1993 Saab Soundings Magazine With 24 Pages on 2040-parts.com
Berlin, New Hampshire, US
Other Makes for Sale
- Motor automatic transmission manual 9th edition(US $15.00)
- Chilton repair manual-colt/challenger/conquest and vista 1971-1988 part # 7037(US $3.99)
- Chilton's auto repair manual, 1993-1997 by delmar learning.(US $20.00)
- 1998 chevy s/t truck shop manual gmc oldsmobile 98 vol 1 only(US $0.99)
- 1996 geo prizm factory service shop manual set gmp/96-s-1 gmp/96-s-2(US $0.99)
- Jeep wrangler yj mopar oem 1993 owners manual set free shipping(US $33.00)
'Gran Turismo 6' coming for PS3 this holiday season
Thu, 16 May 2013Update: Preview video added below for your enjoyment. When the sixth installment of "Gran Turismo" hits store shelves this holiday season for the PlayStation 3, it will include 1,200 cars, 33 tracks in 71 layouts, a new track editor with 10 square kilometers of scenery, and more ways to connect with friends and rivals. The new installment will add to the franchise's current sales of 70 million copies, continuing its run as one of the biggest sellers on the PlayStation family of consoles.
One Lap of the Web: A Tumbler for Gumball, smashing supercars in China and a pedigreed race car for sale
Fri, 17 May 2013We spend a lot of time on the Internet -- pretty much whenever we're not driving, writing about or working on cars. Since there's more out there than we'd ever be able to cover, here's our daily digest of car stuff on the Web you may not otherwise have heard about. The Gumball 3000 starts May 18 in Copenhagen, Denmark, heading northeast toward Stockholm, Sweden.
Worth a read: Wired's 'Why Getting It Wrong Is the Future of Design'
Thu, 25 Sep 2014Wired has just published a series of short articles entitled 13 Lessons for Design's New Golden Age. While there are some interesting examples cited in the piece, the concluding article, ‘Why Getting It Wrong Is the Future of Design' by the former creative director of Wired magazine, Scott Dadich, feels like it has particular resonance for car design. Dadich's Wrong Theory uses disruptive examples from the world of art, plus his own experience of working at Wired, to explain how design goes through phases: establishing a direction, creating a set of rules that define that direction and finally someone who dares to break from that direction.