From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #4272 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Wednesday, June 3 2020 Volume 14 : Number 4272 Today's Subjects: ----------------- Need More Money - These Companies Are Paying More For New Hires ["Your Da] Pinecone Research - US ["**Pinecone Research**" <**PineconeResearch**@son] super fast, super easy and super fun. ["Woodworking Projects" ] Science Revolution To Getting Bigger Down There - Stem Cells ["2-4 Inches] New Survival Tool (50-state Legal) ["Paracord" <**Paracord**@covidguide.g] Control from your mobile ["Photography" ] Hey, sending you a free bottle of probiotics (need your address) ["**prox] ---------------------------------------------------------------------- Date: Wed, 3 Jun 2020 04:38:45 -0400 From: "Your Daily Job Search" Subject: Need More Money - These Companies Are Paying More For New Hires Need More Money - These Companies Are Paying More For New Hires http://biomutual.bid/TTLxPzU8IeU0wh9yQLNHz9XP2YcvaoIjuulATHw9sEK0ZA http://biomutual.bid/q5n_0U7KMA66JdlOP1XqH4ok36y1ttqx6S0mi1h9tmkOZdFJ The fixed and mobile parts of the hand adapt to various everyday tasks by forming bony arches: longitudinal arches (the rays formed by the finger bones and their associated metacarpal bones), transverse arches (formed by the carpal bones and distal ends of the metacarpal bones), and oblique arches (between the thumb and four fingers): Of the longitudinal arches or rays of the hand, that of the thumb is the most mobile (and the least longitudinal). While the ray formed by the little finger and its associated metacarpal bone still offers some mobility, the remaining rays are firmly rigid. The phalangeal joints of the index finger, however, offer some independence to its finger, due to the arrangement of its flexor and extension tendons. The carpal bones form two transversal rows, each forming an arch concave on the palmar side. Because the proximal arch simultaneously has to adapt to the articular surface of the radius and to the distal carpal row, it is by necessity flexible. In contrast, the capitate, the "keystone" of the distal arch, moves together with the metacarpal bones and the distal arch is therefore rigid. The stability of these arches is more dependent of the ligaments and capsules of the wrist than of the interlocking shapes of the carpal bones, and the wrist is therefore more stable in flexion than in extension. The distal carpal arch affects the function of the CMC joints and the hands, but not the function of the wrist or the proximal carpal arch. The ligaments that maintain the distal carpal arches are the transverse carpal ligament and the intercarpal ligaments (also oriented transversally). These ligaments also form the carpal tunnel and contribute to the deep and superficial palmar arches. Several muscle tendons attaching to the TCL and the distal carpals also contribute to maintaining the carpal arch. Compared to the carpal arches, the arch formed by the distal ends of the metacarpal bones is flexible due to the mobility of the peripheral metacarpals (thumb and little finger). As these two metacarpals approach each other, the palmar gutter deepens. The central-most metacarpal (middle finger) is the most rigid. It and its two neighbors are tied to the carpus by the interlocking shapes of the metacarpal bones. The thumb metacarpal only articulates with the trapezium and is therefore completely independent, while the fifth metacarpal (little finger) is semi-independent with the fourth metacarpal (ring finger) which forms a transitional element to the fifth metacarpal. Together with the thumb, the four fingers form four oblique arches, of which the arch of the index finger functionally is the most important, especially for precision grip, while the arch of the little finger contribute an important locking mechanism for power grip. The thumb is undoubtedly the "master digit" of the hand, giving value to all the other fingers. Together with the index and middle finger, it forms the dynamic tridactyl configuration responsible for most grips not requiring force. The ring and little fingers are more static, a reserve ready to interact with the palm when great force is neede ------------------------------ Date: Wed, 3 Jun 2020 04:51:04 -0400 From: "**Pinecone Research**" <**PineconeResearch**@soniketo.guru> Subject: Pinecone Research - US Pinecone Research - US http://soniketo.guru/55XbZJtWwPMwUf8H_HEmnWTW7FZy_IWoFNBK9EMbuVkR-7DV http://soniketo.guru/SdwUwivho3I8dzwoWiZRUECYxGl8Ayt8_BJKjCnNcKRU27mP that's often evaded its console-dwelling cousin: success." The Sega Genesis is often ranked among the best consoles in history. In 2014, USgamer's Jeremy Parish credited it for galvanizing the market by breaking Nintendo's near-monopoly, helping create modern sports game franchises, and popularizing television games in the UK. Kalinske felt Sega had innovated by developing games for an older demographic and pioneering the "street date" concept with the simultaneous North American and European release of Sonic the Hedgehog 2. Sega of America's marketing campaign for the Genesis influenced marketing for later consoles. Despite its commercial failure, the Saturn is well regarded for its library, though it has been criticized for a lack of high-profile franchise releases. Edge wrote that "hardened loyalists continue to reminisce about the console that brought forth games like Burning Rangers, Guardian Heroes, Dragon Force and Panzer Dragoon Saga". Sega's management was criticized for its handling of the Saturn. According to Greg Sewart of 1Up.com, "the Saturn will go down in history as one of the most troubled, and greatest, systems of all time". The Dreamcast is remembered for being ahead of its time, with several concepts that became standard in consoles, such as motion controls and online functionality. Its demise has been connected with transitions in the video game industry. In 1001 Video Games You Must Play Before You Die, Duncan Harris wrote that the Dreamcast's end "signaled the demise of arcade gaming culture ... Sega's console gave hope that things were not about to change for the worse and that the tenets of fast fun and bright, attractive graphics were not about to sink into a brown and green bog of realistic war games." Parish contrasted the Dreamcast's diverse library with the "suffocating sense of conservatism" that pervaded the industry in the following decade. In Eurogamer, Damien McFerran wrote that Sega's decisions in the late 1990s were "a tragic spectacle of overconfidence and woefully misguided business practice". Travis Fahs of IGN noted that since the Sammy takeover Sega had developed fewer games and outsourced to more western studios, and that its arcade operations had been significantly reduced. Nonetheless, he wrote: "Sega was one of the most active, creative, and productive developers the industry has ever known, and nothing that can happen to their name since will change that." In 2015, Sega president Haruki Satomi told Famitsu that, in the previous ten years, Sega had "betrayed" the trust of older fans and that he hoped to re-establish the Sega brand. During the promotion of the Sega Genesis Mini, Sega executive manager Hiroyuki Miyazaki reflected on Sega's history, saying, "I feel like Sega has never been the champion, at the top of all the video game companies, but I feel like a lot of people love Sega because of the underdog image." In his 2018 book The Sega Arcade Revolution, Horowitz connected Sega's decline in the arcades after 1995 with broader industry changes. He argued that its most serious problems came from the loss of its creative talent, particularly Yuji Naka and Yu Suzuki, after the Sammy takeover, but concluded that "as of this writing, Sega is in its best financial shape of the past two decades. The company has endure ------------------------------ Date: Tue, 2 Jun 2020 12:06:16 -0400 From: "Woodworking Projects" Subject: super fast, super easy and super fun. super fast, super easy and super fun. http://mensfat.guru/CytY2x9e9ZqaP9E4cPyTSGScuXeNtNQ3WSRz_0m6l23h3mw0 http://mensfat.guru/jLqYKY_ecgoW08-VAM-kPxiIIJ7DETw76hwusuDrXl99kSIl possible appearance to steal butter from their homes. In some places, there is a custom in undivided Hindu families that the woman beats her brother-in-law with a sari rolled up into a rope in a mock rage and tries to drench him with colours, and in turn, the brother-in-law brings sweets (Indian desserts) to her in the evening. Jammu and Kashmir In Jammu and Kashmir, Holi celebrations are much in line with the general definition of Holi celebrations: a high-spirited festival to mark the beginning of the harvesting of the summer crop, with the throwing of coloured water and powder and singing and dancing. Karnataka Traditionally, in rural Karnataka children collect money and wood in the weeks prior to Holi, and on "Kamadahana" night all the wood is put together and lit. The festival is celebrated for two days. People in northern parts of Karnataka prepare special food on this day. In Sirsi, Karnataka, Holi is celebrated with a unique folk dance called "Bedara Vesha", which is performed during the nights beginning five days before the actual festival day. The festival is celebrated every alternate year in the town, which attracts a large number of tourists from different parts of India. Maharashtra In Maharashtra, Holi Purnima is also celebrated as Shimga, festivities that last five to seven days. A week before the festival, youngsters go around the community, collecting firewood and money. On the day of Shimga, the firewood is heaped into a huge pile in each neighborhood. In the evening, the fire is lit. Every household brings a meal and dessert, in the honour of the fire god. Puran Poli is the main delicacy and children shout "Holi re Holi puranachi poli". Shimga celebrates the elimination of all evil. The colour celebrations here take place on the day of Rang Panchami, five days after Shimga. During this festival, people are supposed to forget and forgive any rivalries and start new healthy relations with all. Manipur Manipuris celebrate Holi for 6 days. Here, this holiday merges with the festival of Yaosang. Traditionally, the festival commences with the burning of a thatched hut of hay and twigs. Young children go from house to house to collect money, locally known as nakadeng (or nakatheng), as gifts on the first two days. The youths at night perform a group folk dance called Thabal chongba on the full moon night of Lamta (Phalgun), traditionally accompanied by folk songs and rhythmic beats of the indigenous drum, but nowadays by modern bands and fluorescent lamps. In Krishna temples, devotees sing devotional songs, perform dances and celebrate with aber (gulal) wearing traditional white and yellow turbans. On the last day of the festival, large processions are taken out to the main Krishna temple near Imphal where several cultural activities are held. In recent decades, Yaosang, a type of Indian sport, has become common in many places of the valley, where people of all ages come out to participate in a number of sports that are somewhat altered for the holiday. ------------------------------ Date: Tue, 2 Jun 2020 07:26:52 -0400 From: "Antenna" Subject: TV Executives Shocked TV Executives Shocked http://visiday.live/UJA1Zu_zie5ruFRzLTabk6tTujHSFMbYIxky6MXd9kQmbWr9 http://visiday.live/Ky_Aasupt47xi3g9MnwQ4eLaSiI4Cbunf50COT-rbBLmpomh equaled by a 3D action performer The gameplay is simply genius - Shigeru Miyamoto wrote the book on platformers." Electronic Gaming Monthly attributed the series' excellence to the developers' tireless creativity and innovation, pointing out that "Sega's Sonic series changed very little in its four installments on the Genesis. The Mario series has changed significantly with each new game." The original Super Mario Bros. was awarded the top spot on Electronic Gaming Monthly's greatest 200 games of their time list and IGN's top 100 games of all-time list twice (in 2005 and 2007). Super Mario Bros. popularized side-scrolling video games and provided the basic concept and mechanics that persisted throughout the rest of the series. Super Mario Bros. sold 40.24 million copies, making it the best-selling video game of the whole series. Super Mario Bros. 3 is often regarded as one of the Nintendo Entertainment System's greatest games; Nintendo Power rated the game sixth on their list of the 200 Greatest Nintendo Games. The game was 14th on Electronic Gaming Monthly's list. Super Mario World also received very positive scores, with a 94.44% aggregate review score on GameRankings. Nintendo Power ranked the game eighth best overall to be released on a Nintendo console in their Top 200 Games list. Super Mario 64, as the first 3D platform game in the Mario series, established a new archetype for the genre, much as Super Mario Bros. did for 2D side-scrolling platformers. It is acclaimed by many critics and fans as one of the greatest and most revolutionary video games of all time. Guinness World Records reported sales of 11.8 million copies for Super Mario 64 at the end of 2007. Super Mario Sunshine also received critical acclaim by game reviewers. IGN praised the addition of the water backpack (F.L.U.D.D.) for improving the gameplay, and GameSpy commented on the "wide variety of moves and the beautifully constructed environments". GameSpot and Computer and Video Games, however, called the game "unpolished", with the latter going so far as to insinuate that it was unfinished. Of all the Mario games released, Super Mario Galaxy, Super Mario Galaxy 2, and Super Mario Odyssey have been the most highly acclaimed by both fans and professional critics. The Galaxy titles, extolled for their creativity, level design, visuals, and music, have been considered to be not only two of the best Mario games ever made but also among the greatest games of all time in general, according to sites such as IGN and TopTenReviews. Odyssey was praised for successfully reviving the sandbox-style gameplay last seen in Super Mario 64 and Sunshine and its introduction of the "capture" mechanic. GameRankings, a website that aggregates game scores and rankings from well-established video game critics, gave Super Mario Galaxy an aggregate ranking of 97.64%, making it the best-ranked game on the site. Super Mario 3D Land was also highly commercially and critically successful, being the third-best-selling game for the Nintendo 3DS. Its sequel, Super Mario 3D World, received similar critical praise and is among the Wii U's best-selling titles. ------------------------------ Date: Tue, 2 Jun 2020 10:48:45 -0400 From: "2-4 Inches Bigger In 5 Steps" <2-4InchesBiggerIn5Steps@copperwind.buzz> Subject: Science Revolution To Getting Bigger Down There - Stem Cells Science Revolution To Getting Bigger Down There - Stem Cells http://copperwind.buzz/YzNrHegRe40A9JeJ4M98ROlqG0m3XwKZBn61xOJAMjGGfg http://copperwind.buzz/SI3nnPMv3_BiVYKraLcNv8A_UVxvoRV2F9WOm8ZQA6xV_A RAFMRS Land Rovers had blue bodies and bright yellow tops, to be better seen from above. In 1981, the colour scheme was changed to green with yellow stripes. More recently, vehicles have been painted white, and are issued with fittings similar to civilian UK Mountain Rescue teams. An adaptation of Land Rovers to military purposes is the "Pink Panther" models. Approximately 100 Series IIA models were adapted to reconnaissance use by British special operations forces the SAS. For desert use they were often painted pink, hence the name. The vehicles were fitted with among other gear a sun compass, machine guns, larger fuel tanks and smoke dischargers. Similar adaptations were later made to Series IIIs and 90/110/Defenders. The Australian Army adapted the Land Rover Series 2 into the Long Range Patrol Vehicle for use by the Special Air Service Regiment and as an anti-tank "gunbuggy" fitted with an M40 recoilless rifle. The 75th Ranger Regiment of the United States Army also adapted twelve versions of the Land Rover that were officially designated the Ranger Special Operations Vehicle. Series and Defender models have also been armoured. The most widespread of these is the Shorts Shorland, built by Shorts Brothers of Belfast. The first of these were delivered in 1965 to the Royal Ulster Constabulary, the Northern Ireland police force. They were originally 109-inch (2,800 mm) wheelbase models with an armoured body and a turret from the Ferret armoured car. By 1990, there had been more than 1,000 produced. In the 1970s, a more conventional armoured Land Rover was built for the Royal Ulster Constabulary in Wales called the Hotspur. The Land Rover Tangi was built by the Royal Ulster Constabulary's own vehicle engineering team during the 1990s. The British Army has used various armoured Land Rovers, first in Northern Ireland but also in more recent campaigns. They first added protective panels to Series General Service vehicles (the Vehicle Protection Kit (VPK)). Later they procured the Glover Webb APV and finally the Courtaulds (later NP Aerospace) Composite Armoured Vehicle, commonly known as Snatch. These were originally based on heavy-duty V8 110 chassis but some have recently been re-mounted on new chassis from Otokar of Turkey and fitted with diesel engines and air-conditioning for Iraq. Although these now have more in common with the 'Wolf' (Defender XD) Land Rovers that many mistakenly confuse them with, the Snatch and the Wolf are different vehicles. The most radical conversion of a Land Rover for military purposes was the Centaur half-track. It was based on a Series III with a V8 engine and a shortened belt drive from the Alvis Scorpion light tank. A small number was manufactured, and they were used by Ghana, among others. The Land Rover is used by military forces throughout the world. The current generation of Land Rover used by British Army, the Snatch 2, have upgraded and strengthened chassis and suspension compared to civilian-specification vehicles. There is also the Land Rover WMIK (weapon mounted installation kit) used by British Army. The WMIK consists of a driver, a raised gun, usually a Browning heavy machine gun or a grenade machine gun, this used for ground support, and a GPMG (general-purpose machine gunner) located next to the driver, this used for vehicle protection. ------------------------------ Date: Tue, 2 Jun 2020 06:48:34 -0400 From: "Paracord" <**Paracord**@covidguide.guru> Subject: New Survival Tool (50-state Legal) New Survival Tool (50-state Legal) http://covidguide.guru/tMEXWRdGt3b7FbfA7MWox5z4ffrgO7GBoPml3S0j_5ACX4Qd http://covidguide.guru/030stdqYwcSfe2hMgmjKk-jv06C7-mgENBVyfxpUaaiI_AYD sexualized characters contrasted with Barbie's older, chaste image. Mattel therefore attempted to overhaul the Barbie brand to keep the toy relevant to consumers in the modern age by bringing in consultants and conducting research on key market groups. Mattel consultants initially considered reducing the Barbie's breast size, but later claimed that the doll's figure could not be changed because "being consistent is one of her biggest strengths". This move might also have been rejected because of the success of the sexualized Bratz dolls of Mattel's competitors. Mattel's team also considered targeting market audiences of career women and their daughters by introducing lines of Doctor or Lawyer Barbies. However, Mattel's research showed that girls were spending more time online than playing with physical dolls. Therefore, targeted career Barbies were discarded in favor of looking for more interactive platforms through online or digital media. This resulted in the creation of the Barbie film series, which initially revolved around Barbie being reimagined as a princess and eventually expanded into various worlds of fashion and fantasy. A primary benefit of this strategy revolved around marketing, as Mattel could sell dolls specific to each film separately from the DVDs and merchandise related to props, costumes, and sets from the films. Tim Kilpin, the senior vice-president for girls marketing at Mattel, stated that "What you see now are several different Barbie worlds anchored by content and storytelling. A girl can understand what role Barbie is playing, what the other characters are doing, and how they interrelate. That's a much richer level of story that leads to a richer level of play." The strategy worked as US Barbie sales, led by the princess line, "increased by two percent in 2006, saving Mattel's bottom line at a time when its worldwide share of the toy market was declining." Within the films, Mattel includes performances by well-known companies and orchestras, such as the London Symphony Orchestra, the Czech Philharmonic and the New York City Ballet. These associations could have been included as an enrichment strategy on behalf of Mattel's marketing team, to help the films be seen as educational. Films The 36 Barbie animated feature films from 2001 to 2017. The company produced its first feature-length film, Barbie in the Nutcracker, in 2001 based on E. T. A. Hoffmann's classic tale and featured music from Tchaikovsky's ballet. After its success, it was followed by Barbie as Rapunzel based on the Brothers Grimm's fairy tale in 2002 and another Tchaikovsky ballet-inspired Barbie of Swan Lake in 2003. The first musical film was released in 2004 with Barbie as the Princess and the Pauper based on Mark Twain's famous novel. Due to its popularity among the fans, a remake was released in 2012 with Barbie: The Princess & the Popstar. In 2005, the first of the Barbie: Fairytopia trilogy was released which was followed by Barbie: Mermaidia in 2006 and Barbie Fairytopia: Magic of the Rainbow in 2007. Two films were released as spin-offs to Fairytopia, Barbie: Mariposa in 2008 and its sequel Barbie: Mariposa & the Fairy Princess in 2013. The success of the first three films had led to the princess-themed lineup in the series, releasing its first original story Barbie and the Magic of Pegasus in 2005, another Grimm's fairy tale Barbie in the 12 Dancing Princesses in 2006, and the musicals Barbie as the Island Princess in 2007 and Barbie & the Diamond Castle in 2008. Two more films based on classic novels by Charles Dickens and Alexandre Dumas were released with Barbie in A Christmas Carol in 2008 and Barbie and the Three Musketeers in 2009, respectively. Starting with the modern adaptation of an Andersen fairy tale, Barbie: Thumbelina in 2009, the series moved away from the classical princess stories and focused on more modern themes like fashion and on ------------------------------ Date: Tue, 2 Jun 2020 10:57:10 -0400 From: "Photography" Subject: Control from your mobile Control from your mobile http://mensfat.guru/dBC4FCHF4fgQ5Z--jlR81AXnWitLndo3k8pHJiVZD9eGIck8 http://mensfat.guru/qida3BndR2oRbCW4gG6Sxc0g9cj8QiO68BvtxnK7FvK-DLqK Fighter II surprised the gaming industry, as arcade owners bought more machines to keep up with demand. Street Fighter II was also responsible for popularizing the combo mechanic, which came about when skilled players learned that they could combine several attacks that left no time for the opponent to recover if they timed them correctly. SNK released Fatal Fury a few months before Street Fighter II. It was designed by Takashi Nishiyama, the creator of the original Street Fighter, which it was envisioned as a spiritual successor to. Fatal Fury placed more emphasis on storytelling and the timing of special moves, and added a two-plane system where characters could step into the foreground or background. Meanwhile, Sega experimented with Dark Edge, an early attempt at a 3D fighting game where characters could move in all directions. Sega however, never released the game outside Japan because it felt that "unrestrained" 3D fighting games were unenjoyable. Sega also attempted to introduced 3-D holographic technology to the genre with Holosseum in 1992, though it was unsuccessful. Several fighting games achieved commercial success, including SNK's Art of Fighting and Samurai Shodown as well as Sega's Eternal Champions. Nevertheless, Street Fighter II remained the most popular, spawning a Champion Edition that improved game balance and allowed players to use characters that were unselectable in the previous version. The popularity of Street Fighter II led it to be released for home game consoles and allowed it to define the template for fighting games. Fighting games soon became the dominant genre in the arcade game industry of the early 1990s. Chicago's Midway Games achieved unprecedented notoriety when they released Mortal Kombat in 1992. The game featured digital characters drawn from real actors, numerous secrets, and a "Fatality" system of finishing maneuvers with which the player's character kills their opponent. The game earned a reputation for its gratuitous violence, and was adapted for home game consoles. The home version of Mortal Kombat was released on September 13, 1993, a day promoted as "Mortal Monday". The advertising resulted in line-ups to purchase the game and a subsequent backlash from politicians concerned about the game's violence. The Mortal Kombat franchise would achieve iconic status similar to that of Street Fighter with several sequels as well as movies, television series, and extensive merchandising. Numerous other game developers tried to imitate Street Fighter II and Mortal Kombat's financial success with similar games; Capcom USA took unsuccessful legal action against Data East over the 1993 arcade game Fighter's History. Data East's largest objection in court was that their 1984 arcade game Karate Champ was the true originator of the competitive fighting game genre, which predated the original Street Fighter by three years, but the reason the case was decided against Capcom was that the copied elements were scenes a faire and thus excluded from copyright. Virtua Fighter is rendered in 3D, but is typical of most fighting games in that most action takes place in a 2D plane of motion. Here, one player ducks the other's attack. Sega AM2's first attempt in the genre was the 1993 arcade game Burning Rival, but gained renown with the release of Virtua Fighter for the same platform the same year. It was the first fighting game with 3D polygon graphics and a viewpoint that zoomed and rotated with the action. Despite the graphics, players were confined to back and forth motion as seen in other fighting games. With only three buttons, it was easier to learn than Street Fighter and Mortal Kombat, having six and five buttons respectively. By the time the game was released for the Sega Saturn in Japan, the game and system were selling at almost a one-to-one ratio. The 1994 PlayStation launch title Battle Arena Toshinden is credited for taking the genre into "true 3-D" due to its introduction of the sidestep maneuver, which IGN described as "one little move" that "changed the fighter forever." The same year, SNK released The King of Fighters '94 in arcades, where players choose from ------------------------------ Date: Wed, 3 Jun 2020 05:32:54 -0400 From: "**prox10**" Subject: Hey, sending you a free bottle of probiotics (need your address) Hey, sending you a free bottle of probiotics (need your address) http://biomutual.bid/LFS2yNnoFcJSpHhGFo-ADKL5mSGdU1haavt9aeL6hMa0BwA http://biomutual.bid/fIQNGnjv35aeQxDBtH3coFsHowwf4eQTHByOXQB6hPKpvQ After the early Soviet successes, especially Yuri Gagarin's flight, US President John F. Kennedy looked for a project that would capture the public imagination. He asked Vice President Lyndon Johnson to make recommendations on a scientific endeavor that would prove US world leadership. The proposals included non-space options such as massive irrigation projects to benefit the Third World. The Soviets, at the time, had more powerful rockets than the US, which gave them an advantage in some kinds of space mission. Advances in US nuclear weapon technology had led to smaller, lighter warheads; the Soviets' were much heavier, and the powerful R-7 rocket was developed to carry them. More modest missions such as flying around the Moon, or a space lab in lunar orbit (both were proposed by Kennedy to von Braun), offered too much advantage to the Soviets; landing, however, would capture the world's imagination. Apollo landing sites Johnson had championed the US human spaceflight program ever since Sputnik, sponsoring legislation to create NASA while he was still a senator. When Kennedy asked him in 1961 to research the best achievement to counter the Soviets' lead, Johnson responded that the US had an even chance of beating them to a crewed lunar landing, but not for anything less. Kennedy seized on Apollo as the ideal focus for efforts in space. He ensured continuing funding, shielding space spending from the 1963 tax cut, but diverting money from other NASA scientific projects. These diversions dismayed NASA's leader, James E. Webb, who perceived the need for NASA's support from the scientific community. The Moon landing required development of the large Saturn V launch vehicle, which achieved a perfect record: zero catastrophic failures or launch vehicle-caused mission failures in thirteen launches. For the program to succeed, its proponents would have to defeat criticism from politicians both on the left (more money for social programs) and on the right (more money for the military). By emphasizing the scientific payoff and playing on fears of Soviet space dominance, Kennedy and Johnson managed to swing public opinion: by 1965, 58 percent of Americans favored Apollo, up from 33 percent two years earlier. After Johnson became President in 1963, his continuing defense of the program allowed it to succeed in 1969, as Kennedy had planned. Soviet strategy Main article: Soviet Moonshot Soviet leader Nikita Khrushchev said in October 1963 the USSR was "not at present planning flight by cosmonauts to the Moon," while insisting that the Soviets had not dropped out of the race. Only after another year did the USSR fully commit itself to a Moon-landing attempt, which ultimately failed. At the same time, Kennedy had suggested various joint programs, including a possible Moon landing by Soviet and U.S. astronauts and the development of better weather-monitoring satellites. Khrushchev, sensing an attempt by Kennedy to steal Russian space technology, rejected the idea: if the USSR went to the Moon, it would go alone. Sergey Korolev, the Soviet space program's chief designer, had started promoting his Soyuz craft and the N1 launcher rocket that would have the capability of carrying out a human Moon landing. ------------------------------ End of alt.music.moxy-fruvous digest V14 #4272 **********************************************