Pinball Machine Care and Maintenance

Pinball Machine Care and Maintenance
Author: Bernard Kamoroff
Publisher:
Total Pages: 94
Release: 1999-01-01
Genre: Pinball machines
ISBN: 9780917510137

"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

Your Pinball Machine
Author: B. B. Kamoroff
Publisher:
Total Pages: 228
Release: 2021-06-28
Genre:
ISBN: 9780764361807

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!

Tilt!
Author: Candace Ford Tolbert
Publisher:
Total Pages: 137
Release: 1978
Genre: Pinball machines
ISBN: 9780916870140

Pure Invention

Pure Invention
Author: Matt Alt
Publisher: Crown
Total Pages: 370
Release: 2020-06-23
Genre: Social Science
ISBN: 1984826697

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

The Complete Idiot's Guide to Electrical Repair
Author: Terry Meany
Publisher: Penguin
Total Pages: 438
Release: 2000
Genre: Technology & Engineering
ISBN: 9780028638966

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 Circle

The Circle
Author: Dave Eggers
Publisher: Vintage
Total Pages: 404
Release: 2013-10-08
Genre: Fiction
ISBN: 0385351402

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.

Rules of Play

Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
Total Pages: 680
Release: 2003-09-25
Genre: Computers
ISBN: 9780262240451

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.

In Fifty Years We'll All Be Chicks

In Fifty Years We'll All Be Chicks
Author: Adam Carolla
Publisher: Crown
Total Pages: 274
Release: 2011-05-17
Genre: Humor
ISBN: 0307717380

A couple years back, I was at the Phoenix airport bar. It was empty except for one heavy-set, gray bearded, grizzled guy who looked like he just rode his donkey into town after a long day of panning for silver in them thar hills. He ordered a Jack Daniels straight up, and that's when I overheard the young guy with the earring behind the bar asking him if he had ID. At first the old sea captain just laughed. But the guy with the twinkle in his ear asked again. At this point it became apparent that he was serious. Dan Haggerty's dad fired back, "You've got to be kidding me, son." The bartender replied, "New policy. Everyone has to show their ID." Then I watched Burl Ives reluctantly reach into his dungarees and pull out his military identification card from World War II. It's a sad and eerie harbinger of our times that the Oprah-watching, crystal-rubbing, Whole Foods-shopping moms and their whipped attorney husbands have taken the ability to reason away from the poor schlub who makes the Bloody Marys. What we used to settle with common sense or a fist, we now settle with hand sanitizer and lawyers. Adam Carolla has had enough of this insanity and he's here to help us get our collective balls back. In Fifty Years We'll All Be Chicks is Adam's comedic gospel of modern America. He rips into the absurdity of the culture that demonized the peanut butter and jelly sandwich, turned the nation's bathrooms into a lawless free-for-all of urine and fecal matter, and put its citizens at the mercy of a bunch of minimum wagers with axes to grind. Peppered between complaints Carolla shares candid anecdotes from his day to day life as well as his past—Sunday football at Jimmy Kimmel's house, his attempts to raise his kids in a society that he mostly disagrees with, his big showbiz break, and much, much more. Brilliantly showcasing Adam's spot-on sense of humor, this book cements his status as a cultural commentator/comedian/complainer extraordinaire.

Mindstorms

Mindstorms
Author: Seymour A Papert
Publisher: Basic Books
Total Pages: 256
Release: 2020-10-06
Genre: Education
ISBN: 154167510X

In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.

The Complete Pinball Book

The Complete Pinball Book
Author: Marco Rossignoli
Publisher: Schiffer Pub Limited
Total Pages: 320
Release: 2002
Genre: Antiques & Collectibles
ISBN: 9780764315862

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!