Seventy-nine years later, the feat that Daley unwittingly named “the dunk” still flabbergasts. But how it felt to Fortenberry, a pioneering barnstormer whose name we’ve forgotten despite the gold medal he and his teammates won in 1936, remains a mystery. “He never talked about being the first person to dunk and all that,” says 65-year-old Oliver Fortenberry, the only son of Big Joe, who died in ’93. Indeed, the famous dunkers throughout history have been either reticent on the subject or unable to adequately express how it felt to show Dr. Naismith that he’d nailed his peach baskets too low. After more than a year of rigorous research on the subject, I’ve concluded that the inadequacies of modern language—not the ineloquence of the dunk’s practitioners—are at fault. In the eight decades since Fortenberry rocked the rim, words have repeatedly fallen short in describing the only method of scoring, in any sport, that both ignores one of its game’s earliest tenets and, in its very execution, carries a defiant anger.
Step 3. Jump as high as you can while flinging your arms forward and overhead. When you leave your feet, only reach up with one arm; you’ll be able to reach a higher point this way versus reaching with both arms. Land softly with a slight knee bend, being careful not to let your knees cave inward. Drive them outward as you did when preparing to jump in the first place.

Toe Raises – stand with your feet shoulder width apart, typically on stairs or any sort of ground you can stand on that allows your heel to dip down. Then raise up on the tips of your toes. Continue this process until your complete your reps. Don’t rock up and down – or go to fast. For the exercise to work, you have to use correct form and go at a steady pace.
Writer Antonio Passolini (formerly "Johnny Jump-Up" in his Greg Dark days) borrows several elements of science fiction cyber classics such as BLADE RUNNER and STARGATE with an experimental project at the asylum ironically referred to as Mindgate. Employing intentionally impenetrable mumbo jumbo, Dr Hellstrom has created a doorway into the mind's realm as if it were a separate world running parallel to the physical one our bodies inhabit. The f/x when Mangrove and her henchmen (Decker again and Peter North) pass from one world to another are impressive, matching the big budget blockbuster original every step of the way.
IMPORTANT NOTE: Feb 2, 2019 - I am currently updating the site to have all the articles on the same format and also shooting new HD videos of the exercises in the library. For the duration of the this update I am selling Game Changers at an 80% discount (YES YOUR READ THAT RIGHT - 80% OFF the regular price). Instead of paying $47 you can pick up a copy of just $9. But hurry - this offer will be gone once I finish the updates.
The dose was determined according to the patient's body weight. Doses of dopamine could be increased or decreased by 2 μg per kilogram per minute and doses of norepinephrine by 0.02 μg per kilogram per minute (or more in emergency cases) (see Figure 1 and Figure 2 in the Supplementary Appendix, available with the full text of this article at An example of the dose-escalation table is provided in Table 1 in the Supplementary Appendix. The target blood pressure was determined by the doctor in charge for each individual patient. If the patient was still hypotensive after the maximum dose of either agent had been administered (20 μg per kilogram per minute for dopamine or 0.19 μg per kilogram per minute for norepinephrine — doses that have been shown to have similar effects on mean arterial blood pressure12,13), open-label norepinephrine was added. The dose of 20 μg per kilogram per minute for dopamine was selected as the maximal dose because this upper limit was the standard of care in the participating ICUs, in line with expert recommendations14 and international guidelines.15
The method described above is the most common and simplest way to measure one's vertical jump, but other more scientifically accurate methods have been devised. A pressure pad can be used to measure the time it takes for an athlete to complete a jump, and then using a kinematics equation (h = g × t2/8),[4] the computer can calculate his or her vertical jump based on the time in the air.