Word: diagramming
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Dates: during 1960-1969
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...Reader Rutchka's combinations are winners, but any Nim game can be won by using the 18 combinations given in TIME'S diagram. If he wishes, however, he can substitute his combinations for 6-5-3 and 6-4-3-1 in diagram and still win any game...
...solution: a new-type silo (see diagram) that will enable the engine gases to escape to the surface through W-shaped ducts leading away from the missile's base...
...fact, Nim is more of a trap than a game. The canny con man, with all the possible combinations locked in his head, graciously allows his victim to go first (see diagram). Since Nim's starting setup (7-5-3-1) is a winning combination itself, whoever tampers with it (i.e., the player who makes the first move) is doomed. But even if the wily match-sharp, out of courtesy or cunning, should agree to move first in an occasional game, he can still save the day by resorting to the memorized combinations as soon as the proper situation...
Drum & Sail. The heaviest part of OSO is a nine-sided drum containing batteries, radio equipment and position-control apparatus (see diagram). Mounted on a shaft running through the center of the drum is a semicircular "sail" covered on one side with solar cells to make electric power out of sunlight. While OSO was getting its final push from the launching rocket's third stage, both drum and sail were spinning rapidly. After it was fully in orbit, three arms carrying spherical tanks of high-pressure nitrogen swung outward, and small nitrogen jets reduced the spin to a steady...
...m.p.h., it was moving at more than 25,000 m.p.h. It would slice through the moon's orbit in 55 hours instead of 66 as planned. And at that time, the moon would not be there; Ranger III would miss by nearly 25,000 miles (see diagram...