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Author: Phil Farrand Publisher: Dell ISBN: 0307799255 Category : Social Science Languages : en Pages : 473
Book Description
Every episode of the first four seasons of equipment oddities, weird science, strange but true observations, and nutty technical difficulties for discriminating fans of Deep Space Nine. Commanders Log, DS9: Star Date 46379.1: Bajor below. The cosmos above. Bloopers Everywhere! How long is the wormhole? In "Emissary," it is 70,000 light years. Four episodes later Sisko says it is 90,000. Better check the odometer, Sisko! Does the Space Station rotate? Sometimes it does, and sometimes it doesn't! Look at the stars in the windows... Now that NextGen is history, the time has come to take a leap through hyperspace and land on Deep Space Nine. It's unexplored territory for nitpicking, the ultimate challenge for discriminating fans. This guide brings you the scoop on Deep Space Nine--the good, the bad, and the Ferengi. Author Phil Farrand (with a little help from his Trekker friends) has had his VCR in warp drive and surveyed every DS9 episode of the first four seasons for the glitches, gaffs, and goofs that neither the station's engineers nor the show's writers have solved. Sit yourself down with this guide in one hand, your remote control in the other, and see for yourself what the wormhole has wrought.
Author: Phil Farrand Publisher: Dell ISBN: 0307799255 Category : Social Science Languages : en Pages : 473
Book Description
Every episode of the first four seasons of equipment oddities, weird science, strange but true observations, and nutty technical difficulties for discriminating fans of Deep Space Nine. Commanders Log, DS9: Star Date 46379.1: Bajor below. The cosmos above. Bloopers Everywhere! How long is the wormhole? In "Emissary," it is 70,000 light years. Four episodes later Sisko says it is 90,000. Better check the odometer, Sisko! Does the Space Station rotate? Sometimes it does, and sometimes it doesn't! Look at the stars in the windows... Now that NextGen is history, the time has come to take a leap through hyperspace and land on Deep Space Nine. It's unexplored territory for nitpicking, the ultimate challenge for discriminating fans. This guide brings you the scoop on Deep Space Nine--the good, the bad, and the Ferengi. Author Phil Farrand (with a little help from his Trekker friends) has had his VCR in warp drive and surveyed every DS9 episode of the first four seasons for the glitches, gaffs, and goofs that neither the station's engineers nor the show's writers have solved. Sit yourself down with this guide in one hand, your remote control in the other, and see for yourself what the wormhole has wrought.
Author: Phil Farrand Publisher: ISBN: 9781852867362 Category : Star Trek television programs Languages : en Pages : 399
Book Description
This guide brings you the scoop on Deep Space Nine -the good, the bad, and the Ferengi. Author Phil Farrand (with a little help from his Trekker friends) has had his VCR in warp drive and surveyed every DS9 episode of the first four seasons for the glitches, gaffs, and goofs that neither the station's engineers nor the show's writers have solved: plot oversights, changed premises, equipment oddities, continuity and production problems, strange but true fun facts, trivia questions, and more!
Author: Phil Farrand Publisher: Random House Worlds ISBN: 0307799247 Category : Performing Arts Languages : en Pages : 579
Book Description
A follow-up to the first, best-selling Nitpicker's guide ferrets out the plot inconsistencies, scientific inaccuracies, and other foul-ups in the seventh, final season of the TV series, Star Trek: The Next Generation.
Author: Phil Farrand Publisher: Dell ISBN: 9780440505716 Category : Reference Languages : en Pages : 452
Book Description
Six seasons of bloopers, flubs, technical screw-ups, and picayune plot discrepancies for discriminating fans of Star Trek: The Next Generation Stardate 41153.7-46999.9 Starship Enterprise, Registry NCC-1701D We’re watching you. . . Is there a control panel inside the turbo lift? (No . . . except in the episode “Brothers”) Do or don’t personnel have to tap their badge to access their communicator? (Only when the writers feel like it) Yes, we’re fans. But we’re not unobservant. Some of us even have Vulcanlike logic. Author Phil Farrand figures that even if you love somebody, you can tell them about that dab of mustard on their upper lip. So here’s a compendium for Trekkers who are unafraid of pointing the finger at oversights, and who know it’s great fun to find the sloppy mistakes (or cost-cutting cheating) in a show that takes itself very seriously. So get your VCR ready and your mind set for hours of enjoyment and mental stimulation with: • Plot oversights • Production problems • Changed premises • Equipment oddities • Trivia questions • Fun facts • Covers every show for the first six seasons of Star Trek: The Next Generation • And more!
Author: Phil Farrand Publisher: Dell ISBN: 9780440507628 Category : Star trek, Deep Space Nine (Television program) Languages : en Pages : 0
Book Description
The fourth book in the hugely successful Nitpicker's Guide series provides a whole book's worth of plot oversights, production problems, and equipment oddities to be found in the first four seasons of Deep Space Nine--glitches, gaffs, and goofs that neither the station's engineering nor the show's writers have solved.
Author: Phil Farrand Publisher: Dell ISBN: 0440333849 Category : Performing Arts Languages : en Pages : 576
Book Description
The truth is, the nits are out there.... What's weird about Samantha T. Mulder's birthday? (She has two of them: January 22 and November 21.) What's amazing about Mulder's cell phone? (It operates inside a metal boxcar, buried in a canyon, out in the deserts of New Mexico: anywhere!) Scully and Mulder, you have reason to be paranoid. Armed with keen detective sense, attention to detail, and a VCR, author Phil Farrand has done some forensic work of his own and dissected every technical foul-up, plot oversight, and alien intrusion on the X-Files(r). Paranormal he's not, but he'd like to know why T.A. Berube has a six-digit zip code or how the VCRs at the 2400 Court motel in Braddock Heights, Maryland, can play a tape after it's been ejected. Nitpicking? You bet. So join his conspiracy to have hours of mental stimulation and fun with: Equipment flubs Changed premises Plot oversights Fun facts Trivia questions Reviews of every show for all four seasons And more
Author: Phil Farrand Publisher: Dell ISBN: 0307574938 Category : Performing Arts Languages : en Pages : 408
Book Description
Six feature films, the wildly successful television spin-off Star Trek: The Next Generation, endless reruns, videotapes, conventions, a line of best-selling novels, and William Shatner's New York Times best-seller Star Trek Memories have kept the Star Trek spirit alive and well, even 25 years after its cancellation. Now this must-have book for all Trekkers -- which covers every episode of the original series, the pilot, and all six movies -- reveals all the bloopers, continuity errors, plot oversights, equipment malfunctions, and goof-ups that discerning, die-hard fans love to spot, but may have missed. Written especially for all those who find themselves thinking, "Hey, if the transporter is broken, why don't they just use a shuttlecraft?", this nitpicky volume includes Kirk's toupee watch; an examination of the logic of the miniskirted female crew members; number of times Kirk violated the Prime Detective and lots of trivia questions, fun facts, quizzes, and more. Live long and nitpick.
Author: Phil Farrand Publisher: National Geographic Books ISBN: 0440505712 Category : Reference Languages : en Pages : 0
Book Description
Six seasons of bloopers, flubs, technical screw-ups, and picayune plot discrepancies for discriminating fans of Star Trek: The Next Generation Stardate 41153.7-46999.9 Starship Enterprise, Registry NCC-1701D We’re watching you. . . Is there a control panel inside the turbo lift? (No . . . except in the episode “Brothers”) Do or don’t personnel have to tap their badge to access their communicator? (Only when the writers feel like it) Yes, we’re fans. But we’re not unobservant. Some of us even have Vulcanlike logic. Author Phil Farrand figures that even if you love somebody, you can tell them about that dab of mustard on their upper lip. So here’s a compendium for Trekkers who are unafraid of pointing the finger at oversights, and who know it’s great fun to find the sloppy mistakes (or cost-cutting cheating) in a show that takes itself very seriously. So get your VCR ready and your mind set for hours of enjoyment and mental stimulation with: • Plot oversights • Production problems • Changed premises • Equipment oddities • Trivia questions • Fun facts • Covers every show for the first six seasons of Star Trek: The Next Generation • And more!
Author: Nick Montfort Publisher: MIT Press ISBN: 0262539764 Category : Games & Activities Languages : en Pages : 193
Book Description
A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.
Author: Pablo J. Boczkowski Publisher: MIT Press ISBN: 0262046199 Category : Technology & Engineering Languages : en Pages : 209
Book Description
Understanding digital technology in daily life: why we should think holistically in terms of a digital environment instead of discrete devices and apps. Increasingly we live through our personal screens; we work, play, socialize, and learn digitally. The shift to remote everything during the pandemic was another step in a decades-long march toward the digitization of everyday life made possible by innovations in media, information, and communication technology. In The Digital Environment, Pablo Boczkowski and Eugenia Mitchelstein offer a new way to understand the role of the digital in our daily lives, calling on us to turn our attention from our discrete devices and apps to the array of artifacts and practices that make up the digital environment that envelops every aspect of our social experience. Boczkowski and Mitchelstein explore a series of issues raised by the digital takeover of everyday life, drawing on interviews with a variety of experts. They show how existing inequities of gender, race, ethnicity, education, and class are baked into the design and deployment of technology, and describe emancipatory practices that counter this--including the use of Twitter as a platform for activism through such hashtags as #BlackLivesMatter and #MeToo. They discuss the digitization of parenting, schooling, and dating--noting, among other things, that today we can both begin and end relationships online. They describe how digital media shape our consumption of sports, entertainment, and news, and consider the dynamics of political campaigns, disinformation, and social activism. Finally, they report on developments in three areas that will be key to our digital future: data science, virtual reality, and space exploration.