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Tom Swift, Jr., and his friend, Bud Barclay, enter an international space race hoping to orbit the earth in two hours.
Tom Swift and his father travel to a South American country in their flying space lab to look for uranium and keep it from falling into the hands of a group of dangerous rebels.
Tom must recover a valuable capsule left on Earth on the ocean floor off Easter Island thousands of years ago by colonists from another planet.
Nick and Tesla are bright 11-year-old siblings with a knack for science, electronics, and getting into trouble. When their parents mysteriously vanish, they’re sent to live with their Uncle Newt, a brilliant inventor who engineers top-secret gadgets for a classified government agency. It’s not long before Nick and Tesla are embarking on adventures of their own—engineering all kinds of outrageous MacGyverish contraptions to save their skin: 9-volt burglar alarms, electromagnets, mobile tracking devices, and more. Readers are invited to join in the fun as each story contains instructions and blueprints for five different projects. In Nick and Tesla’s High-Voltage Danger Lab, we meet the characters and learn how to make everything from rocket launchers to soda-powered vehicles. Learning about science has never been so dangerous—or so much fun!
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Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams
Carey Rockwell is the pseudonym used for the author of the Tom Corbet Space Cadet series of books written for young boys. This 1950's series included books, comic strips, coloring books and television shows. The Tom Corbett space series consists of eight books, which may have been based on the novel Space Cadet by Robert Heinlein. The series follows the adventures of Tom and his friend Roger as they train to be members of the Solar Guard. The stories center around the academy, the bunkroom and their training ship Polaris. Their adventures take them to alien worlds in our solar system and beyond.
Collected in Volume One are Tom Swift's first four adventures: "Tom Swift and His Motor-Cycle"; "Tom Swift and His Motor Boat"; "Tom Swift and His Airship"; and "Tom Swift and His Submarine Boat."
Tom goes to Africa to track down the origin of a mysterious gas.
In the 29th novel of this series, Tom Swift decides to "dust off" and see if he can make an early dream come true. At the age of sixteen he had built a small jet he called his Nuclear Hyperplane. It was anything but either of those things. Now, nearly sixteen years later he believes he might do something to make that dream come true. He sets out to design an aircraft that might travel at five times the speed of sound.Because he is award that he cannot continuously spend without bringing some sales into Swift Enterprises, he plans to build a hypersonic passenger jet capable of getting half way around the world in about three-and-a-half hours. It is an ambitions plan.It comes to the attention of at least two unfriendly entities, both of whom try to ruin his plans; at least one believes that killing the inventor is the way to accomplish this.By taking things in little steps, he inches closer and closer to his dream, but can he manage to do it while remaining safe?