illustrated with more than 200 detailed photos and diagrams, including rare and beautiful machines from the Pacific Pinball Museum, one of the world's largest collections of pinball machines, from the 1930s to today.
Tilt!
Author: Candace Ford Tolbert
Publisher:
ISBN: 9780916870140
Category : Pinball machines
Languages : en
Pages : 137
Book Description
Publisher:
ISBN: 9780916870140
Category : Pinball machines
Languages : en
Pages : 137
Book Description
The Circle
Author: Dave Eggers
Publisher: Vintage
ISBN: 0385351402
Category : Fiction
Languages : en
Pages : 404
Book Description
INTERNATIONAL BESTSELLER • A bestselling dystopian novel that tackles surveillance, privacy and the frightening intrusions of technology in our lives—a “compulsively readable parable for the 21st century” (Vanity Fair). When Mae Holland is hired to work for the Circle, the world’s most powerful internet company, she feels she’s been given the opportunity of a lifetime. The Circle, run out of a sprawling California campus, links users’ personal emails, social media, banking, and purchasing with their universal operating system, resulting in one online identity and a new age of civility and transparency. As Mae tours the open-plan office spaces, the towering glass dining facilities, the cozy dorms for those who spend nights at work, she is thrilled with the company’s modernity and activity. There are parties that last through the night, there are famous musicians playing on the lawn, there are athletic activities and clubs and brunches, and even an aquarium of rare fish retrieved from the Marianas Trench by the CEO. Mae can’t believe her luck, her great fortune to work for the most influential company in the world—even as life beyond the campus grows distant, even as a strange encounter with a colleague leaves her shaken, even as her role at the Circle becomes increasingly public. What begins as the captivating story of one woman’s ambition and idealism soon becomes a heart-racing novel of suspense, raising questions about memory, history, privacy, democracy, and the limits of human knowledge.
Publisher: Vintage
ISBN: 0385351402
Category : Fiction
Languages : en
Pages : 404
Book Description
INTERNATIONAL BESTSELLER • A bestselling dystopian novel that tackles surveillance, privacy and the frightening intrusions of technology in our lives—a “compulsively readable parable for the 21st century” (Vanity Fair). When Mae Holland is hired to work for the Circle, the world’s most powerful internet company, she feels she’s been given the opportunity of a lifetime. The Circle, run out of a sprawling California campus, links users’ personal emails, social media, banking, and purchasing with their universal operating system, resulting in one online identity and a new age of civility and transparency. As Mae tours the open-plan office spaces, the towering glass dining facilities, the cozy dorms for those who spend nights at work, she is thrilled with the company’s modernity and activity. There are parties that last through the night, there are famous musicians playing on the lawn, there are athletic activities and clubs and brunches, and even an aquarium of rare fish retrieved from the Marianas Trench by the CEO. Mae can’t believe her luck, her great fortune to work for the most influential company in the world—even as life beyond the campus grows distant, even as a strange encounter with a colleague leaves her shaken, even as her role at the Circle becomes increasingly public. What begins as the captivating story of one woman’s ambition and idealism soon becomes a heart-racing novel of suspense, raising questions about memory, history, privacy, democracy, and the limits of human knowledge.
Official Gazette of the United States Patent and Trademark Office
Author:
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages : 1324
Book Description
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages : 1324
Book Description
Tree of Smoke
Author: Denis Johnson
Publisher: Macmillan
ISBN: 9780374279127
Category : Fiction
Languages : en
Pages : 638
Book Description
Once upon a time there was a war . . . and a young American who thought of himself as the Quiet American and the Ugly American, and who wished to be neither, who wanted instead to be the Wise American, or the Good American, but who eventually came to witness himself as the Real American and finally as simply the Fucking American. That’s me. This is the story of Skip Sands—spy-in-training, engaged in Psychological Operations against the Vietcong—and the disasters that befall him thanks to his famous uncle, a war hero known in intelligence circles simply as the Colonel. This is also the story of the Houston brothers, Bill and James, young men who drift out of the Arizona desert into a war in which the line between disinformation and delusion has blurred away. In its vision of human folly, and its gritty, sympathetic portraits of men and women desperate for an end to their loneliness, whether in sex or death or by the grace of God, this is a story like nothing in our literature. Tree of Smoke is Denis Johnson’s first full-length novel in nine years, and his most gripping, beautiful, and powerful work to date. Tree of Smoke is the 2007 National Book Award Winner for Fiction.
Publisher: Macmillan
ISBN: 9780374279127
Category : Fiction
Languages : en
Pages : 638
Book Description
Once upon a time there was a war . . . and a young American who thought of himself as the Quiet American and the Ugly American, and who wished to be neither, who wanted instead to be the Wise American, or the Good American, but who eventually came to witness himself as the Real American and finally as simply the Fucking American. That’s me. This is the story of Skip Sands—spy-in-training, engaged in Psychological Operations against the Vietcong—and the disasters that befall him thanks to his famous uncle, a war hero known in intelligence circles simply as the Colonel. This is also the story of the Houston brothers, Bill and James, young men who drift out of the Arizona desert into a war in which the line between disinformation and delusion has blurred away. In its vision of human folly, and its gritty, sympathetic portraits of men and women desperate for an end to their loneliness, whether in sex or death or by the grace of God, this is a story like nothing in our literature. Tree of Smoke is Denis Johnson’s first full-length novel in nine years, and his most gripping, beautiful, and powerful work to date. Tree of Smoke is the 2007 National Book Award Winner for Fiction.
Pure Invention
Author: Matt Alt
Publisher: Crown
ISBN: 1984826697
Category : Social Science
Languages : en
Pages : 370
Book Description
The untold story of how Japan became a cultural superpower through the fantastic inventions that captured—and transformed—the world’s imagination. “A masterful book driven by deep research, new insights, and powerful storytelling.”—W. David Marx, author of Ametora: How Japan Saved American Style Japan is the forge of the world’s fantasies: karaoke and the Walkman, manga and anime, Pac-Man and Pokémon, online imageboards and emojis. But as Japan media veteran Matt Alt proves in this brilliant investigation, these novelties did more than entertain. They paved the way for our perplexing modern lives. In the 1970s and ’80s, Japan seemed to exist in some near future, gliding on the superior technology of Sony and Toyota. Then a catastrophic 1990 stock-market crash ushered in the “lost decades” of deep recession and social dysfunction. The end of the boom should have plunged Japan into irrelevance, but that’s precisely when its cultural clout soared—when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and multimedia empires like Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products gave us new tools for coping with trying times. They also transformed us as we consumed them—connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japan’s pop-media complex remade global culture.
Publisher: Crown
ISBN: 1984826697
Category : Social Science
Languages : en
Pages : 370
Book Description
The untold story of how Japan became a cultural superpower through the fantastic inventions that captured—and transformed—the world’s imagination. “A masterful book driven by deep research, new insights, and powerful storytelling.”—W. David Marx, author of Ametora: How Japan Saved American Style Japan is the forge of the world’s fantasies: karaoke and the Walkman, manga and anime, Pac-Man and Pokémon, online imageboards and emojis. But as Japan media veteran Matt Alt proves in this brilliant investigation, these novelties did more than entertain. They paved the way for our perplexing modern lives. In the 1970s and ’80s, Japan seemed to exist in some near future, gliding on the superior technology of Sony and Toyota. Then a catastrophic 1990 stock-market crash ushered in the “lost decades” of deep recession and social dysfunction. The end of the boom should have plunged Japan into irrelevance, but that’s precisely when its cultural clout soared—when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and multimedia empires like Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products gave us new tools for coping with trying times. They also transformed us as we consumed them—connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japan’s pop-media complex remade global culture.
The Complete Idiot's Guide to Electrical Repair
Author: Terry Meany
Publisher: Penguin
ISBN: 9780028638966
Category : Technology & Engineering
Languages : en
Pages : 438
Book Description
Offers information and advice on how to install and repair home electrical wiring, including when and how to deal with professionals, and the specific requirements of different rooms.
Publisher: Penguin
ISBN: 9780028638966
Category : Technology & Engineering
Languages : en
Pages : 438
Book Description
Offers information and advice on how to install and repair home electrical wiring, including when and how to deal with professionals, and the specific requirements of different rooms.
The Complete Pinball Book
Author: Marco Rossignoli
Publisher: Schiffer Pub Limited
ISBN: 9780764315862
Category : Antiques & Collectibles
Languages : en
Pages : 320
Book Description
This fantastic book tells the detailed history of pinball games from the 1930s to the 1990s, including the evolution of all sorts of game features--from flippers and bumpers to sound, scoring, and tilt mechanisms--all immersed in the complex and magnificent artwork characteristic of pinball machines. Pinball manufacturing giants like Gottlieb, Williams, and Bally are well represented, in addition to several lesser-known and foreign manufacturers. With a listing of over 3,000 games built to date, statistics, updated pricing information, and over 900 color photographs (including close-ups, flyers, images of rare prototypes, and games never before seen in print), this is essential for the libraries of all pinball lovers. The pinball machine is here to stay--due in part to the exponential increase in the number of serious collectors and enthusiasts. What other modern amusement machine can boast a longevity of over 60 years, withstanding the test of time and ever-changing technology, while maintaining its instantly recognizable form? The rolling, bouncing silver ball, as unpredictable as the flip of a coin or even life itself, has kept up with cutting-edge advancements in electronics, mechanics, and even computers, to amuse and test the skill of players worldwide!
Publisher: Schiffer Pub Limited
ISBN: 9780764315862
Category : Antiques & Collectibles
Languages : en
Pages : 320
Book Description
This fantastic book tells the detailed history of pinball games from the 1930s to the 1990s, including the evolution of all sorts of game features--from flippers and bumpers to sound, scoring, and tilt mechanisms--all immersed in the complex and magnificent artwork characteristic of pinball machines. Pinball manufacturing giants like Gottlieb, Williams, and Bally are well represented, in addition to several lesser-known and foreign manufacturers. With a listing of over 3,000 games built to date, statistics, updated pricing information, and over 900 color photographs (including close-ups, flyers, images of rare prototypes, and games never before seen in print), this is essential for the libraries of all pinball lovers. The pinball machine is here to stay--due in part to the exponential increase in the number of serious collectors and enthusiasts. What other modern amusement machine can boast a longevity of over 60 years, withstanding the test of time and ever-changing technology, while maintaining its instantly recognizable form? The rolling, bouncing silver ball, as unpredictable as the flip of a coin or even life itself, has kept up with cutting-edge advancements in electronics, mechanics, and even computers, to amuse and test the skill of players worldwide!
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.