Pinball Machine Care and Maintenance

Pinball Machine Care and Maintenance

Author: Bernard Kamoroff

Publisher:

Published: 1999-01-01

Total Pages: 94

ISBN-13: 9780917510137

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"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:

Published: 2021-06-28

Total Pages: 228

ISBN-13: 9780764361807

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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:

Published: 1978

Total Pages: 137

ISBN-13: 9780916870140

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Pure Invention

Pure Invention

Author: Matt Alt

Publisher: Crown

Published: 2021-06-22

Total Pages: 369

ISBN-13: 1984826719

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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

Published: 2000

Total Pages: 438

ISBN-13: 9780028638966

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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

Published: 2013-10-08

Total Pages: 464

ISBN-13: 0385351402

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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.


Mindstorms

Mindstorms

Author: Seymour A Papert

Publisher: Basic Books

Published: 2020-10-06

Total Pages: 256

ISBN-13: 154167510X

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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.


Pinball Machines

Pinball Machines

Author: Norbert Snicer

Publisher: Ticketflex.com Tech Training

Published: 1992

Total Pages: 85

ISBN-13: 0646111264

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Take a step by step journey through the circuitry of a pinball machine and learn the most effective troubleshooting techniques the professionals use. If you are new to pinball machines you can quickly learn how the pinball machine works and what to do about problems. For the experienced technicians this book provides invaluable references, test points and pinouts for effective troubleshooting. This book refers to the Williams/Bally WPC System and the System 11 however, many troubleshooting techniques and principles of operation will apply for pinball machines of different systems and manufacturers.


Rules of Play

Rules of Play

Author: Katie Salen Tekinbas

Publisher: MIT Press

Published: 2003-09-25

Total Pages: 680

ISBN-13: 9780262240451

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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.