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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

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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:
Total Pages: 228
Release: 2021-06-28
Genre:
ISBN: 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:
Total Pages: 137
Release: 1978
Genre: Pinball machines
ISBN: 9780916870140

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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

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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 Complete Pinball Book

The Complete Pinball Book
Author: Marco Rossignoli
Publisher: Schiffer Publishing
Total Pages: 0
Release: 1999-12
Genre: Pinball machines
ISBN: 9780764310034

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Pure Invention

Pure Invention
Author: Matt Alt
Publisher: Crown
Total Pages: 369
Release: 2021-06-22
Genre: Social Science
ISBN: 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.


You Can Go Your Own Way

You Can Go Your Own Way
Author: Eric Smith
Publisher: Harlequin
Total Pages: 304
Release: 2021-11-02
Genre: Young Adult Fiction
ISBN: 0369702875

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"A sweetly charming love story that leaves the reader with a lasting sense of hope.” —Nicola Yoon, #1 New York Times bestselling author of Everything, Everything and The Sun Is Also a Star "The perfect novel to snuggle up with.” —Emily Henry, New York Times bestselling author of Beach Read A heartwarming and thoughtful enemies-to-lovers rom-com about two teens—one trying to save his family's failing pinball arcade, the other working for her tech genius dad who wants to take it over—who get trapped together in a snowstorm. Adam Stillwater is in over his head. But the pinball arcade is the only piece of his dad that Adam has left, and he’s determined to protect it from Philadelphia’s newest tech mogul, who wants to turn it into another one of his cold, lifeless gaming cafés. Whitney Mitchell doesn’t know how she got here. Her parents split up. Her boyfriend dumped her. And now she’s spending her senior year running social media for her dad’s chain of super successful gaming cafés—which mostly consists of trading insults with that decrepit old pinball arcade across town. But when a huge snowstorm hits, Adam and Whitney find themselves trapped inside the arcade. Cut off from their families, their worlds, and their responsibilities, the tension between them seems to melt away, leaving something else in its place. But what happens when the storm ends?


The Data Science Design Manual

The Data Science Design Manual
Author: Steven S. Skiena
Publisher: Springer
Total Pages: 445
Release: 2017-07-01
Genre: Computers
ISBN: 3319554441

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This engaging and clearly written textbook/reference provides a must-have introduction to the rapidly emerging interdisciplinary field of data science. It focuses on the principles fundamental to becoming a good data scientist and the key skills needed to build systems for collecting, analyzing, and interpreting data. The Data Science Design Manual is a source of practical insights that highlights what really matters in analyzing data, and provides an intuitive understanding of how these core concepts can be used. The book does not emphasize any particular programming language or suite of data-analysis tools, focusing instead on high-level discussion of important design principles. This easy-to-read text ideally serves the needs of undergraduate and early graduate students embarking on an “Introduction to Data Science” course. It reveals how this discipline sits at the intersection of statistics, computer science, and machine learning, with a distinct heft and character of its own. Practitioners in these and related fields will find this book perfect for self-study as well. Additional learning tools: Contains “War Stories,” offering perspectives on how data science applies in the real world Includes “Homework Problems,” providing a wide range of exercises and projects for self-study Provides a complete set of lecture slides and online video lectures at www.data-manual.com Provides “Take-Home Lessons,” emphasizing the big-picture concepts to learn from each chapter Recommends exciting “Kaggle Challenges” from the online platform Kaggle Highlights “False Starts,” revealing the subtle reasons why certain approaches fail Offers examples taken from the data science television show “The Quant Shop” (www.quant-shop.com)


Rules of Play

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