SKU: 31960317011

Mingus, Charles - At Carnegie Hall Deluxe Edition

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Mingus, Charles - At Carnegie Hall Deluxe EditionNew Vinyl Record Charles Mingus, At Carnegie Hall Deluxe Edition Limited Edition 3LP set One of the most important figures in 20th century American music, Charles Mingus was a virtuoso bass player, accomplished pianist, bandleader and composer. Born on a military base in Nogales, Arizona in 1922 and raised in Watts, California, his earliest musical influences came from the church choir and group singing and from "hearing Duke Ellington over the radio

New Vinyl Record - Charles Mingus, At Carnegie Hall Deluxe Edition

Limited Edition 3LP set

One of the most important figures in 20th century American music, Charles Mingus was a virtuoso bass player, accomplished pianist, bandleader and composer. Born on a military base in Nogales, Arizona in 1922 and raised in Watts, California, his earliest musical influences came from the church-choir and group singing — and from "hearing Duke Ellington over the radio when (he) was 8 years old." His early professional experience, in the '40s, found him touring with bands like Louis Armstrong, Kid Ory and Lionel Hampton.

Mingus' career has spanned three-decades and he collaborated with other jazz legends such as Louis Armstrong, Duke Ellington, Charlie Parker, Dizzy Gillespie, and Herbie Hancock. Mingus' compositions retain the hot and soulful feel of hard bop, drawing heavily from black gospel music and blues, while sometimes containing elements of Third Stream, free jazz, and classical music. Because of his brilliant writing for midsize ensembles, and his catering to and emphasizing the strengths of the musicians in his groups, Mingus is often considered the heir of Duke Ellington. From the 1960s until his death in 1979 at age 56, Mingus remained in the forefront of American music. When asked to comment on his accomplishments, Mingus said that his abilities as a bassist were the result of hard work but that his talent for composition came from God. He died in Mexico on January 5, 1979, and his wife, Sue Graham Mingus, scattered his ashes in the Ganges River in India. Both New York City and Washington, D.C. honored him posthumously with a "Charles Mingus Day."

Originally recorded on January 19, 1974, Mingus At Carnegie Hall was released as a 1LP that only featured two long tracks ("C Jam Blues" and "Perdido") from the concert; one track per LP side, and features Jon Faddis, Charles McPherson, John Handy, George Adams, Rahsaan Roland Kirk, Hamiet Bluiett, Don Pullen, and Dannie Richmond. Yet the original concert in January of ‘74 included two hours of performances, but nearly 70+ minutes were left on the cutting room floor. With jazz music on the decline in the U.S. in the 1970s, Atlantic Records was probably concerned about releasing a 3LP set at a higher price point that only the most ardent fans would purchase at the time. Well, after 47 years and in honor of this year's Black Music Month, Run Out Groove has righted the course of this ship, issuing the complete 1974 Mingus At Carnegie Hall album with more than 72 minutes of unreleased material and putting the original running order of the concert in correct sequence. The deluxe 3LP set features never-before-seen photos taken by original photographer Gal Costa and new liner notes by jazz historian and producer, Michael Cuscuna.

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SKU: 31960317011

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Absolutely loved this, takes you through building 5 different games from start to finish, and explains not only how to do things, but it also explains the why! Throughout the course of making these 5 games, you also get introduced to many of the Nodes within Godot, explanations on how they are used, and gives you some experience using them! Feels good to add more tools into your toolkit as you become more familiar and comfortable using more Nodes. Even though this book is not intended for beginners, I would still recommend this book. It comes with a link where you can download example files and get going with minimal effort, however to get the most out of the book I would try to recreate stuff yourself. I found it very useful for easing myself into trying out 3D development. I've been doing 2D for years, and am currently developing a 2D game in Godot, once I complete that I'll be diving headfirst into 3D and this book gave me a lot of insight, and I feel much better about the whole process.
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Mick Charles Beaver
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would have been better as a blog
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First off, I have read over half of this book, but ultimately decided to put it down because it had a low signal-to-noise ratio. If the second half is filled with magic, I apologize in advance. What I liked: * The author is very honest. He does not shy away from discussing his failures (and successes). * The postmortem on the game "Life of Pixel" was especially good. * Interviews from various indie studios are sprinkled throughout. What I did not like: * A number of pieces of information were already out-of-date. This makes me think that the concepts should have been discussed at a higher level. For example, specifics about game engine costs are discussed. These numbers have changed since E3 of this year. Definitely recheck any information before formulating a plan based on the book's recommendations. * The indie studio interviews are a wasted opportunity in that they each interview has the same set of questions. It's like a questionnaire was sent out via email and the responses were pasted into the book. * When discussing commercial options, such as engines or other software packages, blurbs once again appear to be cut-and-pasted (this time verbatim from the package's web site). * Some of the advice is too broad and too light. For example, when writing about how to create a press release, the author discuss how to write in the active voice. I'm frankly not looking for writing tips in my Indie Game Developer Handbook. * The book is filled with tons of web links. My paperback copy was not so useful here. I ultimately left the book with the impression that the information would have been much better in the form of a blog. The author could have really gone in depth with the parts of the book that shined while keeping the surveys of topics in a form that serves them better (i.e. web links on the web).
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As a writer of science fiction and fantasy I had already looked into the physical aspects of the worlds I was creating, but I quickly realized I needed to include society and culture in the worldbuilding. I started a search for information, questionairres, or guidelines to use and found very little that would be helpful to me as a writer. Until I came across this book. It's exactly what I needed. It touches on multiple aspects of beliefs and practices and asks questions to help you think through what you want for your worlds, even if it's mostly backgroud. A very useful tool.
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