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https://go.ind.media/webmail/546932/550762215/0ed6efde19172f984587fb6624e= 4e481dc208bc0a3090465ab7fedfcc3c2b280=20
Shadow Inc reportedly sent out the caucus reporting app via TestFairy, which seemingly could enable lots of intruders to interpose themselves.
https://docs.testfairy.com/Testers/How_to_test_Android_apps.html https://www.vice.com/en_us/article/y3m33x/heres-the-shadow-inc-app-that-failed-in-iowa-last-night
Here's a risk you won't have solved in the 1960s on Multics. From the FlyerTalk American Airlines forum:
>> Delayed due to… live frogs
Yep you read that correctly, live frogs. On 2559 yesterday from DFW>DTW, we were delayed a few minutes at the gate in DFW due to a load of live frogs. According to the captain (who made two very nice, detailed announcements about it), there was a load of live frogs in the aft cargo hold and the computer just didn't like it and either wouldn't allow them there or it couldn't compute them being there. So thankfully instead of keeping us delayed, they offloaded them for a later flight.
The funniest part was that after we landed, and on the looooong taxi at DTW to the gate, I heard what sounded like frogs. It was probably just somebody still asleep and snoring intermittently, but part of me wonders if there was a load in the forward hold that did get to travel.
Just might be the funniest delay I've encountered.>>
Over-reliance on technology may doom the United States' latest attempt to produce saffron in commercially significant quantities. The spice comes from the /crocus sativus/ flower, grown primarily in a region stretching from Spain to Kashmir. From (admittedly fragmentary) reports it appears American farmers and entrepreneurs have been using computer- aided methods to attempt to grow this crocus in the American Midwest, perhaps for fear of (or in hopes of) higher tariffs against the import of foreign saffron. Unfortunately, the effort has run into a snag: computer malfunctions are said to have messed up the Iowa crocuses.
Conserving material resources during training, via computer simulation, is an environmental gain, but can a simulator prepare superior fire-fighter capability for deployment during a city-wide conflagration, or during a catastrophic forest fire?
The essay describes mechanical fire-hose force feedback as a simulator feature. The simulation effectively renders smoke, flame, foam application, and other combustion effects. A thermal suit heats up the trainee when approaching a simulated flame wall. Is the simulation fidelity sufficiently meritorious to fully abandon hands-on training and fire suppression equipment deployment?
I wonder if the simulator can train a firefighter how to use a PyroLance (http://money.cnn.com/2018/02/05/technology/business/pyrolance-firefighting-gun/index.html)?
Risk: VR training supplement versus traditional hands-on person-in-the-loop firefighter qualification effectiveness.
Historically, there's 1000 to 1 odds against a candidate drug succeeding in the marketplace. See http://blogs.einstein.yu.edu/the-high-cost-of-and-uncertain-path-to-a-blockbuster-drug/.
"Typically, drug development takes about five years to get to trial, but the AI drug took just 12 months."
"Exscienta chief executive Prof Andrew Hopkins described it as a 'key milestone in drug discovery.'"
That AI drug design is applied to accelerate synthesis may improve these odds. It would appear to reduce the human effort expended for development.
Whether or not patient outcome benefit materializes is to be shown (or not) by clinical studies, and hopefully, a double-blind clinical study BEFORE final regulatory approval is granted.
Creating neural networks that are more transparent can lead us to over-trust them. The solution might be to change how they explain themselves.
Upol Ehsan once took a test ride in an Uber self-driving car <https://www.technologyreview.com/smart-cities/self-driving-cars/>. Instead of fretting about the empty driver's seat, anxious passengers were encouraged to watch a pacifier screen that showed a car's-eye view of the road: hazards picked out in orange and red, safe zones in cool blue.
For Ehsan, who studies the way humans interact with AI at the Georgia Institute of Technology in Atlanta, the intended message was clear: "Don't get freaked out—this is why the car is doing what it's doing." But something about the alien-looking street scene highlighted the strangeness of the experience rather than reassuring. It got Ehsan thinking: what if the self-driving car could really explain itself?
The success of deep learning <https://www.technologyreview.com/g/deep-learning/> is due to tinkering: the best neural networks are tweaked and adapted to make better ones, and practical results have outpaced theoretical understanding. As a result, the details of how a trained model works are typically unknown. We have come to think of them as black boxes
A lot of the time we're okay with that when it comes to things like playing Go or translating text or picking the next Netflix show to binge on. But if AI is to be used to help make decisions in law enforcement, medical diagnosis, and driverless cars, then we need to understand how it reaches those decisions—and know when they are wrong.
People need the power to disagree with or reject an automated decision, says Iris Howley <http://www.cs.williams.edu/~iris/>, a computer scientist at Williams College in Williamstown, Massachusetts. Without this, people will push back against the technology. "You can see this playing out right now with the public response to facial recognition systems," she says.
Ehsan is part of a small but growing group of researchers trying to make AIs better at explaining themselves, to help us look inside the black box. The aim of so-called interpretable or explainable AI (XAI) is to help people understand what features in the data a neural network is actually learning — and thus whether the resulting model is accurate and unbiased. […]
https://www.techtelegraph.co.uk/why-asking-an-ai-to-explain-itself-can-make-things-worse/ https://www.technologyreview.com/s/615110/why-asking-an-ai-to-explain-itself-can-make-things-worse/
PETA has a point: Groundhogs hibernate during Winter; that's what ectotherms do.
But Phil's celebrity status commands performance: he must also visit school children during the Winter, pose for magazine covers (Rat Mag, Rodent of The Year). He's part of a mandatory PR campaign that sustains Punxsutawney, PA tourism foot traffic.
But simulate Punxsutawney Phil with artificial intelligence to determine if Winter will extend by another 6 week? AI is overkill for this purpose.
Why not employ a Magic 8-ball or a coin-toss to prognosticate an extended winter? Granted, these choices lack glamor; they are not newsworthy, but they are likely as accurate as the appearance (or not) of Phil's shadow.
"This shows how hard it is for users to stay safe", the CEO of mobile security firm Upstream warns. The company is about to publish a report into the Android threat landscape. The data is staggering. The company has unearthed 98,000 malicious apps, which have infected 43 million devices. The worst five apps, Dimitris Maniatis tells me, have been downloaded 700 million times, "this shows the scale of the issue." <https://www.secure-d.io/mobileadfraud2019report/>
And that risk is accelerating. That number of malicious apps is up 50% in the last year, and shows every sign of spiraling out of control.
This can now be viewed as an endemic problem with mobile apps downloaded from Google's Play Store—despite Google Protect and the App Defense Alliance, Some 50% of the bad apps exposed by Upstream were or are, in the official Play Store. Countless stories have been written about the hundreds of malicious apps with hundreds of millions of installs. The key question is what is the scale of the issue? <https://www.forbes.com/sites/zakdoffman/2019/11/10/google-confirms-play-store-security-threat-heres-the-fixbut-does-it-make-you-safer/#7557b2514337>.
Upstream has collated the data from its Secure-D security platform, data collected by 31 different network operators across 20 different countries, data representing the devices 0f almost 700 million different users.
In its report <https://www.secure-d.io/mobileadfraud2019report/>, Upstream explains the methods by which users are enticed to install malicious malware and then grant a raft of permissions that goes way beyond what is required for the app's claimed purpose. That malware then communicates with its controllers, seeking instructions and content to operate. The apps are designed to remain hidden, not arousing suspicion, avoiding an uninstall.
The primary issue with mobile malware is advertising or click fraud. Trivial apps that pull unwanted ads onto devices to run in the background or as a foreground nuisance. For advertisers, this results in millions of dollars of fraudulent charges. For users, the issue is degraded performance, drained batteries and huge data bills. There is also the issue that such apps can lead to devices being infected with more dangerous malware. […]
The Internet giant, which some lawmakers and regulators say has grown too powerful, tweaked the way it displayed ads on search results. It did not go over well.
[Follow-up to RISKS-31.39 (29 August 2019)]
Elizabeth Hernandez, The Denver Post, 28 Jan 2020
Information-technology experts from across Colorado convened at Regis University on Tuesday to learn never-before-shared details about last year's crippling cyberattack—an experience the private Jesuit college's chief information officer called "a crisis of the highest order."
A few new details revealed during the presentation:
One Windows 7 Ultimate system, one Windows Professional, have Windows Security Essentials being updated daily. Was Microsoft kidding about no updates after January 14? Or did I get the year wrong? (No, I didn't). Plus, the Win 7 Ultimate system got Pop-Up of Doom on January 14. But updates keep rolling along. No, I didn't jump through the hoops to purchase extended support and I didn't get a gift card saying that someone bought it for me.
It'll be interesting seeing what happens next Patch Tuesday, but still this is already puzzling.
The new 'Off-Facebook Activity' tool, available around the world Tuesday, reminds us we're living in a reality TV program where we forget the cameras are always on. Here are the privacy settings to change right now.
As a first guess, I would suspect that somewhere in the code, there is a
conversion from polar to rectangular reference frames (or vice versa) and
X=r * cos(theta) with
theta=270 give zero and either a 'NAN' or divide by
zero error crashes the program.
You would need that sort of calculation to find the rhumb and distance, knowing the lat/long of the present and destination positions. 'X' is the Difference of Latitude in miles (Y is the Departure).
Using GPS you know the present and destination positions, but the pilot wants to know 'how far' and 'what direction'. The calculations will be done using true and then, if desired, corrected to magnetic bearings.
[John Stockton noted:
Tangent of 270 degrees (and of 90 degrees) is numerically dangerous, each being, so to speak, ± infinity. Perhaps, to the accuracy of the arithmetic, those 7 runways are EXACTLY 270 degrees true, and others are only nearly 270 degrees true.]
> Automaker enterprise liability would have useful incentives that driver > liability law misses. > https://www.cato.org/sites/cato.org/files/serials/files/regulation/2019/3/regulation-v42n1-1.pdf
I can hardly wait:
"Sorry, sir, you've had three moving violations so we'll have to ask you to leave the showroom now."
The comments on this article are much better than the article. They say that voting electronically is a well known bad idea, so stop.
Elections have a unique security model: You need a reliable list of who voted, you need a reliable list of who or what they voted for, and you need to be confident there's no way to link those two lists. Nothing else works that way.
That's why even though voting machines may look like ATMs, an ATM is a dreadful model to use since with ATMs, the bank has full knowledge of all of the details of every transaction, e.g., when you were there, who you are, what you did, how much money it dispensed, all linked together.
As has been pointed out too many times, paper ballots dropped into a box, along with observers to ensure that only people on the voter list got to vote, satisfy the model quite well. If you want to have machines scan and count the ballots, that's fine, but the paper ballots are the actual record.
ATMs—maybe only one "advantage": they have your PICTURE, proving identity, thanks to ubiquitous security camera. Of course, voter ID laws head in that direction introducing another gaggle of problems while solving a non-problem.
Please report problems with the web pages to the maintainer


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| 9°C Dublin
Merry's Bar & Restaurant
Lower Main Street, Dungarvan, Co Waterford.
Tel: 058 24488
The sweet and succulent taste of home
It's far from Michelin stars that I was raised, albeit that Waterford now boasts the only etoile outside Dublin. No, we got our nourishment from simpler things: tripe, liver and every morsel of the pig from its tail to its snout. It's said the only part of the pig they won't eat in Waterford is the squeal.
My uncles were salmon fishermen on the River Suir, yet I never ate fish as a child.
Not after one of them threw a salmon at me when I was four-years- old. I was standing on a chair washing dishes, when it shot through the kitchen window like a torpedo, skidded down the draining board and landed in the sink. It was as long as I was, its eye was dead as a stone, and it had the most menacing jaw I'd ever seen.
That was it for fish and me until I was in my 20s.
My teenage years were spent in Dublin, where we lived across the road from a supermarket. It was full of convenient and exotic food: satsumas, kiwi fruit, cream cheese, frozen pizza and strange coloured salty ham called Parma, which my mother wouldn't have in the house because "you had to eat it raw".
Oh, to be as well travelled as an olive. Waterford was too provincial to be publicly grieved when you were desperately trying to be a sophisticated city girl.
But, in the privacy of my suburban box room, I often longed for a warm buttered blaa and a bottle of Bubble Up.
But back to the present, and to how Waterford has become the destination du jour for road-tripping gourmands.
When they hear it's where I'm originally from, they emit a knowing "ah hah!" -- as the penny drops through a crack in the floor. "No wonder you write about food."
I don't bother upsetting them with the truth, or indeed the Dickensian justice of the child who goes to school with a pig's ear in one pocket and a Portlaw apple in the other, growing up to eat fancy food and write about it in the paper.
Nobody talked about Waterford as a place to eat until Paul Flynn opened The Tannery.
By the time The Cliffhouse in Ardmore won its Michelin star, nobody could shut up about it. Now, the gourmet cognoscenti season their chat with references to Knockalara cheese and Copper Coast Ale, and how you've no gastronomic credibility until you've eaten at O'Brien's Chophouse in Lismore.
But all this talk of a food revolution bugs me, because what's happened in Waterford is an evolution, and its popularity was hard bloody won.
It was a matter of restaurants and suppliers throwing their lot in with each other.
In the town of Dungarvan, this partnership has worked so well, you have to go out of your way to find bad food.
Take Merry's public house and restaurant --it's a regular-looking place, but the menu makes promises few gastropubs can keep.
I went with The Brother, who was ravenous and irritable after driving from Dublin. The mountainous dinners being delivered to nearby tables mellowed him. He had struck hungry man gold.
Merry's list of starters includes chowder with homemade soda bread, "plain Jane" chicken wings sold by the half dozen, and slow-cooked racks of pork ribs.
Salads are substantial: duck with roasted beetroot and horseradish cream, Cashel Blue with local apple and toasted nuts, and a Caesar salad, which includes chicken and bacon, rather than offering them at extra cost.
We ate from the "potted" meat and fish menu. My pot came with a butter lid, beneath which salmon was mixed three ways. The first layer was steamed with lemon zest, the next was poached with "Cajun butter", manifesting in random and occasional jolts of chilli heat.
These were, in turn, cooled by a soothing layer of smoked salmon folded into cream cheese, cut with tiny fronds of dill.
It was served with crisp young salad leaves in a citrusy dressing and as much crumbly brown soda bread as you could eat. If nothing else passed my lips, I'd have been happy.
And so to The Brother's pot, which was filled with slices of roast suckling pig, moistened by the sweet juices of slow cooking rather than by fat, each layer trimmed with delicious herbed crackling. It came with tomato chutney.
I thought an opportunity was missed here to pay homage to the local orchards, although The Brother, who raided enough of them in his time, wasn't complaining.
He wasted no time in emptying the pot, and an entire basket of soda bread besides.
He continued in the pig worship vein for the main course -- a monumental serving of pork belly, slow-cooked in plums, a three-way splice of glistening crust, fat and meat, perched on a hill of cubed chorizo and potato, all topped with a spray of toasted pine nuts.
A lesser man would have buckled under so many fat-laden calories, but not The Brother.
My shoulder of Slaney lamb was patiently slow-cooked in white wine, with anchovies dissolved to a grainy salt.
It was served at the point where fall-apart texture and optimum flavour meet, on a four- spud mountain of buttery mash that gradually soaked up the savoury, almost musky flavour from the meat's cloudy juices.
Fennel and sundried tomato were an unlikely but welcome addition, but best of all was the freshly-picked fist of supernaturally bright, sweet and crunchy green beans.
For dessert, we shared a lemon meringue roulade.
A delicately spun shell, not your typical fossilised chunk of Styrofoam -- it was all at once stiff and chewy, tart and sweet.
If it wasn't the best dessert I've tasted in a long while ... and -- gracious me -- in a public house. But that's the pleasure of eating out in Waterford, standards and expectations are so high, even the pubs step up to the plate.
TYPICAL DISH: Slow-cooked Slaney lamb
RECOMMENDED: Potted salmon/lemon meringue roulade
THE DAMAGE: €62.85 for two starters, two mains, one dessert, two coffees, a pint of Guinness and a pint of Copper Coast Ale
ON THE STEREO: Willie Nelson
AT THE TABLE: Tourists and locals
Day & Night

subset: commoncrawl


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Flag Football Ornament – Male Personalized Christmas Ornament
Flag football leagues are now offered for adults as well as kids. If your child has chosen flag football he will have a fun time without the fear of a head injury. Our ornament shows a boy holding a football as the opponent chases him in order to remove one of his red flags. Flag football is exercise, competition and fun at its' best. Don't wait-score a touchdown with your flag football player by having us personalize this ornament just for him!


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You are here: CNSC » Events » CNS Partnership Conference
The CNS Partnership Conference is a key component of CNS' work. It brings together, once a year, the leaders and decision-makers of the industry to explore and influence the future development of air cargo.
The air cargo industry must prepare for the fast-paced growth of eCommerce, which is forecasted to grow at twice the rate of domestic trade at $4.8 trillion in global sales by 2021. Speed and modernization are essential for the sustainability of the industry as consumers' expectations are more demanding. Meanwhile, security and regulatory compliance must also be kept at the forefront of our daily business. This is a top priority for CNS and all air cargo leaders around the world and will be the key theme for our 30th edition of CNS Partnership Conference. By Partnering for Success, as an industry, joining forces, we can tackle one by one the challenges ahead.
For the 2021 edition, CNS welcomes you to Miami at the JW Marriott Turnberry. The conference will feature a 3-day action-packed program! Mixing fun social events and content sessions, enabling you to:
Follow CNS on Twitter and LinkedIn and share with your social network that you are attending CNS 2020 by using #CNSPartnership.
Contact us
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elle a de jolis pieds
Now if we could get more women to be into eating ass like Devine, the world would be a better place.
How is this an interracial scene when everyone in it is black?
im in dc lets hook up !!!
Damn fine vid!
pretty girl, beautiful breasts mmmm


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The dehydrator is an incredibly useful tool for long-term food storage and making the most of your garden harvest. The Ultimate Dehydrator Cookbook contains everything you need to know to get the greatest value from a home dehydrator.
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In Traditionally Fermented Foods, author Shannon Stonger shows readers how to preserve food using traditional fermentation techniques, often without refrigeration. An alternative to canning and freezing, traditionally fermented foods do not require modern technology to preserve. You can learn Stonger's authentic preservation technique, which she depends on daily to put food on the table, so you know they work. You can also learn how fermented foods work, how to make fermented foods and how to use fermented foods in recipes. This book contains over 80 recipes with corresponding photos.
Jules Aron has cracked the code on delicious vegan cheese you can make at home! These 60 plant-based cheeses are made with nuts, seeds, tofu, and vegetables, and range from mild and creamy to sharp and firm.
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The homesteading movement is continuing to grow, as more people are stepping up to have a hand in where their food comes from. Whether you want to dabble or immerse yourself completely in the do-it-yourself, back-to-basics lifestyle, Welcome to the Farm is a comprehensive, fully illustrated guide to growing the very best food right in your own backyard. Shaye Elliott takes readers on a journey that teaches them how to harvest baskets full of organic produce, milk a dairy cow (and make butter), plant a homestead orchard, can jams and jellies, and even raise chickens and bees. From her experience running The Elliott Homestead, Shaye provides all the how-to wisdom you need to know about:
Welcome to the Farm is aimed to serve homesteaders and urban-farmers alike, guiding them through the beginning stages of small-area farming and utilizing whatever amount of space they have available for optimal and delicious food production.
Bread. Cheese. Wine. Beer. Coffee. Chocolate. Most people consume fermented foods and drinks every day. For thousands of years, humans have enjoyed the distinctive flavors and nutrition resulting from the transformative power of microscopic bacteria and fungi. Wild Fermentation: The Flavor, Nutrition, and Craft of Live-Culture Foods is the first cookbook to widely explore the culinary magic of fermentation.
"Fermentation has been an important journey of discovery for me," writes author Sandor Ellix Katz. "I invite you to join me along this effervescent path, well trodden for thousands of years yet largely forgotten in our time and place, bypassed by the superhighway of industrial food production."
The flavors of fermentation are compelling and complex, quite literally alive. This book takes readers on a whirlwind trip through the wide world of fermentation, providing readers with basic and delicious recipes-some familiar, others exotic-that are easy to make at home.
The book covers vegetable ferments such as sauerkraut, kimchi, and sour pickles; bean ferments including miso, tempeh, dosas, and idli; dairy ferments including yogurt, kefir, and basic cheesemaking (as well as vegan alternatives); sourdough bread-making; other grain fermentations from Cherokee, African, Japanese, and Russian traditions; extremely simple wine- and beer-making (as well as cider-, mead-, and champagne-making) techniques; and vinegar-making. With nearly 100 recipes, this is the most comprehensive and wide-ranging fermentation cookbook ever published.
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Sandor Ellix Katz is a self-taught fermentation experimentalist. He wrote Wild Fermentation: The Flavor, Nutrition, and Craft of Live-Culture Foods—which Newsweek called "the fermenting bible"—in order to share the fermentation wisdom he had learned, and demystify home fermentation. Since the book's publication in 2003, Katz has taught hundreds of fermentation workshops across North America and beyond, taking on a role he describes as a "fermentation revivalist." Now, in The Art of Fermentation, with a decade more experience behind him, the unique opportunity to hear countless stories about fermentation practices, and answering thousands of troubleshooting questions, he's sharing a more in-depth exploration of the topic.


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I need your wise advice my friends ..
Hi friends!. I am Nicolás de Argentina, a new follower and new user from this forum. This community sounds great and very informative. I love the way they explain and share their knowledge. I am very new to the world of whiskey. In fact, I still did not have the opportunity to try a single malt. Until now I had only tried brands such as Jack Daniels, Ballentines, Jameson, Old Smuggler, and the last one was Johnnie Walker's red label .. Until that moment I thought that the whiskey was not for me, since it seemed too strong, Too much alcohol in my nose and in my mouth (except Jameson, which had a slightly creamier effect than the others).
A few weeks ago, I had the opportunity to try Johnnie Walker golden reserve (I liked it and found it softer than all of the above), and Double Black Label, which I loved, and made me change my perspective on the Whiskey. Since that time I am looking for information about different styles, and I want to try the single malt whiskeys. I saw many of your videos, to know your thoughts and decide my purchase, since I live in Argentina and it is very difficult to try many of the whiskeys published by you. Obviously I do not know any particular style, but I would like to buy 2 opposing styles, to know the different characteristics and to be able to start raiding ... (Spyside vs Islay or Spyside vs. Highland maybe?)
I am thinking of placing an order via web, and I would like your personal advice, and also that of your followers who want to help me. All help is welcome If I had to choose for one and only one of each category, what would it be?
Category Spyside:
- Aberlour 18 years old
- Glenfiddich 18 years
-The Glenlivet 18 years
-The Macallan 12 years Old Sherry Oak
Smoky Category:
- Ardbeg Uigeadail
-Highland Park 12 years
-Lagavulin 16 years
-Laphroaig Quarter Cask
-Talisker Port Ruighe
Category Highland:
- Dalmore 15 years
- Glenmorangie 12 years Quinta Ruban
I have only 100 euros to spend...(two bottles?)
Thank you very much greetings from argentina, Im sorry for my englis... (google translator)
Welcome to the forum!
this is a big question and you will get a lot of different answers, but that is part of the fun!
Personally, I do not think the differences in Highland vs Speyside whiskies are as big as some people say they are. Edradour, Glenmorangie and Old Pultney are all highlands and are very different from each other. The same can be said for Benromach, Balvenie and Aberlour (all speyside). So I wouldn't worry about regions. I would look for different flavors.
It sounds like you really want to try great, affordable scotches that are very different from each other. So for a new guy with only 100 euros to spend, I would go for two classic scotches: Balvenie 12 year Doublewood, and Lagavulin 16 year. It might be a little more than 100 euros for these two bottles, but this would be a perfect start for you. Both of these whiskies are amazing and I would be very excited if I went to your house and found these on your shelf!
The Balvenie is great for someone new to whisky. It is a delicate, easy to drink whisky that still has complexity and depth for people who want "more" to their whisky. Lots of fruit, honey, vanilla, and a touch of spice and milk chocolate at the end. Plus, it is affordable and easy to find.
The Lagavulin is VERY different. It is intense and smoky. It smells like meat and leather. The taste starts off sweet, then it slowly builds into spices, wood and some dark fruits. The aftertaste is dry and long. I normally would not recommend it to people new to whisky, but if you love the Johnnie Walker Double Black, you'll want to marry the Lagavulin! While more expensive, it is also easy to find.
There are going to be a lot of people who give you a huge list of whiskies that you can try (and most of them are scotches that taste great). Are there more exciting, hard to find whiskies out there? Absolutely. These two whiskies aren't anything new. But I think this would be a great start for you.
so there you go. Two very different whiskies for a newcomer who wants to know what affordable, good scotch is all about!
enjoy!Nicolás_Lechugavulcanizedrubbersoul2 liked that2
@kroman You are very kind. Thank you very much for taking your time for such a comprehensive and informative response. Undoubtedly I wanted to try that Balvenie 12 DoubleWood. As for the Lagavulin 16 I was very afraid of what I asked to find, by the same as you say. I'm a newbie. But your comment about JW Double Black made me try about my possible marriage to Lagavulin 16, jajajja
I'm very grateful for your help, it's really going to be very useful for someone with as little knowledge as I do.
Thank you very much!! I will keep it with news for when my order arrives.
@Nicolás_Lechuga hey welcome! I would trie Laphroaig Quater Cask vs Glenlivet 18. Two very different styles of whisky. My first Islay whisky was Laphroaig and I loved it from the first dram. Good luck with your choice.
CHEERS!!!!Nicolás_Lechuga liked that1
@kroman Gives good advice.
Just a few comments from me. Some producers also have smaller bottles. I have seen a 20cl Lagavulin bottle. So instead of buying a large Lagavulin bottle a smaller one could be good.Nicolás_Lechuga liked that1
@ Bedlamborn @ A.Shafner @ Kroman
Muchas gracias por tu consejo. Estoy muy agradecido por su amable cooperación. Estoy agradecido de unirme a este foro y poder aprender de usted. Saludos desde Buenos Aires y gracias!
since you are new with a sensible budget, I would suggest you try some younger expressions. I would pick Aberlour 15 years, Highland Park 12 years, and the Glenmorangie Quinta Ruban 12 years. If you still have some spare budget, I would recommend The Glenrothes Vintage Reserve as well. All are easy and relaxing to drink without breaking your bank, a good way to start your journey.
slainte!vulcanizedrubbersoul liked that1
hwchoy said:
since you are new with a sensible budget, I would suggest you try some younger expressions. I would pick Aberlour 15 years, Highland Park 12 years, and the Glenmorangie Quinta Ruban 12 years. If you still have some spare budget, I would recommend The Glenrothes Vintage Reserve as well. All are easy and relaxing to drink without breaking your bank, a good way to start your journey.


text:
JulioShafer on 2019-12-02
Table version : beta
By the way, are you so stressed while playing guitar? People get stressed all the time and you can read about it at https://www.vegasnews.com/187436/how-to-write-research-papers-that-rock.html so feel free to get the new information there!
galahad on 2017-12-08
Table version : beta
Great table! Great work and plays very well (i'm on FP 2.5 phys).
RingMaster on 2016-11-10
Table version : beta
Good Table, but with physics 2.7 the plunger doesn't work... ?
pavux on 2013-10-04
Table version : beta
I hope that in the future be able to make a stable version of this beautiful table.
meliane39 on 2013-08-17
Table version : beta
footiebloke007 on 2013-06-11
Table version : beta
Great table! Thank you for this. I love Doctor Who! The DMD seemed to have stopped showing for me. Specially in Arcade cab mode. I'm assuming this is a BETA issue correct?
valmont1702 on 2013-02-04
Table version : beta
Great Table. You did an awesome work ! The table works very well, even if it's just a BETA, that's impressive !!
lmartin on 2013-02-01
Table version : beta
Got unlimited balls once the Daleks showed up. Second chance only went out again during Davros level.
Still a nice machine, lots of cool references to the show.
theduke on 2012-12-08
Table version : beta
when is this going to get a real version
selecta on 2012-08-22
Table version : beta
Love the table! Thanks guys! Voted 5 stars in anticipation of the multiball fix! :D
dergerch on 2012-07-01
Table version : beta
the best DW recreation I have seen so far - sure, there are some bugs, but I think, you're on the right way. Keep up the good work.
thebeast0449 on 2012-03-29
Table version : beta
My fav table of all time -thankyou so much
malfusion1 on 2012-01-17
Table version : beta
The more I play this its far better than its first glance.Very in depth great table really looking fwd to the final.When you push Q on the key board 3 daileks come up on the DMD screen and the game plays different with unlimited balls is this part of the beta or a bug?thanx for this re-creation great series.Well done Ian and team
benucio on 2012-01-03
Table version : beta
Thank you Ian! Very good work!
n3X_VI on 2011-12-24
Table version : beta
very promissing beta-release, thank you!
police99 on 2011-12-23
Table version : beta
BIL on 2011-12-20
Table version : beta
very good work Ian
brgljez on 2011-12-20
Table version : beta
very nice table
BernieGeorge on 2011-12-20
Table version : beta
moog on 2011-12-19
Table version : beta
Table detail
Doctor Who beta
Okay here is the BETA version of Doctor Who for the GoPinball community to try out.
It's a Rules Sheet for Doctor Who!
version 1.O2d - 3/31/93
Something you might want to know first off: Whenever a point value is used, you may assume it to be multiplied by the "Playfield X" unless it says it ain't. Otherwise, I'd have to go through every single little thing and say "This is worth 25OK, but it can be worth up to a million!"... just so you know.
Playfield Description and Basic Rules (we'll do this from left to right):
"Hang-On" targetshot at the left side of the game, just past the upper flipper - awards either the "Hang-On" or "Collision" bonuses, and depending on circumstances, "H" in "W-H-O" and/or a Sonic Boom. Scoring on Hang-On and Collision will be explained later.
REPAIR targetsset of six circular targets along the left side of the main area of the playfield. They can only be shot directly from the right flipper, and are more likely to be hit on a carom shot from some other flipper. Scoring on the Repair targets is a bit weird and will be explained later.
Bonus X shotJust to the left of the Time Expander area, the shot wraps around the back of the Expander to the Jet Bumpers. A Bonus X is awarded for shooting the Jet Bumpers and NOT the "Bonus X shot", so this shot doesn't do anything in particular.
Time Expanderthe big thing in the middle. There are three modes for the Expander:
"Hole"(for lack of a better word) nothing big, just a hole between the Expander and the Transmat target with which you can shoot the Jet Bumpers with the upper flipper. This will award a Bonus X, so it's equivalent to shooting the "Bonus X shot".
Transmat targetwhen lit (by hitting the Jet Bumpers enough times), it will spot a Doctor and award points (usually somewhere near 1M, 75OK minimum). If not lit, just awards the points. Either way, it creates rather annoying flashing lights and sound. May also generate a Cow - more later.
Loop Rampaka "Cliffhanger Ramp" - shot by the upper flipper, it awards a loop (every 1O loops yields a Sonic Boom round), and increases the Playfield X by one value (from, say, 2X to 2.5X). If the Playfield X is at its maximum (4X), the Loop Ramp awards 25OK instead (yes, 25OK... times 4 it's a million). Also completes "W-H-O" when lit, and awards a Sonic Boom (also ending the Boom Round) if lit for that. At the end of the Loop Ramp is a diverter which sends the ball either back to the upper flipper or all the way to the lower left flipper.
Jet Bumperseach hit increases the Transmat value by 5OK and awards some hokey and unimportant number of points. The ball can leave the Jet Bumpers through the "Hole" or it will enter the...
Police Box entrywayif lit (by completing "Escape"), will begin Video Mode. Also always spots a letter on Escape. Either way, the ball comes out through the Police Box to the right flipper.
Right Rampwill award the letter "W" in W-H-O anytime when hit; this value, as is the value of the "H" and "O" shots (only lit after "W" is shot first), is the highest flashing value beneath the ramp (up to 3M). Will also award a Sonic Boom if lit.
ESCAPE targetscompleting all six targets lights Video Mode at the Police Box entryway, and also the value just below the targets (up to 3M, also awards Special when lit). Escape gets one letter spotted when the entryway is shot.
Slingshotsyawn... well there are two of them, same as always.
Flippersthree, the normal two plus the upper flipper positioned at the bottom of the Hang-On target. Generally used to aim the ball, though beginners may tend to flail randomly...
Outlanes and Center Drainthe Drain is a lot larger than some games, though the only shots which result in a center drain are shots at the Time Expander and the REPAIR targets. The outlanes are also cruel - no kickback, no rubber posts. The inlane/outlane divider is also quite a bit lower (nearly halfway down the slingshot) than most games, which leads to even more outlane drains. More bad news: the flippers are high above the drain hole, so Death Saves are more difficult.
The Doctors, and more specific rules:
There are 7 Doctors, as one can plainly see from the backglass... quite conveniently, they are numbered 1-7. Each Doctor has the effect of changing the rules of one area of the Playfield, making a list of the rules all the more annoying and probably confusing.
First some general information about the Doctors... there are many ways to "spot" doctors throughout the game - one is awarded at the start of any ball, and can be spotted through the Transmat target or Video Mode. At the start of a ball (or when a ball has been locked), you get to choose the "current" doctor - his picture will flash on the backglass. When a doctor- spotting shot is made, the current doctor will become solidly lit (so his attributes are carried over for the rest of the game), and the "current" doctor becomes the previously unlit doctor directly to the left of the previous one.
There are 2 ways to spot all seven doctors - either go through them all one-by-one, or shoot the Emperor Daleks jackpot. Either way, all of them will be lit for the rest of the game, and you receive an additional bonus of 2OM, as well as a small animation, which plays even after a tilt! After all 7 doctors are spotted, they can be spotted a second (third, etc) time, and running through all 7 a second time awards another 2OM bonus. Also, each doctor spotted in the game (this count may be more than 7) is worth a 1M bonus at the end of the last ball (so don't tilt it!), and this bonus (unlike the regular bonus) is multiplied by the Playfield X.
It's best to go through all the Doctors one by one and describe what each does to the game.
Doctor #1
All Doc 1 does is award an extra letter to "Escape" on the lower right each time an Escape shot is made, either by shooting the targets directly or shooting into the Police Box Entryway. When shooting the Entryway, two Escape letters are spotted instead of just one (specifically the two highest, but who cares?), and when shooting the targets directly, the lowest letter is spotted, along with any you happened to get with the shot itself. Each time "Escape" is completed, it yields the highest flashing award just below the letters (which usually begins at 1M, some settings 5OOK), and advances the value to the next level. There probably is a timer, but if there is one, it is a very slow one. After awarding 3M on "Escape", the Special will be lit on the targets. Just shoot "Escape" one more time to claim the credit.
More importantly, completing "Escape" lights
at the Police Box entryway. (big letter's cuz it's a big deal)
Video Mode is pretty simple - all you do is control the Doctor as he jumps over obstacles while running from a Dalek. One flipper for a short jump (will clear one small obstacle), both for a long jump (clears two small or one large obstacle). For most waves, you only have one life - if you trip on an obstacle, you are captured and VM ends (it must then be re-lit by "Escape"). On the first VM wave, however, some settings give you an additional life (you resume the wave where you stumbled). Completing "Escape" a second time does not award any additional lives, just points.
Jumping over obstacles awards 5OK per hazard, and after several jumps, the Doctor escapes to the Police Box (jumping into the Box awards a bonus 1M!), spotting an additional Doctor and awarding points for surviving (could be 1M?), avoiding obstacles (additional 1OO-2OOK per obstacle), and not dying (another 1M). The "not dying" bonus is only given if you completed the wave the first time through, so you never hit an obstacle. The total bonus per wave is somewhere near 6M (lower wave = lower value); it's a lot of points if you've got a Playfield X, which you should always get before shooting for Video Mode. Also, completing a wave (except for the final wave) re-lites Video Mode for the next wave.
In addition, there is a "Last Wave Bonus" for completing all the waves in a Video Mode set - there are 4 waves in the first set, 5 in the second, 6 in the third (7 in the 4th?). The Last Wave Bonus is exactly equivalent to the sum of the Wave Bonuses received in the previous waves, so it isn't affected by the Playfield X. The Last Wave Bonus for the first 4 waves (all 4 waves at 4x) has a maximum of 11OM.
A full Video Mode set, which is lit by a relatively simple shot, can be worth up to, oh say 3OO million or so, and in addition, you get all those extra Doctors spotted. Not bad for just jumpin' over stuff.
For those who are clueless, here's the patterns for the first four waves (and so, the first entire set of waves) of VM (S = short jump, L = long jump):
Wave 1: S S L L L L Wave 2: S L L S S S S Wave 3: S S S L L L S S S Wave 4: L L S S L S L L L
These patterns are only valid if the machine is on standard settings; on harder settings, VM waves are random.
An Extra Ball is almost always awarded as you jump over the last obstacle of Wave 2. However, this is self-adjusting (or operator-settable), and sometimes appears at the end of Wave 3. Check the Status Report for details...
Never forget to jump into the Police Box... points is points.
Quotes from Video Mode:
Doctor #2
At first glance you might think Doctor 2 does absolutely nothing, and whatever he does it can't be worth that much. Bzzzt! Not true not true... Doc 2 does BOTH of the following (wow, both!):
-gives you extra time to shoot the "Hang-On" score to the left; at the outset, it takes pretty much an immediate shot to score it. Now you've got more time, and you might be able to take a second crack at it. Really, though, there isn't much extra time to shoot it.
-more importantly, Doc 2 doubles the score you do get from Hang-On.
WHAT score? Rarely can we even see the Hang-On getting scored, since there's some mumbo jumbo animation going on (usually the Air Sneaker flying around in the middle of W-H-O). Hang-On adds up pretty quickly even though we can't see it... it begins at 25OK for the first hit, and goes up an additional 25OK each additional hit. While shooting W-H-O numerous times, the Hang-On gets scored every time, and these points add up... I've seen Hang-On scored (at a 4X multiplier with Doc 2 lit) for nearly 4O million, not bad for a pretty simple straight-on shot. On later ROMs (L-1 etc.), the Hang-On has a maximum value of 2M (4M with the help of Doc 2), ending the possible super-high Hang-On score. The Hang-On value carries over throughout the game, so you can just keep racking up the score (until the maximum).
When Hang-On is not lit and you hit the target, you receive a "Collision" score, exactly equal to one-fifth the Hang-On score. I'm not sure if Doc 2 has an effect on the Collision score; it probably doesn't, so with Doc 2 lit, the Collision is worth one-tenth the Hang-On score. The Collision score begins at 2OK, and does not increase the Hang-On score. Since the Hang-On carries over, so does the Collision.
Doctor #3
Doctor #3 doesn't do very much... well sort of. Doc 3 gives more time to shoot each letter in W-H-O, and that's it. For some players this may mean absolutely nothing; they can shoot the W-H-O flat-out on the go. Sometimes having more time to shoot W-H-O can actually be annoying, because completing a W-H-O (by shooting the Loop Ramp) returns the ball to the left flipper and not the top one.
But in general, having Doc 3 lit is pretty good though not wonderful, and it's gives you much more time to shoot each letter of W-H-O, nearly 7-1O seconds per letter. This is especially important during a Sonic Boom round, since it lasts just as long as the W-H-O timer.
The rules for shooting W-H-O are pretty simple... each letter is worth the flashing value just below the Right Ramp, usually 2 or 3 million. Once W is shot on the right ramp, the points are awarded and H is lit at the Hang-On target. Shooting H scored the points again and lights the O at the Loop Ramp, and shooting W a second time (on later ROMs) scores the points again and resets the timer. Once H has been shot, a second shot at H (even though it isn't flashing) will award the points and reset the timer for the Loop Ramp. Completing the set of three advances the value of each letter and brings the ball back to the left flipper (expect for Sonic Boom circumstances, when it goes to the top flipper) for a shot at another W-H-O. A set number of them lights extra ball in the inlanes and outlanes... once the extra ball becomes lit, it can be collected immediately just by hitting the right flipper once (making the left inlane the lit target). The number of W-H-Os to light the extra ball is almost always 2, then it depends on settings: I've seen one where the 2nd EB was at 4 more W-H-Os, then 8 more, then 12, etc., and I've also seen one where the 2nd EB was at 6 more W-H-Os, then 1O more, then 14... the number is displayed while W-H-O is being shot.
But in general, the rules Doc 3 changes are very simple and easy to understand.
Doctor #4
On the other hand...
Doctor #4 affects the "Repair" targets, which is most certainly the most confusing part of the game. What we DO know is that Doc 4 spots an extra target on "Repair"... what the targets actually score, especially when they're all complete, is a problem. I think I finally figured it out:
-whether Doc 4 is lit or not, the first five targets lit on "Repair" are worth 1OOK, 25OK, 5OOK, 75OK, and 1M. If Doc 4 is lit, you'll get credit for at one hit per shot to "Repair", usually two. Once any Repair target is shot, it becomes solid, and all others will begin flashing. If you don't hit another after a few seconds, they flash faster then reset (like Stretch the Truth on Fish Tales).
-when "Repair" is complete (all six targets hit), each additional hit on "Repair" is worth 1M, with 5OK being added to this value at each hit - in other words, the second hit is 1,O5O,OOO, then 1,1OO,OOO, etc. Doc 4 has a different influence here: it doubles the score for each target, so they're 2M plus 1OOK/hit. With 4X, hitting one target is worth up to 8 million. Again, there's a limited time before the targets reset themselves.
Once "Repair" is completed, you'll see two numbers on the animation: below the word, you'll see what the next target hit will be worth. Above it, you'll see a second, larger number above the word "Repair" - this is the total number of points you've racked up by shooting Repair targets. It's especially nice to have Repair completed with Doc 4 lit during a multiball... with all the ball-bouncing going on, it's easy to hit the Repair targets for up to 8M (with Playfield X) apiece, and I've gotten the total Repair score at least all the way to 11O million. Really, then, even though Doc 4 looks like he doesn't do anything, he can be worth a lot.
However, you need to hit all six Repair targets before anything happens. This is extremely difficult without Doc 4's help, so it's usually not worth trying for until Doc 4 is lit.
That's about it... one more thing: my friend Steve would like to point out at this time that Doctor #4 has a pretty cool hat.
Doctor #5
Doc 5 is probably the least important of the seven; all it does (at least, all I can see that it does) is double how much each jet bumper is worth when the bumpers are hit. Originally, the Jet Bumpers each add 5OK to the value of the Transmat target, and Transmat is lit when the value reaches 75OK. While bumpers are being hit, a circle is filled in, pie-chart style, on the backglass... when Transmat is lit, this circle flashes instead.
With Doc 5 lit, each Jet Bumper is worth 1OOK for the Transmat; so you only need 8 hits to get the Transmat lit for another doctor.
Unlike previous reporting, Doc 5 doesn't affect the end-of-ball bonus, although any shot to the Jet Bumpers awards an additional bonus multiplier. The multiplier carries over ball-to-ball and can go quite high (almost 4Ox). I've seen the bonus as high as 6M, so with the multiplier that's quite a bit. Giving a tilt warning when the bonus animation is supposed to be displayed aborts the animation; I'm pretty sure it doesn't abort the bonus.
And that's all... the only other good thing about Doc 5 is that in Video Mode, his tie flaps while he runs...
Doctor #6
Probably the most important of all the Doctors, and his importance really depends on your individual playing ability. All Doc 6 does is spot an additional Playfield X for each time the Loop Ramp is shot, and also lengthen the amount of time that this multiplier stays lit. With Doc 6 lit, it takes only 3 shots to get the Playfield X at maximum (4X)... compare that to six shots under normal circumstances.
The Playfield X is crucial to producing high scores - for example, the highest-scoring shot in Who is the Triple Davros jackpot, worth 3OO million. With a 4X multiplier, it's 1.2 billion; just having the multiplier lit is worth 9OO million points! It takes a lot less work to get a replay if you can keep the Playfield X up high.
The behavior of the Loop Ramp diverter is a bit confusing at times - sometimes the ball is fed back to the upper flipper, and sometimes it goes all the way to the lower left flipper. Here are the rules for that:
-If the last loop made lights a Sonic Boom Round (i.e., 9, 19, etc.), then the ball is fed back to the upper flipper, regardless of whether the loop completed a W-H-O or not.
-If the Sonic Boom Round is shot -immediately- after it is lit (the shot for 1O, 2O loops etc. is made right after the previous loop shot), then the ball is fed to the lower flipper to shoot W-H-O for Sonic Booms (each worth 1OM). If the shot is not made immediately (i.e., you miss then shoot it later) then it follows the normal rules.
-When the Loop Ramp is shot during the Sonic Boom Round, it awards a Boom, immediately ends the Boom Round, and returns the ball to the upper flipper.
(note: this means that it's best to avoid shooting the Loop Ramp during a Boom Round until the W and H shots have been scored... so if the ball is sent to the upper flipper, it's a good idea to just let it fall.)
-Besides that, the Loop Ramp returns the ball to the bottom when it completes a W-H-O, and otherwise to the upper flipper for another ramp.
Pretty psychotic behavior, but oh well. When shooting the Loop Ramp, it might seem like you're getting a lot of points - that guy's always yelling "Million" at you once the Playfield X is at 4X. But one million on a game is pretty paltry when the replay's at 3OO million or more... so the point is to get the Sonic Booms. The series of shots (W-H-O, that is) is definitely worth mastering - in a Boom Round, they're usually worth a total of 12O million, and they also contribute to getting Extra Balls.
Doctor #7
Like it says when he gets selected, Doc 7 helps with multiball (or Multiball or Multi-Ball or Multi-ball or whatever). Actually that's not quite right, Doc 7 helps to get TO multiball. Here's how to get to Multiball:
-Start in Lock Mode. For the first multiball, the locks begin lit; for subsequent multiballs, you need to hit the target between the locks. If a ball is already in a lock (shot in by another player), the target also gives you credit for that lock. If another player's ball is in one lock, and you shoot the other, you get credit for your lock and the other player's ball is shot back out. If Doc 7 is lit, hitting the target also awards a Time Factor for Target Mode (more on that later).
Something to point out here is that any time a ball is shot out of a lock (or, with some ROMs, the lock target is shot), the Second Chance (ball save) is available for 2-3 seconds, even though it isn't flashing (it flashes at the start of a ball for 5-1O secs). The locks tend to kick balls right down the center drain, and it's a good idea to just let them go rather than flailing at them. Second Chance is also awarded the few times a successful ramp shot returns the ball to the outlane, a nice feature to avoid angry tilts.
Any lock you make is held over to the next ball, even if another player emptied the locks through multiball - in that case, there would only be one ball in the locks when the Expander raises to Target Mode (see below).
When a lock is registered, the backglas animation shows Doc 7 and his female partner Ace at two consoles (Ace at left). An appropriate sound effect plays depending on which of the two locks was made first.
Another note about Lock Mode: in a multi-player game, it can be very difficult to score locks if another player has put balls in them to start. The target between the locks is small, and hitting a ball into a hole where a ball is already locked has a good shot at a center drain with no Second Chance. So try to go first. :)
-Once two locks have been made (the backglass will show 2 "consoles"), the Time Expander raises to Target Mode, which looks remarkably like Pinbot. To finish Target Mode and start Multiball, each of the five circular targets must be hit 3 times - each hit brings down the "Time Expansion Factor" (which is announced each time it changes), and a flashing light below the target becomes solid. In the first multiball, hitting between two targets can register up to three hits, two for the target hit most solidly and one for the neighboring target. In subsequent multiballs, only one hit can be made on a target each time the Expander is hit.
Doc 7 has great importance here - anytime the set of targets is hit, Doc 7 spots an additional target, specifically the one that still needs the most hits. This makes Target Mode much easier... for example, without Doc 7, you'd have to hit one specific target once you get to Factor 1. But with Doc 7 lit, you can hit any target and spot the final unlit one.
Since Doc 7 has such an advantage in Target Mode, you should make sure he is lit when you get to this point. You can change the current Doctor when a ball is put in play - if Doc 7 is unlit before the start of Target Mode, make him the current doctor.
Should you happen to drain during Target Mode, the targets you hit are held over to the next ball. If another player gets multiball while you are in Target Mode, you remain there - when you begin multiball yourself, the other balls will come from the auto-plunger.
-Once Target Mode is completed, the Expander raises again to reveal three gates, each with a picture of a Dalek on it. The backglass shows which Dalek level multiball will start at for each gate shot - for the first multiball (with local settings - your mileage may vary), these gates are Supreme/Emperor/Supreme. In general, the middle gate is one level higher than the outer gates.
Multiball is worth a LOT of points, and it's very important to get a good Playfield X before starting multiball - after all, what good is a 45M jackpot when it could have been 18OM? So shoot for the Loop Ramp before shooting for the gates.
-Once a gate is shot, the Expander lowers to kick out any locked balls, then raises back to the Dalek gates - finally, multiball! The goal of multiball is to shoot a ball through each of the three gates, and accomplishing this awards a Jackpot. After scoring a Jackpot (until the Davros round), the Expander briefly lowers to Target Mode as the gates are reset, then raises again to set up the Daleks for the next Jackpot. There are several levels of Daleks... these are all I know, there are probably others at lower point values.
Some Jackpots will prompt the best quote in the game: "Dalek in the corner pocket."
Each level of Daleks will remain lit as long as a gate is shot within a time limit (about 1O-15 secs); it doesn't count if you shoot a gate that has already been hit. If no gate is shot (or if you drain from 3-ball to 2-ball multiball), the Dalek level will drop by one - Supreme Daleks will become Gold Daleks, for example. This is also true for Davros, and it's very annoying to have Davros change into a plain old Emperor Dalek.
On newer ROMs, the Status Report tells you how many Jackpots you need to reach the Davros round - you'll see "3-ball Daleks at xxM - x more for Davros" and the same for 2-ball Daleks. It always takes one more 2-ball Jackpot than 3-ball. Initially, it takes 2 Jackpots with 3-ball multiball, and 3 Jackpots with 2 balls. Shooting the center gate at the start of multiball reduces these numbers by one automatically. (Confusing?) Just remember that 2-ball multiball is one level lower than 3-ball, and the levels get higher as you score Jackpots.
Scoring a Jackpot on Emperor Daleks lights all 7 doctors and sets up the Davros Super Jackpot - this means it takes one fewer Jackpot to get to Davros if you shoot the center gate at the beginning. After the Emperor Daleks are finished, the Expander lowers back to Target Mode, as Davros announces "Let's see if you can break my personal force field, Doctor"... as before, each target must be hit, but this time only one hit is required. Also, Doc 7 will NOT help - you need to hit each target in earnest. Once all 5 targets are hit, the gates come up again, and shooting all three within the time scores 1OOM! If you can do this, it's a big feat...
After collecting Davros, the "Double Davros" round begins; it's exactly similar to the original Davros round, only TWO hits are required on the Expander targets to bring up the gates. Double Davros Jackpot is 2OOM! And Triple Davros, where 3 hits are required on the targets, is worth (good guess) 3OO million, not bad. Not bad at all. There is no "Quadruple Davros" - the Triple Davros repeats itself. In all 3 Davros rounds, taking too much time to shoot the gates, or having a third ball drain results in Davros changing into Emperor Daleks.
So the Jackpots sure can add up - going from Supreme Daleks to just single Davros is worth 195M, almost 8OO million with the Playfield X. In addition, the next multiball (unless you scored a Davros) will pick up where you left off - if you ended the first multiball with Davros lit, the next one begins with Davros lit at all three gates! Tough to miss that shot...
Something else to point out - if you are unable to score any Jackpot during the multiball, you have the possibility of re-locking the balls to restart multiball. If no Jackpot is scored, the Expander goes back to Lock Mode, and Re-Lock is lit for 15 secs (2O if Doc 7 is lit). In addition, an extra 1O secs is given for shooting the target between the locks, or for locking the first ball. If no ball is locked within the time, then the game continues in single-ball play. If only one ball is locked, a second ball is auto-plunged immediately. If this drains, the other ball kicks out for single- ball play again. If you can't lock the ball in time (and there's plenty of time), the other ball is kicked out for a 2-ball multiball, and the Dalek level picks up where you left off at the end of the original multiball. If both are locked, 3-ball multiball restarts. In either case, multiball restarts immediately; no targets or gates to shoot. Of course, remember to jack up the Playfield X before starting multiball.
A final word about multiball - the Davros Jackpot is VERY difficult to score (since the Expander targets are good drain shots), and actually, the normal Dalek Jackpots aren't all that hard to get. So unless you think you can get more than one Davros, it may be better NOT to shoot for the center gate at first, and to get as many Dalek Jackpots as possible... that's what I've had the most success doing, and my best game (2.4B) had no Davros Jackpot.
Questions and Answers and other Stuff that isn't all that important...
Q: Why are there 7 Doctors? Why not 12 or 5 or something?
A: Each of the 7 Doctors, whose pictures are displayed on the backglass, the playfield, and the dot display, represent a portrait of all seven actors who have portrayed Doctor Who in its 26-year run on the BBC from 1963 to 1989. There can be more than one Doctor Who because he is a Time Lord, and has the power to regenerate into a new body (also a great way to resolve contract disputes at the network!). The 7 portraits are in chronological order, and the men who portrayed Doctor Who are:
Also, if you look closely at the area each Doctor occupies on the playfield, there may be one (or several) other figures: they all played major parts in the show as well.
Q. What's that thing that goes inside a Dalek (seen on the loop ramp Million as well as the Last Wave of Video Mode)?
A. It's a mutated humanoid, yup! They're called "Kaleds", and a nuclear war on their planet mutated them. Davros offered to help the dying Kaleds, building a "life support system" for them (the Dalek shell). But... Davros genetically fixed the Kaleds to have his ego and no conscience, oh well. By the way "Dalek" is an anagram of "Kaled"...
Q. What's that airplane/hovercraft/spacecraft/sneaker that flies all over the place during W-H-O???
A. Yay, we figured this one out!! It's the "Who Mobile", which was driven/piloted by Doc 3 in the series, sometime during the early 197Os. Yes, a low-budget sci-fi show like Dr. Who had enough money for this sort of special effect - actually, the Who Mobile looks a LOT better in the game than on the TV show.
Q. What should I do to get lots of points on this game?
A. Hmmm... tough call, since even though the scoring on Dr. Who is imbalanced, it's imbalanced in many ways, so there are many shots which will give you too many points.
It's important to learn to shoot all three of W-H-O in rapid succession (without missing, that is), since 2 W-H-Os is worth an Extra Ball, and your Sonic Boom score depends almost solely on shooting these shots. The Sonic Boom is worth a lot, and if you can pull it off perfectly, the ball is returned for Loop Shots - 1O in a row for another Sonic Boom. Repeat and win big time.
The best starting strategy is to go with Doc 1, and begin pounding away at the Escape targets. Since you'll probably get 2 per shot at it, only a few shots lights Video Mode, which can get you upwards of 2OOM. Never shoot Video Mode without a good Playfield X, though - actually, never shoot anything good without a Playfield X.
After Doc 1, it's useful to prioritize the Doctors according to what they do... after Video Mode is lit, Doc 1 is nearly useless, and since the Doctor can be changed after a lock, change it if VM is lit. Doc 6 is the most important otherwise, since the Playfield X is so important to score. After that, Doc 3 is effective for score and extra balls, then Doc 2 for score on Hang-On, then 4, then 5 (nearly useless). Doc 7 is the exception: he's totally useless unless you have Target Mode, then he's essential. So the order is:
1, 6, 3, 2, 4, 5 with 7 abstaining.
Jackpots, though they give wonderful sound effects and big points at once, are largely overrated. Sure, sure, 2OO million for one shot, but setting that one shot up takes a LONG time. It's worth going for, but usually it's better to let the locks go, getting them on accident, then selecting Doc 7 to go for the multiball.
And that's about it - don't forget the big points from Hang-On and the Repair targets, but Video Mode, Multiball, and the Playfield X are the ways to go.
Q. What's that "moo"?
A. It's not exactly certain how you get the Cow to show up. What does happen is that the Transmat target must be shot with not enough bumper hits to Transmat a Doctor. Instead of seeing a Doctor on the backglass, there's a portrait of a cow (supposedly wearing a hat, I've never seen it). Most of the time when it happens, it's either during a Sonic Boom round or when the round is lit, but at least once, it's happened just randomly. Go figure.
Q. What does the Dr. Who manual have to say about all this?
A. Well here's the "Game Story" which serves to explain where all these Doctors are and what they're doing:
------ (begin unnecessary story)
Time is running out, literally...
The Master is back and this time he will not fail! He has recruted Davros and what is left of his desperate Daleks. Since being beaten by the Movellans, this group of Daleks have nothing to lose. And both have one enemy in common...the Doctor.
The Master has found an ancient Gallifrey Laboratory equipped with an everlasting self-regenerating "Time Expander". This "Time Expander" can take any part of time and space, stretch it, then allow all other space and time events to interact with this new time stream. This machine requires two operators to work together (changing time and space is serious business). Of course, this has never stopped the Master, or even Davros.
The problem of finding all seven Doctors and expanding their time streams is easily solved in one word-- Earth! This is the Doctors favorite planet. All of his regenerations, past, present, and even future, have or will, arrive upon Earth. All that has to be done is to expand Earth's time and push all the Doctors into the final nova of the Earth's Sun. At game start, you can experience the time expansion of Earth by observing the continental drift back to the past (over 300 million years ago!).
But everything has not gone as planned. All of the Doctors, aware of time being expanded, have escaped. However, not everone is safe. The first Doctor has escaped to a planet and is being bombarded by the Master's "borrowed and enhanced" Roni spheres. The second Doctor is lost in a land mine of black holes in space and is trying to dodge destruction (the black holes are rumored to power the Time Expander). The third Doctor is trapped in the Whomobile. The fourth Doctor is stranded somewhere to repair his TARDIS from old unreliable force field projectors. The fifth Doctor, transmatted away from Earth is, unfortunately, held prisoner in a never ending transmat web. The sixth Doctor was jettisoned to a mountainous Dalek planet, where the time expanded rebirth of the Dalek race is about to begin. Last, but not least, the seventh Doctor is much more fortunate. He escaped unharmed and has found the Time Expander. Now the challenge is to restore Earth's Time to normal, confront the Master and his traps, the Daleks, and of course Davros (the creator of the Daleks).
When it is time for the ultimate battle with Davros, all the Doctors will be re-united, combining their unique knowledge and experience to defeat Davros and his Daleks.
------ (end unneccary story - if this needs a copyright, Bally wrote it.)
Q. Who do you have to thank for this?
A. In the order that I received your comments:
Have fun shooting Daleks...
Bowen Kerins
Editor's Notes


text:
Composer, Musician, Poet, and Arts Advocate
Experience the smooth sounds of contemporary jazz mixed with the sweet sound of classical when you listen to the compositions of Frederick Tillis. As well as being a classical and jazz composer in Amherst, MA, Dr. Tillis is also a musician, arts advocate, published poet, and educator. He has written a number of vocal and instrumental pieces throughout the years, blending the different sounds of European classical with jazz.
Through this experimentation of sounds, Dr. Tillis was able to develop a cultural bridge between African American and European music. Since 1950, he has composed more than 100 symphonies, choral pieces, solo songs, and quartets. He has experience playing a variety of instruments, including the saxophone, trumpet, piano, clarinet, and viola. Through the years, Dr. Tillis has directed marching and big bands, as well as conducted full symphonies.
Dr. Tillis has focused most of his career on creating cross-cultural ties through his compositions to make unique and beautiful music. His music has been attributed to featuring intricate melodies with rich harmonic textures and has delighted audiences throughout the United States and internationally.
As a professor of music and the arts, Dr. Tillis has helped cultivate new musical talent around the world. He has worked and performed in a number of different countries, including Mexico, England, Italy, the former Soviet Union, China, and Japan.
Furthermore, Dr. Tillis has advocated for the arts throughout his career as a composer and writer on music composition and theory. He broke new grounds in literature and poetry and has published fifteen books. If you are interested in learning more about Dr. Tillis please visit his American Composer Alliance bio page. If you would like to obtain scores of his work, please contact the American Composers Alliance.
Frederick Tillis


text:
Velux CK02 Manual Centre-Pivot White Polyurethane… (1944C)
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White. Double-glazed, centre-pivot, polyurethane wrapped timber roof window. 4mm toughened outer pane, argon gas-filled cavity and 6mm laminated inner with coloured foil privacy layer. Ideal for humid rooms such as bathrooms and kitchens.
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