Simon Turnbull, (born May 10, 1950 in Sydney, Australia), is one of Australia's most celebrated psychics, and co-founded the (APA) in 1983.
Before becoming a professional psychic, Simon was a singer/songwriter and recording artist back in the 60's. He toured Australia and New Zealand in the Harry M. Miller production of Jesus Christ Superstar in the 70's.
Currently the President of the APA, he has written countless articles on the paranormal in many newspapers, as well as magazines such as Australasian Post, Picture, People, New Idea, TV Star, Expose, Your Destiny and Psychic Interactive. Simon currently writes for and That's Life magazines.
Co-founder of the Australian Psychic Hotline in 1993, and now runs Simon Turnbull's SuperPsychics, which has over 100 psychics providing readings online or by phone.
He edited a book with Uri Geller called Uri Geller's Fortune Secrets. He is also listed in the Encyclopedia of Tarot (Vol. II).
Simon is also a remote viewing practitioner and researcher. Together with Charles Scarf, he worked on a research program in 2003 looking at ways of predicting the stock market using a method they called . This year they are embarking on a second research program in the series.
In June 2004, Simon was invited to deliver a paper in Las Vegas at the (IRVA) conference. His paper was called The Future of Remote Viewing.
Simon has also been the editor and publisher of the annual Australian Psychics Directory. The 2007 Australian Psychics Directory was released in January 2007.
He has two books about to be published, and is working on a screenplay.
Turnbull, Simon
Turnbull, Simon
Turnbull, Simon
Turnbull, Simon
Turnbull, Simon
Turnbull, Simon
Before becoming a professional psychic, Simon was a singer/songwriter and recording artist back in the 60's. He toured Australia and New Zealand in the Harry M. Miller production of Jesus Christ Superstar in the 70's.
Currently the President of the APA, he has written countless articles on the paranormal in many newspapers, as well as magazines such as Australasian Post, Picture, People, New Idea, TV Star, Expose, Your Destiny and Psychic Interactive. Simon currently writes for and That's Life magazines.
Co-founder of the Australian Psychic Hotline in 1993, and now runs Simon Turnbull's SuperPsychics, which has over 100 psychics providing readings online or by phone.
He edited a book with Uri Geller called Uri Geller's Fortune Secrets. He is also listed in the Encyclopedia of Tarot (Vol. II).
Simon is also a remote viewing practitioner and researcher. Together with Charles Scarf, he worked on a research program in 2003 looking at ways of predicting the stock market using a method they called . This year they are embarking on a second research program in the series.
In June 2004, Simon was invited to deliver a paper in Las Vegas at the (IRVA) conference. His paper was called The Future of Remote Viewing.
Simon has also been the editor and publisher of the annual Australian Psychics Directory. The 2007 Australian Psychics Directory was released in January 2007.
He has two books about to be published, and is working on a screenplay.
Turnbull, Simon
Turnbull, Simon
Turnbull, Simon
Turnbull, Simon
Turnbull, Simon
Turnbull, Simon
Ken Jurina, born in Canada in 1975 and a Grad of NAIT School of Business, has been involved in online marketing and internet market research for nearly a decade.
In 2001, Ken co-founded Epiar, an Internet marketing and search engine optimization (SEO) company that has pioneered techniques merging web development technology with online marketing strategies. Under Ken's direction, Epiar has won a number of awards over the last year.
Ken is regularly requested to speak at numerous industry events, including Search Engine Strategies, [http://searchmarketingexpo.com Search Marketing Expo(SMX)], PubCon and Shop.org.
He is also involved with various professional organizations and industry associations including the Edmonton Chamber of Commerce, Better Business Bureau, MRIA, and RISLA. He has served as a judge at the Canadian New Media Association awards for the past four years, and sits on the Global Committee and is Co-Chair of the Marketing Committee for the Search Engine Marketing Professional Organization (SEMPO), which establishes and promotes ethical SEO practices and guidelines, and is also a founding member and co-chair of SEMPO Canada. His associates in the SEO world include Matt Cutts, Vanessa Fox and Yahoo's Tim Meyer.
Ken and his partner Bob Vaasjo had developed a new software basd approached to internet maret research. See Epiar.
Jurina, Ken
In 2001, Ken co-founded Epiar, an Internet marketing and search engine optimization (SEO) company that has pioneered techniques merging web development technology with online marketing strategies. Under Ken's direction, Epiar has won a number of awards over the last year.
Ken is regularly requested to speak at numerous industry events, including Search Engine Strategies, [http://searchmarketingexpo.com Search Marketing Expo(SMX)], PubCon and Shop.org.
He is also involved with various professional organizations and industry associations including the Edmonton Chamber of Commerce, Better Business Bureau, MRIA, and RISLA. He has served as a judge at the Canadian New Media Association awards for the past four years, and sits on the Global Committee and is Co-Chair of the Marketing Committee for the Search Engine Marketing Professional Organization (SEMPO), which establishes and promotes ethical SEO practices and guidelines, and is also a founding member and co-chair of SEMPO Canada. His associates in the SEO world include Matt Cutts, Vanessa Fox and Yahoo's Tim Meyer.
Ken and his partner Bob Vaasjo had developed a new software basd approached to internet maret research. See Epiar.
Jurina, Ken
Hackey Sack Cricket is an sport that originated in Montgomery County Maryland. It has reached widespread popularity in many high schools and colleges since its inception. Hackey Sack Cricket is, as the name implies, a combination of cricket and Hackey Sack (footbag). The game also incorporates rules from American Baseball and Dodgeball. Due to this mix, it features very unique rules.
Hackey Sack Cricket is played with two teams of two players each. Like in cricket, one team is "at bat" and the other is "fielding". Traditionally, Hackey Sack Cricket is played indoors, but it can be played on any hard surface, including streets, blacktops, or basketball courts. Ideally, a Hackey Sack Cricket field should be approximately 20ft wide by 50ft long. The field consists of two "bases", which can be baseball bases or any other improvised marker. These bases are placed 15 feet apart from each other, centered and extending along the longer axis of the field.
The players of the at-bat team stand on the bases. On the fielding players is designated as pitcher, the other as fielder. The pitcher stands at least 5ft behind one of the bases, and pitches to the further one. A pitch must be launched only using the feet, with either a kick or a hackey sack serve. The batters may choose to either return the pitch or let it pass them. If they choose to return the pitch, the arms (from the shoulder down) or hands may not be used. Regardless of the batters' choice to return the pitch, they must also choose whether to run. A run consists of each batter running to the opposite base. This constitutes one point. If the batters choose to run, the fielders attempt to retrieve the hackey sack and through it at the runners. Throws to the head are often frowned upon, but still legal. If the fielders hit one of the runners while the runner is off a base, or if there are two runners on the same base, one "out" is issued. After two outs the teams switch. After both teams have played each role, one "inning" has passed. Games can be played for any period of time, but commonly used lengths are: 2 innings, 5 innings, and 7 innings.
Rules
At any point in time, if a player is off of the base, they may be tagged out by coming into contact with the hackey sack.
A player who is up to bat does not have to hit the ball when served, however; a delay of game foul may be called if it is determined that the player is intentionally holding up the game. This call results in one out for the team at fault
A hackey sack caught after being kicked by the team up at bat, results in an out. A double play may be made if the hackey sack is caught, and then the second player is tagged out before safely reaching the base.
Double hits are permitted, only if batter does not have to leave the base to do it. For example; a bump off the chest followed by a kick is permitted, however; kicking the hackey sack while running is not permitted.
A serve that rolls on the ground is still in play, and the batter is permitted to hit the hackey sack unless the fielding team touches it first.
The person who is not on the base designated for batting cannot under any circumstances, short of giving the hackey sack to the pitcher, interfere with the hackey sack. If it is determined that the a player who is not batting handled the hackey sack with malicious intent, they will receive one out.
Full contact is frowned upon, however it is allowed.
A wicket, while not necessary for play, is highly encouraged to be present. If the wicket is knocked over for any reason, the player is deemed out.
The serve must come from at the least, 5 feet behind the far base.
A serve is ruled invalid if the hands are used in any way to help propel the hackey sack.
More than two people may be on a team. However, when this happens the rules must change slightly. The number of outs required initiate the switch from batting to fielding is directly proportional to the number of players on that team.
When more than two people are on the batting team, a predetermined rotation must be established for the batting order. Only two people may be on base at any given point in the game, so the remaining players on the batting team must sit out. Once one of the players that is up to bat gets out, the next player will immediately take his place. This will continue until everyone on the batting team gets out, or the number of outs equals the number of players on that team.
A player in the rotation may not replace a player out of their turn. If such a violation is observed, the team will automatically receive an out.
If the rotation comes all the way around, a player may be up to bat twice in one inning. This is very common.
Other regional rules may exist, and are to be treated as such. For example in New York it is customary for the two players to always run to the right, as to avoid collision. Because of this it has been adopted so that a player must curve to the right when they run, or they receive a warning. The second time this rule is broken the violating team receive an out. Also in Pennsylvania, if the wicket is knocked down, the whole team is out and the opposing team put up to bat. This is made for quicker, more fast paced play.
Hackey Sack Cricket is played with two teams of two players each. Like in cricket, one team is "at bat" and the other is "fielding". Traditionally, Hackey Sack Cricket is played indoors, but it can be played on any hard surface, including streets, blacktops, or basketball courts. Ideally, a Hackey Sack Cricket field should be approximately 20ft wide by 50ft long. The field consists of two "bases", which can be baseball bases or any other improvised marker. These bases are placed 15 feet apart from each other, centered and extending along the longer axis of the field.
The players of the at-bat team stand on the bases. On the fielding players is designated as pitcher, the other as fielder. The pitcher stands at least 5ft behind one of the bases, and pitches to the further one. A pitch must be launched only using the feet, with either a kick or a hackey sack serve. The batters may choose to either return the pitch or let it pass them. If they choose to return the pitch, the arms (from the shoulder down) or hands may not be used. Regardless of the batters' choice to return the pitch, they must also choose whether to run. A run consists of each batter running to the opposite base. This constitutes one point. If the batters choose to run, the fielders attempt to retrieve the hackey sack and through it at the runners. Throws to the head are often frowned upon, but still legal. If the fielders hit one of the runners while the runner is off a base, or if there are two runners on the same base, one "out" is issued. After two outs the teams switch. After both teams have played each role, one "inning" has passed. Games can be played for any period of time, but commonly used lengths are: 2 innings, 5 innings, and 7 innings.
Rules
Boom PSX/N64 USB Adapter (also known as Boom PSX/N64 USB Converter) is an adapter used by many emulators. It allows the connection of both a Nintendo 64 controller and a Playstation controller to the computer through a USB port. This controller is not limited to only N64 and Playstation emulators. Players who wish to play MAME arcade emulator, SNES, NES, and others can also use this adapter.
Both controllers may not be used at the same time. There is a switch that controls which controller is connected. The switch is controlled by the player.
Issues
There are several compatibility issues. The foremost is the fact that not all N64 controllers work with this adapter. Also there are issues with recognition by Windows and other operating systems, although this issue is pretty rare.
1. Drivers
Users of Win2000 and WinXP need not worry about installing the included drivers. Support is built into the OS, and installing the drivers from the installation disk is not likely to solve any issues you may face. Users of Win98 and possibly WinME will need drivers. Simply follow the instructions included on the disk.
2. Analog stick doesn't work
After installing the adapter you absolutely must calibrate the analog stick. If you notice that your game character barely manages a walk despite full motion of the stick, you need to calibrate it. This doesn't seem to be an issue with PSX pads, just N64. Go to your Control Panel and open Gaming Options. Highlight the adapter in the list. It should be "4-axis 16-button joystick" for Win2000/XP users, and "Monster Gaming Device" (or similar) in 98/ME. Click the Properties button, then the Settings tab, and finally Calibrate. Follow the directions and everything should be fine thereafter. Keep in mind that you may need to repeat this if the adapter is disconnected.
3. When I click Properties in Gaming Options, all the buttons go crazy, like they're all being pressed
This one is a bit mysterious. First, I don't recommend using anything other that genuine, first-party Nintendo controllers with the adapter. Third-party controllers seem to cause more than their fair share of problems, and in fact they may not be officially supported anyway. I've also seen some first-party controllers exhibit the same problem. I can only surmise that the adapter is temperamental with older N64 pads, even ones that otherwise work fine with the console or other adapters. I bought a brand new N64 controller with my adapter and have had no problems. Bottom line? If you experience this issue, buy a new controller. N64 pads can still be purchased new at Nintendo's site. You could also buy an Adaptoid, which seems to play nice with worn-in controllers.
4. Rumble and/or mempaks don't work
With the lower cost comes the absence of bonus features, namely rumble and mempak support. They simply won't work. If you really need the features, purchase an Adaptoid.
Initially by AllNatural from http://www.emutalk.net/showthread.php?t=16748
When using an N64 controller, it will be treated as a PlayStation controller and show up as 4-axis, 16-button joystick (N64 controllers being a 2-axis, 14-button controller). Two-axis controllers should not have the Z-axis and Z-Rotation bars, as these are for the second joystick (which is not on an N64 controller). Therefore, up and down on an N64 joystick is the Z-rotation, and left and right is the Z-axis. The box with the plus also shows left, right, up and down, thus the bars and box will be used for a single joystick. This is not meant to be, as the bars are for the right joystick of a PlayStation controller and the box is for the left joystick.
Overall, the adaptoid is less problematic and functional. An adaptoid is just a simple cable with a Nintendo 64 socket on one end, and a USB plug on the other end, which provides for easier use. They also support controller paks and rumble paks, which means you can transfer your game saves that you have saved using an official game onto your computer and play them using an emulator, or vice versa.
See Also
*Emulation
*Nintendo 64
*PlayStation
Both controllers may not be used at the same time. There is a switch that controls which controller is connected. The switch is controlled by the player.
Issues
There are several compatibility issues. The foremost is the fact that not all N64 controllers work with this adapter. Also there are issues with recognition by Windows and other operating systems, although this issue is pretty rare.
1. Drivers
Users of Win2000 and WinXP need not worry about installing the included drivers. Support is built into the OS, and installing the drivers from the installation disk is not likely to solve any issues you may face. Users of Win98 and possibly WinME will need drivers. Simply follow the instructions included on the disk.
2. Analog stick doesn't work
After installing the adapter you absolutely must calibrate the analog stick. If you notice that your game character barely manages a walk despite full motion of the stick, you need to calibrate it. This doesn't seem to be an issue with PSX pads, just N64. Go to your Control Panel and open Gaming Options. Highlight the adapter in the list. It should be "4-axis 16-button joystick" for Win2000/XP users, and "Monster Gaming Device" (or similar) in 98/ME. Click the Properties button, then the Settings tab, and finally Calibrate. Follow the directions and everything should be fine thereafter. Keep in mind that you may need to repeat this if the adapter is disconnected.
3. When I click Properties in Gaming Options, all the buttons go crazy, like they're all being pressed
This one is a bit mysterious. First, I don't recommend using anything other that genuine, first-party Nintendo controllers with the adapter. Third-party controllers seem to cause more than their fair share of problems, and in fact they may not be officially supported anyway. I've also seen some first-party controllers exhibit the same problem. I can only surmise that the adapter is temperamental with older N64 pads, even ones that otherwise work fine with the console or other adapters. I bought a brand new N64 controller with my adapter and have had no problems. Bottom line? If you experience this issue, buy a new controller. N64 pads can still be purchased new at Nintendo's site. You could also buy an Adaptoid, which seems to play nice with worn-in controllers.
4. Rumble and/or mempaks don't work
With the lower cost comes the absence of bonus features, namely rumble and mempak support. They simply won't work. If you really need the features, purchase an Adaptoid.
Initially by AllNatural from http://www.emutalk.net/showthread.php?t=16748
When using an N64 controller, it will be treated as a PlayStation controller and show up as 4-axis, 16-button joystick (N64 controllers being a 2-axis, 14-button controller). Two-axis controllers should not have the Z-axis and Z-Rotation bars, as these are for the second joystick (which is not on an N64 controller). Therefore, up and down on an N64 joystick is the Z-rotation, and left and right is the Z-axis. The box with the plus also shows left, right, up and down, thus the bars and box will be used for a single joystick. This is not meant to be, as the bars are for the right joystick of a PlayStation controller and the box is for the left joystick.
Overall, the adaptoid is less problematic and functional. An adaptoid is just a simple cable with a Nintendo 64 socket on one end, and a USB plug on the other end, which provides for easier use. They also support controller paks and rumble paks, which means you can transfer your game saves that you have saved using an official game onto your computer and play them using an emulator, or vice versa.
See Also
*Emulation
*Nintendo 64
*PlayStation