SUMMARY / RELATED TOPICS

Interception

In ball-playing competitive team sports, an interception or pick is a move by a player involving a pass of the ball—whether by foot or hand, depending on the rules of the sport—in which the ball is intended for a player of the same team but caught by a player of the team on defense, who thereby gains possession of the ball for their team. It is seen in football, including American and Canadian football, as well as association football, rugby league, rugby union, Australian rules football and Gaelic football, as well as any sport by which a loose object is passed between players toward a goal. In basketball, a pick is called a steal. In American or Canadian football, an interception occurs when a forward pass is caught by a player of the opposing defensive team; this leads to an immediate change of possession during the play, the defender who caught the ball can attempt to move the ball as far towards the opposing end zone as possible. Following the stoppage of play, if the interceptor retained possession of the ball, his team takes over possession at the spot where he was downed.

Because possession is a critical component in these sports, a successful interception can be a dramatic reversal of the teams' fortunes. Interceptions are predominantly made by the secondary or the linebackers, who are closest to the quarterback's intended targets, the wide receivers, running backs, tight ends. Less a defensive lineman may get an interception from a tipped ball, a near sack, a shovel pass, or a screen pass, but are more to force a fumble than get an interception; as soon as a pass is intercepted, everyone on the defense acts as blockers, helping the person with the interception get as much yardage as possible and a touchdown. If the interception occurs on an extra point attempt, rather than an ordinary play from scrimmage, a potential return of the interception to the other end zone is sometimes called a "pick two" as it would be a defensive two point conversion rather than a touchdown. For example, on December 4, 2016, the Kansas City Chiefs strong safety Eric Berry scored the game winning points via a pick two in a 29–28 victory over the Atlanta Falcons.

Berry achieved an ordinary pick six earlier in the same game. If the intercepting team can run out the clock, the intercepting player may down the ball and not attempt to gain any yardage; this eliminates the chance of a fumble. There are player safety implications: when the ball is turned over, the play is now and unexpectedly moving in the opposite direction. All of the players on offense are susceptible to unexpected blocks if not attempting to stop the ball carrier. Additionally, offensive players the quarterback, are inexperienced tacklers and are at risk of injuring themselves while tackling the ball carrier. Only the interception of a forward pass is recorded statistically as an interception, for both the passer and the intercepting player. If a receiver fails to catch the ball and bobbles or tips it before it is intercepted if his action was responsible for the interception, it is always recorded as an interception thrown by the passer; the interception of a lateral pass is recorded as a fumble by the passer.

In an 11-year CFL career Less Browne recorded 87 interceptions during the 1980s and 90s, both a CFL and all-pro record. He was inducted into the Canadian Football Hall of Fame in 2002. Barron Miles, a defensive back in the early 2000s for the BC Lions and Montreal Alouettes, recorded 66 interceptions, tied for second all-time, in a 12-year CFL career, he is the all-time leader in blocked kicks with 13. He was inducted into the CFHF in 2018. Larry Highbaugh played for the BC Lions and Edmonton Eskimos during the 1970s and early 1980s, winning six Grey Cups, recording 66 interceptions in his career. At the time of his retirement he was the all-time leader in interceptions, he was inducted into the CFHF in 2004. In a game against the Hamilton Tiger-Cats in 1990, Rod Hill of the Winnipeg Blue Bombers caught five interceptions, a CFL record for a regular season game. Canadian and Pro Football Hall of Famer Bud Grant of the Blue Bombers, holds the record for most interceptions in a playoff game with five, which he accomplished in a game against Saskatchewan Roughriders in 1953.

Quarterback Danny McManus has the record for most interceptions thrown in a CFL career with 281. Damon Allen is a close second with 278 interceptions thrown. Lester Hayes of the Oakland Raiders was one of the National Football League's leaders at interceptions in the late 1970s and early 1980s, he was known for covering his chest and forearms with a copious amount of the adhesive Stickum to help him hold on to the ball. After the NFL outlawed the use of such foreign substances in 1981, Hayes' success rate at interceptions dropped below average though that could be due to his reputation as a "shutdown cornerback", which discouraged opposing teams from throwing to his side of the field, he continued to use the substance, which he called "pick juice", by having it applied in smaller amounts to his wrists. Paul Krause holds the record for most career interceptions, with 81, is tied for third place for most interceptions by an NFL rookie in his first season, with 12, he played his first three years in the NFL from 1964 to 1967 with the Washington Redskins but was traded to the Minnesota Vikings, where he spent most of his career.

Krause played until 1979 and appeared

Mario Party 3

Mario Party 3 is a party video game developed by Hudson Soft and published by Nintendo for the Nintendo 64. The third installment in the Mario Party series, it was first released in Japan on December 7, 2000, in North America on May 7, 2001, in Australia on September 3, 2001, in Europe on November 16, 2001; as with previous installments, the player chooses between eight playable characters: Mario, Princess Peach, Yoshi and Donkey Kong from the first two games, alongside newcomers Princess Daisy and Waluigi. The game features duel maps, where two players try to lower each other's stamina to zero using non-player characters such as Chain Chomps. Mario Party 3 was the final Mario Party game for the Nintendo 64, was followed by Mario Party 4 for the GameCube in 2002. Mario Party 3 has 2 types of board modes: Duel boards; the game has a standard party mode where up to 4 players can play on the battle royale maps or the mini-game library, up to 2 can play a duel map, can control various settings in the game.

Battle mini-games, introduced in Mario Party 2, are featured in Mario Party 3 as well. These games are like the 4-player games, but more elaborate; when done on the board, battle games are tense because every player has to put a certain number of coins into a pot. First place gets 70% of the pot, second place gets 30%, a random player gets any coins lost in rounding. Duel games pit 2 players against each other; these are engaged through a Dueling Glove and in the last 5 turns in the game where if a player lands on the same space as another a duel is initiated. In Party Mode, 1 player initiates the bet coins against another player; the winner of the duel wins all of the coins in the bet. New to this edition are Game Guy mini-games; when a character landed on a Game Guy space, they are forced to surrender all of his/her coins and play a chance-based mini-game. If the game is won, the coins of the character are multiplied twofold, but in 2 of the games, it is possible to win up to 64-fold. However, if the game is lost the character will not receive their coins back.

These games were not continued in subsequent Mario Party games. Mario Party 3 retained Mario, Princess Peach, Wario and Donkey Kong as playable players from the last 2 Mario Party games, with the addition of Princess Daisy and Waluigi. However, the two of them are only playable in Party Mode; the objective, as in the other games, is to take turns moving around the board by hitting a dice block, the game's equivalent of rolling a die, collect coins and stars. The character moves the given number of spaces and may trigger special actions or events by passing or landing on certain spaces. After all four characters have moved, a mini-game begins. Mini-games can be triggered by certain special event spaces, or various in game actions; the player with the most stars at the end of the game wins, but if 2 or more players have the same number of stars, the one with the most coins wins. If 2 or more players have the same number of stars and coins at the end, they each roll a die and the one with the higher number wins.

Coins are found on many spaces on the board and earned in mini-games. Stars are found on the board for purchase and can be acquired through certain items or special events. All types of mini-games can be played on the battle royale boards. Like in the first 2 Mario Party games, items can be used. Characters can carry up to 3 items instead of just 1, they can be bought from either Toad or Baby Bowser at two locations in each map, or won from an item space that will either make the player play an item mini-game, or have the player answer a question from either Toad or Baby Bowser. The 2 characters can only provide the items they sell in their shops, depending on which answer is given, the options of items the player can win from the mini game are either Toad's items or Baby Bowser's. Mario Party 3 introduced the duel mode; the players have a health meter in the shape of a heart that goes to 5, the objective is to reduce the opponent's health to 0 by battling with partners. The players use minor Mario characters as a partner.

The players each get one partner at the start of the game, can have up to two partners, one in front of them as they move, the other behind. When they get back to start, they get another partner, it can go to front or back, replace the partner, there if there is one; the partners do the battling to reduce the opponents health, defend the player from incoming attack. Each partner has its own health, if it reaches zero, they disappear, if the attacking partner deals more damage than the defending partner can take, the player takes damage equal to the difference. If no partner is between the attacking partner and the opponent, they take all the damage directly; the characters cannot attack their opponent directly. Some of the partners attacks cannot be protected against, each partner costs a certain number of coins for the player to keep it, if the player has 2 partners, their salary combines. If the player does not have enough coins to pay their partners, they disappear. If a partner is attacked by the opponents partner, the attack will miss.

When the turn count expires, the winner is decided, it is whoever has more health left. The game will end before the turn count expires if either player's health hits 0. If the turn count expires and both players have the same amount of health, whoever has the most coins wins. If both their health and coins numbers are the same, which

5-ton 6x6 truck

The 5‑ton 6x6 truck "Truck, 5‑ton, 6x6", was a class of heavy-duty trucks used by the US Armed Forces. The basic cargo version was designed to transport a 5-ton load over all roads and cross-country terrain in all weather. Through three evolutionary series there have been component improvements, but all trucks were mechanically similar, they were the standard heavy-duty truck of the US military for 40 years, until replaced by the Medium Tactical Vehicle beginning in 1991. A 20 June 1945 report by the Army Ground Forces Equipment Review Board recommended that all 4‑ton to 6‑ton tactical trucks should be replaced by a single standard 5‑ton 6x6 truck series. In 1949 specifications were set and truck manufactures began working on prototypes. Chrysler, GMC, Mack's designs were advanced, International Harvester's was a conservative conventional, similar in size and layout to the earlier 6-ton series; the International Harvester design was chosen and rushed into production in January 1951, it would be standardized as the M39 series.

Kaiser became a major manufacturer, with Diamond T and Mack building smaller numbers. In 1963 Kaiser-Jeep began building the final order, production was completed in 1965. In the 1960s more trucks were required, the Army wanted to replace the multifuel engines with a standard diesel. AM General developed an updated and redesigned version of the M39 series. Standardized as the M809 series, the primary difference was the engine; the hood and fenders were lengthened to make room for the larger engine, it had a redesigned grille. All had an air cleaner on the left front fender, a quick visual way to tell them from the earlier M39 series. Jeep/AM General built all M809s between 1969 and 1982; the M939 series was a Product Improvement Package of the M809, with updated engine and brakes. A new, larger cab and tilt-forward hood were a major visual change from earlier trucks. Early M939s were rebuilds of M809 vehicles, suffix –A2 are new production by Bowen-McLaughlin-York/BMY with model Cummins engine; the 5-ton family had five different engines in its life, one gasoline, one multifuel, three different diesels.

The M39 series had three different engines, all with different operating characteristics. The 1951 design was powered by a Continental R6602, a 224 horsepower 602 cubic inches inline 6 cylinder gasoline engine; these models had no external air filter and had the exhaust outlet under the right side of the truck's body. The engine was a successful design but by 1960 its 4 miles per US gallon and the use of gasoline as a fuel in heavy trucks were becoming a problem. In 1962-1963 Diamond T and Mack began retrofitting M52 semi-tractors and M54 cargo trucks to the -A1 standard, they had a Mack ENDT-673, a 210 horsepower 672 cubic inches turbocharged inline 6 cylinder diesel engine. These were the only diesel M39 series models; the -A2 had the army standard design LDS-465-1 multifuel engine built by Continental. It was a 175 horsepower 478 cu in turbocharged inline 6 cylinder multifuel engine. Using M. A. N. technology it was a diesel type that could use other fuel oils or a gasoline/oil mix in an emergency.

Used by the M35 ​2 1⁄2-ton series this engine was successful in the smaller trucks but was underpowered compared to all other-5-ton models. The M809 series used a Cummins NHC250 engine, a 855 cubic inches aspirated inline 6 cylinder diesel engine developing 240 horsepower at 2100rpm and 685 pound force-feet of torque at 1500rpm. All models of the M809 series used this engine throughout their service life; the N series was a successful commercial design, with a conservative rating the engine was more powerful and less stressed than the multifuel engine. The M939 and M939A1 models used their NHC 250 engine. Although the design is dated it is still powerful and reliable in service and was not up-graded; the M939A2 new production models use a modern Cummins 6CTA8.3 240 horsepower 504 cubic inches turbocharged and aftercooled inline 6 cylinder diesel engine. This is a successful commercial design; the M39 and M809 series had a Spicer 5 speed manual synchromesh transmission. The M939 used an Allison automatic, for driving ease.

A two speed transfer case engaged the front axle. M39s and M809s used one which engaged the front axle automatically if the rear wheels turned faster than the front, as when the rear wheels spun; the M939s had an improved type, which always engaged the front axle in the low range, in the high range the driver could engage and disengage it with an air control. A ladder frame with three live beam axles, the front on leaf springs, the rear tandem on leaf springs with locating arms. Brakes on the M39 and M809 were air over hydraulic with drum brakes on all wheels, M939s were full air. Many trucks were available with a front-mounted 20,000 lb capacity winch. There were three wheelbases; the short, used for tractors and dumps, was 167 inches, the long, used for cargo and bolsters, was 179 inches, the extra long, used for long cargo, tractor wreckers, expansible vans, was 215 inches. Most models had 11.00x20 size tires with dual rear tires, bridge trucks and some chassis-cabs had 14.00x20 with dual rear tires.

Early M939s used 11.00x20s with dual tires, but M939A1s had 14.00x20s with single rear tires and M939A2s introduced a central tire inflation system. Cargo trucks had a 14 ft long low sided box with a bot