Das völlig verrückte Autorennen ist eröffnet! Wolltest Du schon immer hinter dem Steuer ein Second-Hand-Karre sitzen? Oder das Coupe Bruchlandung fahren? Oder das verrückte Autoflugturbosegelmobil lenken? Jetzt hast Du die Gelegenheit - im wahnsinnigsten Videospiel Wacky Races!
TRACKLISTING: * ´Shut Us Down´ * ´Go Insane´ * ´Trouble´ * ´Never Going Back Again´ * ´Big Love´ * ´Under The Skin´ * ´All My Sorrows´ * ´In Our Own Time´ * ´Illumination´ * ´Second Hand News´ * ´Tusk´ * ´Stars Are Crazy´ * ´End Of Time´ * ´That´s The Way That Loves Goes´ * ´I´m So Afraid´ * ´Go Your Own Way´ * ´Turn It On´ * ´Treason´ * ´Seeds We Sow´
Soulwind is a compelling comic book conception, combining the finest elements of science fiction and fantasy into one compelling, dramatic adventure. The breadth of the series is astounding, ranging from distant planets with amazing creatures to secret sects operating outside reality on our own world. The story begins in The Kid From Planet Earth. A young boy is whisked off to a distant galaxy where he finds himself in the midst of a battle for the heart of the planet. Siding with the good natured animals of the forest, the boy discovers his destiny is to lead the peace loving civilization out of the hands of evil and into a new golden age. In the second volume, The Day I Tried To Live, a young couple in the early 20th century is travelling to a remote spot in the desert to take care of some personal business. There, they run into a Mission run by a race of insects that have been living in secret among us. The insects didn´t bargain for the couple being a prototype Bonnie and Clyde, though, and find humanity a worthier adversary than they expected. Finally, in the third volume, The Infamous Transit Vagrants, we peek into the lives of a group of men who are taking technology to its limit, as the boy from the first book returns to his home. There will be five Soulwind volumes in all and only the first two have previously seen print in any form. While all the volumes stand on their own, when read together, they tell a complete story. The final two volumes will be published in the latter half of 2000 and early 2001.
Novelist Daniel Abraham and illustrator Tommy Patterson are not merely turning George R. R. Martin’s epic fantasy A Game of Thrones into a graphic novel: They are meticulously translating one art form into another, and capturing the intricate nuances of Martin’s novels just as HBO is doing with the blockbuster series. The Abraham/Patterson collaboration is more than just a faithful adaptation. It is a labor of love—and a thrilling masterwork in its own right. Now, in the second volume, the sweeping action moves from the icy north, where the bastard Jon Snow seeks to carve out a place for himself among bitter outcasts and hardened criminals sworn to service upon the Wall . . . to the decadent south and the capital city of King’s Landing, where Jon’s father, Lord Eddard Stark, serves as the Hand of King Robert Baratheon amid a nest of courtly vipers . . . to the barbarian lands across the Narrow Sea, where the young princess Daenerys Targaryen has found the unexpected in her forced marriage to the Dothraki warlord Khal Drogo: love—and with it, for the first time in her life, power. Meanwhile, the dwarf Tyrion Lannister, accused by Lady Catelyn Stark of the attempted murder of her now-crippled youngest son, must call upon all his cunning and wit to survive when he is captured and imprisoned in the lofty dungeons of the Eyrie, where Lady Stark’s sister—a woman obsessed with vengeance against all Lannisters—rules. But Catelyn’s impulsive arrest of the Imp will set in motion a series of violent events whose outcome is fated to shake the world at the worst possible moment. For now is not the time for private feuds and bloodthirsty ambitions. Winter is coming . . . and with it, terrors beyond imagining.
For the first time, all five novels in the epic fantasy series that inspired HBO’s Game of Thrones are together in one boxed set. An immersive entertainment experience unlike any other, A Song of Ice and Fire has earned George R. R. Martin—dubbed ´´the American Tolkien” by Time magazine—international acclaim and millions of loyal readers. Now here is the entire monumental cycle: A GAME OF THRONES A CLASH OF KINGS A STORM OF SWORDS A FEAST OF CROWS A DANCE WITH DRAGONS ´´One of the best series in the history of fantasy.”—Los Angeles Times Winter is coming. Such is the stern motto of House Stark, the northernmost of the fiefdoms that owe allegiance to King Robert Baratheon in far-off King’s Landing. There Eddard Stark of Winterfell rules in Robert’s name. There his family dwells in peace and comfort: his proud wife, Catelyn; his sons Robb, Brandon, and Rickon; his daughters Sansa and Arya; and his bastard son, Jon Snow. Far to the north, behind the towering Wall, lie savage Wildings and worse—unnatural things relegated to myth during the centuries-long summer, but proving all too real and all too deadly in the turning of the season. Yet a more immediate threat lurks to the south, where Jon Arryn, the Hand of the King, has died under mysterious circumstances. Now Robert is riding north to Winterfell, bringing his queen, the lovely but cold Cersei, his son, the cruel, vainglorious Prince Joffrey, and the queen’s brothers Jaime and Tyrion of the powerful and wealthy House Lannister—the first a swordsman without equal, the second a dwarf whose stunted stature belies a brilliant mind. All are heading for Winterfell and a fateful encounter that will change the course of kingdoms. Meanwhile, across the Narrow Sea, Prince Viserys, heir of the fallen House Targaryen, which once ruled all of Westeros, schemes to reclaim the throne with an army of barbarian Dothraki—whose loyalty he will purchase in the only coin left to him: his beautiful yet innocent sister, Daenerys. ´´Long live George Martin . . . a literary dervish, enthralled by complicated characters and vivid language, and bursting with the wild vision of the very best tale tellers.”—The New York Times
After a rare speech at the National Center for Atmospheric Research in Boulder, Colorado, in 1976, programmers in the audience had suddenly fallen silent when Cray offered to answer questions. He stood there for several minutes, waiting for their queries, but none came. When he left, the head of NCAR´s computing division chided the programmers. ´Why didn´t someone raise a hand?´ After a tense moment, one programmer replied, ´How do you talk to God?´ -from The SUPERMEN The Story of Seymour Cray and the Technical Wizards behind the Supercomputer. They were building revolutionary, not evolutionary, machines. . . . They were blazing a trail-molding science into a product. . . . The freedom to create was extraordinary. -from The Supermen In 1951, a soft-spoken, skinny young man fresh from the University of Minnesota took a job in an old glider factory in St. Paul. Computer technology would never be the same, for the glider factory was the home of Engineering Research Associates and the recent college grad was Seymour R. Cray. During his extraordinary career, Cray would be alternately hailed as the Albert Einstein, the Thomas Edison, and the Evel Knievel of supercomputing. At various times, he was all three-a master craftsman, inventor, and visionary whose disdain for the rigors of corporate life became legendary, and whose achievements remain unsurpassed. The Supermen is award-winning writer Charles J. Murray´s exhilarating account of how the brilliant-some would say eccentric-Cray and his gifted colleagues blazed the trail that led to the Information Age. This is a thrilling, real-life scientific adventure, deftly capturing the daring, seat-of-the-pants spirit of the early days of computer development, as well as an audacious, modern-day David and Goliath battle, in which a group of maverick engineers beat out IBM to become the runaway industry leaders. Murray´s briskly paced narrative begins during the final months of the Second World War, when men such as William Norris and Howard Engstrom began researching commercial applications for the code-breaking machines of wartime, and charts the rise of technological research in response to the Cold War. In those days computers were huge, cumbersome machines with names like Demon and Atlas. When Cray came on board, things quickly changed. Drawing on in-depth interviews-including the last interview Cray completed before his untimely and tragic death-Murray provides rare insight into Cray´s often controversial approach to his work. Cray could spend exhausting hours in single-minded pursuit of a particular goal, and Murray takes us behind the scenes to witness late-night brainstorming sessions and miraculous eleventh-hour fixes. Cray´s casual, often hostile attitude toward management, although alienating to some, was more than a passionate need for independence; he simply thought differently than others. Seymour Cray saw farther and faster, and trusted his vision with an unassailable confidence. Yet he inspired great loyalty as well, making it possible for his own start-up company, Cray Research, to bring the 54,000-employee conglomerate of Control Data to its knees. Ultimately, The Supermen is a story of genius, and how a unique set of circumstances-a small-team approach, corporate detachment, and a government-backed marketplace-enabled that genius to flourish. In an atmosphere of unparalleled freedom and creativity, Seymour Cray´s vision and drive fueled a technological revolution from which America would emerge as the world´s leader in supercomputing.