SKU: 39035791914

The Cure - Pornography (LP, Album, RE, RM, RP, Tak)

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Description

The Cure - Pornography (LP, Album, RE, RM, RP, Tak)Media Condition: Mint (M) Sleeve Condition: Near Mint (NM or M ) Comments: SEALED, brand new copy General notes about this release (please note: our version may differ a little. see the comments above): Originally released on LP and cassette in April, 1982. Comes with lyrics band photo printed on inner sleeve. Uses the same catalog and barcode numbers as the European 2016 reissue, but has the cut from the European 2022 picture disc reissue, and is

Media Condition: Mint (M)
Sleeve Condition: Near Mint (NM or M-)

Comments:
SEALED, brand new copy

General notes about this release (please note: our version may differ a little. see the comments above):
Originally released on LP and cassette in April, 1982. Comes with lyrics / band photo printed on inner sleeve. Uses the same catalog and barcode numbers as the European 2016 reissue, but has the cut from the European 2022 picture disc reissue, and is pressed at Takt Direct instead of GZ or Pallas. Does not have a front sticker unlike the 2016 version. Some copies have 'Made in Poland' printed directly on the back of the shrink wrap. All runout details are hand etched. [Rear sleeve: ℗ 1982 Fiction © 1982 Fiction The copyright in this sound recording is owned by Fiction Records and is exclusively licensed to Polydor Ltd [... Made in the EU. [... ℗ 2016 Fiction Records Ltd. © 2016 Fiction Records Ltd. Universal International Music B.V. ,s-Gravelandseweg 80, 1217 EW Hilversum, Netherlands. [Inner sleeve: Recorded and mixed at RAK Studio One, London [Legacy text on labels: Made in England Original sound recording made by 18 Age Record Company Ltd

 

A1. One Hundred Years
A2. A Short Term Effect
A3. The Hanging Garden
A4. Siamese Twins
B1. The Figurehead
B2. A Strange Day
B3. Cold
B4. Pornography

 

Barcode and Other Identifiers:

Barcode 0602547875471
Barcode 602547875471
Rights Society BIEM/SDRM
Label Code LC 6444
Matrix / Runout 01101180-A-3 MILES. ABBEY ROAD. ROOM 30
Matrix / Runout 01101180-B-3 MILES. ABBEY ROAD. ROOM 30
Matrix / Runout MILES. ABBEY ROAD. ROOM 30. I OPEN MY MOUTH 01101180-A-4 1
Matrix / Runout MILES. ABBEY ROAD. RM 30. 01101180-B-3 1
Matrix / Runout 01101180-A-4 MILES. ABBEY ROAD. ROOM 30. I OPEN MY MOUTH 1
Matrix / Runout 01101180-B-4 MILES. ABBEY ROAD. ROOM 30 AND MY HEAD BURSTS OPEN 1

 

Record Company Universal International Music B.V.
Licensed To Polydor Ltd.
Phonographic Copyright (p) Fiction Records Ltd.
Copyright (c) Fiction Records Ltd.
Published By APB Music Ltd.
Recorded At RAK Studios
Mixed At RAK Studios
Lacquer Cut At Abbey Road Studios
Pressed By Takt Direct

Data provided by Discogs
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SKU: 39035791914

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Thomas J. Shandorf
West Palm Beach, US
★★★★★ 5
Comprehensive, clear and coherent!
Format: Paperback
The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
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Reviewed in the United States on July 23, 2019
S
Verified Purchase
Sarah Sofía Ortiz Campos
Belleville, US
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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Reviewed in the United States on December 30, 2025
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NS
Whiting, US
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
T
Verified Purchase
Tinkerer
Birmingham, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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Verified Purchase
robert thompson
Lake Worth, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022

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