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Includes Part 1A: Books and Part 1B: Pamphlets, Serials and Contributions to Periodicals
"The author describes the handicapping of thoroughbred horse races, covering such factors as the use of computers, what to watch before a race, and the best jockeys and horse trainers. He also explains 60 ways to build a betting system"--Library of Congress description
Popular Mechanics inspires, instructs and influences readers to help them master the modern world. Whether it’s practical DIY home-improvement tips, gadgets and digital technology, information on the newest cars or the latest breakthroughs in science -- PM is the ultimate guide to our high-tech lifestyle.
As a final battle with Overlord looms near, the H.I.V.E. heroes are up against an unimaginably dangerous weapon. Bad news for the Higher Institute of Villainous Education, aka H.I.V.E.: Overlord is reborn and has developed the chilling ability to move from body to body, erasing the host’s personality—and ultimately killing them. Overlord must find Otto, the only host designed to truly contain him, and for that he needs to know the location of H.I.V.E. He also plans to take control of a secret U.S. Army facility that is home to the Autonomous Weapon Program, a computer-controlled system uniquely vulnerable to Overlord’s control. In the face of these threats, Nero is forced to activate Zero Hour, a plan designed to deal with any member of G.L.O.V.E—the Global League of Villainous Enterprises—who is on the brink of true global domination. Nero also knows that Otto must not be allowed to fall into Overlord’s hands, and a desperate race across the globe begins.
The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari’s main rival during a key period when videogames were moving from the arcades into the home. In Intellivision, Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivision’s chips and code, games, marketing and business strategies, organizational and social history, and the cultural and economic context of the early US games industry from the mid-1970s to the great videogame industry crash of 1983. While many remember Atari, Intellivision has largely been forgotten. As such, Intellivision fills a crucial gap in videogame scholarship, telling the story of a console that sold millions and competed aggressively against Atari. Drawing on a wealth of data from both institutional and personal archives and over 150 interviews with programmers, engineers, executives, marketers, and designers, Boellstorff and Soderman examine the relationship between videogames and toys—an under-analyzed aspect of videogame history—and discuss the impact of home computing on the rise of videogames, the gendered implications of play and videogame design at Mattel, and the blurring of work and play in the early games industry.
Who can say what the night might bring? Fireworks and frivolity? A party? Music and dancing? The night is where we have the most fun. Or you could be reading in bed, between clean sheets, before falling into deep restful sleep and sweet dreams. And who knows? The night might bring romance, or love or sex, if you play your cards right. Or the night could be where we work. Millions of people do. If everyone slept all night, Britain would cease to function. Or the night could be indifferent; cold, haunted, inhuman. When you look up into the night sky, you see that you are nothing. An insignificant mote of dust. Or the night could be all too human.Hen parties in skimpy dresses and fairy wings are being slammed into the back of a police van. Prostitutes walk the streets; business men go to lap dancing clubs to forget what waits at home. On an after-hours journey around the British Isles - investigating nightingales in the Cotswolds, meteors in Shropshire, dog-racing in Belfast, a service station in Lancaster and Bonfire celebrations in East Sussex - Ian Marchant sets out to discover the different ways that we while away that half of our lives normally spent in darkness.