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  2. Jump start (vehicle) - Wikipedia

    en.wikipedia.org/wiki/Jump_start_(vehicle)

    A jump start, also called a boost, is a procedure of starting a motor vehicle (most commonly cars or trucks) that has a discharged battery. A temporary connection is made to the battery of another vehicle, or to some other external power source.

  3. Coffman engine starter - Wikipedia

    en.wikipedia.org/wiki/Coffman_engine_starter

    The Coffman engine starter (also known as a "shotgun starter") was a starting system used on many piston engines in aircraft and armored vehicles of the 1930s and 1940s. It used a cordite cartridge to move a piston, which cranked the engine.

  4. JumpStart Toddlers - Wikipedia

    en.wikipedia.org/wiki/JumpStart_Toddlers

    JumpStart Toddlers is a 1996 educational video game, the fourth within the JumpStart franchise. An enhanced version was released in 2000. While the game itself received generally positive reviews, much of the commentary surrounding this title was as a key example of a burgeoning controversial lap-ware video gaming market, targeting children aged 5 and under.

  5. JumpStart 2nd Grade - Wikipedia

    en.wikipedia.org/wiki/JumpStart_2nd_Grade

    JumpStart 2nd Grade (known as Jump Ahead Year 2 in the United Kingdom) is a video game released on 26 March 1996 by Knowledge Adventure. As its name suggests, it was made to teach second grade students.

  6. Aircraft engine starting - Wikipedia

    en.wikipedia.org/wiki/Aircraft_engine_starting

    The Hucks starter (invented by Bentfield Hucks during WWI) is a mechanical replacement for the ground crew. Based on a vehicle chassis the device uses a clutch driven shaft to turn the propeller, disengaging as the engine starts. A Hucks starter is used regularly at the Shuttleworth Collection for starting period aircraft. [3]

  7. JumpStart Advanced 1st Grade - Wikipedia

    en.wikipedia.org/wiki/JumpStart_Advanced_1st_Grade

    At the start of the game, Frankie tells Casey to select a ball with a letter or blend that makes the sound he says. Then, Frankie tells Casey to pass the ball to one of his teammates whose scooter is marked with the second half of a word, and, combined with the letter, blend or digraph on Casey's soccer ball, it forms a word.

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