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#1: Graphic : DOVER Collection 13 CDs
 
 
 
DOVER Collection 13 CDs
DOVER Collection 13 CDs | 2.55 GB
 
 
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#2: Graphic : DOVER Collection 20 CDs
 
 
 
DOVER Collection 20 CDs
DOVER Collection 20 CDs | 1.32 GB
 
 
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#3: Graphic : DOVER Collection 25 CDs
 
 
 
DOVER Collection 25 CDs
DOVER COLLECTION 25 CDs | 2.03 GB
 
 
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#4: Graphic, Video Tutorials : Adobe photoshop premium video tutorials complete
 
 
 
Adobe photoshop premium video tutorials complete

Adobe Photoshop Premium Tutorial Splitted each files into 150MB
 
 
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#5: Template : Decorative ornaments from Dover
 
 
 
Decorative ornaments from Dover

Decorative ornaments from Dover
1500 | BMP,EPS,TIFF,JPEG | 1200x700 | 23.42 Mb
 
 
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#6: Desktop Enhancements » Wallpaper : Old-Fashioned Christmas Illustrations
 
 
 
Old-Fashioned Christmas Illustrations

436 Images | TIF | 17.91 Mb
 
 
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#7: Desktop Enhancements » Wallpaper : North American Indian Motifs
 
 
 
North American Indian Motifs

391 Images | TIF | 12.77 Mb
 
 
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#8: Music : Masters Of Reality - Pine Cross Dover (2009)
 
 
 
Masters Of Reality - Pine Cross Dover (2009)
Masters Of Reality - Pine Cross Dover (2009)
Genre: Hard Rock | MP3 | VBR | CBR 44,1kHz | 78 Mb
 
 
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#9: Games : WWE SmackDown! vs. RAW 2008
 
 
 
WWE SmackDown! vs. RAW 2008
WWE SmackDown! vs. RAW 2008




WWE SmackDown! vs. RAW 2008
By far the biggest change to this year's game is the addition of fighting styles. This is a sort of classification of each wrestler type that gives wrestlers under each type specific abilities. For instance, powerhouse types like Batista can effectively "hulk up" when they fill up their energy meter and store a fighting style icon, which renders them impervious to strikes and makes all their grapple moves irreversible. Secondary abilities are also available.

For instance, a powerhouse can also pull off stronger Irish whips that send opponents over the ropes. There are several different types of these styles, including technical wrestlers, high-flyers, brawlers, submission specialists, dirty fighters, showmen, and hardcore types.


For the most part, each of the abilities assigned to these different archetypes fit nicely into each wrestler's general moveset, but some have a tendency to appear overmuch over the course of a match, and in some cases, they also feel a little overpowered. The powerhouse's ability to just grapple at will tends to be a lot more effective at ending a match quickly than the high-flyer's ability to do surprise pins. Granted, there's always been that difference in effectiveness between wrestlers of this type, but these fighting styles just make those differences all the more pronounced. Not to suggest that you can't win with smaller, less powerful guys, but if you get caught in a flurry of punches from a brawler or a series of hard slams from a powerhouse, you're down for the count.

Still, apart from this ECW-centric stuff, there's not much else to marvel at with the gameplay this year, especially considering all the holdover problems from previous games that plague this sequel. The artificial intelligence continues its downward spiral into utter boobdom, especially in any kind of gimmick match where weapons are prevalent. They'll constantly stand around, periodically flailing at another wrestler with a weapon and hoping for the best. Any match that has a ladder involved but nothing hanging above the ring to collect still results in a number of wrestlers constantly scaling ladders in the middle of the ring over and over again. Tag partners still sometimes forget that they're supposed to help you when you're in trouble, too. And now, with this new fighting style system, the AI has taken to relying on these various special moves to an almost irritating degree. How many times can one guy use the ref as a shield, or "hulk up" in a match? Apparently the answer is "too many."

In terms of content, SmackDown! vs. RAW 2008 offers roughly the same roster of match types and modes as last year, with a few small additions and a few significant downgrades. The biggest downgrade is the 24/7 mode, which actually now wraps the single-player story mode and the general manager mode up into one haphazard package. In an effort to combine the two, the story mode has lost all its punch and ability to deliver something even closely resembling a real storyline. Sure, you still get the yearlong title hunt with one of the main superstars in the game or a created grappler, but the story barely rears its head beyond the scope of a series of voicemails you get from other wrestlers and the general manager of the brand. The few cutscenes you do get are pretty generic, and sometimes they don't even fit the context of what's going on. Sometimes wrestlers you supposedly are fighting with will give you a handshake backstage. Couple that with some of the voicemails sometimes identifying the wrong person as your rival, and even identifying the wrestler you're controlling as someone you're supposed to fight, and the story aspects of this mode feel more than a bit hacked together.

In place of story is a bunch of lame statistical data and achievements that your wrestler is supposed to hit over the course of the season. You earn respect and eventual title shots by increasing your skill and your popularity with the fans, and you increase that stuff by doing all these little challenges and ventures between shows. Is your strength rating lacking? Go wrestle a guy for two minutes and do as many strong grappling moves as possible. Need to improve on the mic? Spend some cash for a nonplayable training exercise and get a boost to that statistic. Need to rest up? Take some R&R at the expense of your wrestler's fatigue rating, as well as a bit of his popularity. The trick to this whole aspect of the mode is keeping a balance between all the various things you're doing. Overexert yourself and you'll be much more prone to injury, which forces you to wrestle with damage already taken (even though the doctor always tells you to rest up, you can't skip shows), and if you just rest constantly, your popularity rating will plummet.
 
 
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#10: Games : Whirlwind Over Vietnam NEW Game 2009
 
 
 
Whirlwind Over Vietnam NEW Game 2009

A helicopter flight simulator from the producers of IL-2 Sturmovik. The game puts the controls of the chopper in gamers' hands as they struggle to complete battle type missions, all based on real events as documented by the US military in 1965. Gamers will instantly transform into fearless military soldiers as they go head to head with the Viet Cong Army as either a pilot, co-pilot, or gunner. While inside the replicated Huey chopper keep a close eye on the controls as well as on your enemy. The power to rewrite history and save the pride of the Vietnamese lies in the hands of those courageous enough to pilot into the whirlwind over vietnam.

Size : 129 MB
 
 
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#11: Graphic : Dover: Cherub Illustrations
 
 
 
Dover: Cherub Illustrations

Dover: Cherub Illustrations
363 TIFF | B&W | 29 Mb

Dover Cherub Illustrations - Clip Art Bitmap Images in TIFF format - Lavish assortment of angelic creatures - selected from such vintage publications as Punch, St. Nicholas, and LaVie Parisienne - are seen riding bicycles, making music, aiming arrows, and engaged in other lighthearted pursuits. 363 black-and-white, royalty-free images will enhance any printed message with angelic or amorous themes.
 
 
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#12: E-Books : Jules Verne - Around the world in eighty days (audiobook)
 
 
 
Jules Verne - Around the world in eighty days (audiobook)
Jules Verne | ISBN-10: 014036711X | 2006 | English | MP3 (192kb/s) | 224 MB

In Around the World in Eighty Days, Phileas Fogg rashly bets his companions 20,000 that he can travel around the entire globe in just eighty days—and he is determined not to lose. Breaking the well-established routine of his daily life, the reserved Englishman immediately sets off for Dover, accompanied by his hot- blooded French manservant, Passepartout. Traveling by train, steamship, sailboat, sledge, and even elephant, they must overcome storms, kidnappings, natural disasters, Sioux attacks, and the dogged Inspector Fix of Scotland Yard to win the extraordinary wager. Combining exploration, adventure, and a thrilling race against time, Around the World in Eighty Days gripped audiences upon its publication and remains hugely popular to this day.
Read by Joseph Samuel.
 
 
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#13: E-Books : Chessboard Magic ! A Collection to 160 Brilliant Chess Endings
 
 
 
Chessboard Magic ! A Collection to 160 Brilliant Chess Endings
Dover Pubns | ISBN: 0486206076 | 1943-06 | 172 Pages | PDF | 5 Mb

They don't write book like this any more! ...A must download...
 
 
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#14: Music : Jim Reeves - The Collection (1988)
 
 
 
Jim Reeves - The Collection (1988)

MP3 | 24 Tracks | 192 KBPS | Covers Included | Genre: Country | 86 MB

Tracklist:
01. Adios Amigo (2:36)
02. I Love You Because (2:50)
03. Welcome To My World (2:41)
04. I Won't Forget You (2:05)
05. There's A Heartache Following Me (2:07)
06. It Hurts So Much To See You Go (2:11)
07. I Won't Come In While He's There (2:10)
08. You're The Only Good Thing (That Ever Happened To Me) (2:23)
09. Is It Really Over (2:16)
10. But You Love Me, Daddy (2:13)
11. The Shifting Whispering Sands (5:40)
12. Danny Boy (2:59)
 
 
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#15: Graphic : 1200 Single PlugIns For PhotoShop & Paint Shop Pro
 
 
 
1200 Single PlugIns For PhotoShop & Paint Shop Pro

62 Folders containing 1200 PlugIns | EXE File extracts to your choice of folders | 16.2 MB


| |-- 01
| | |-- BePlease.8bf
| | |-- BghtLght.8bf
| | |-- BlurUp.8bf
| | |-- Boxed.8bf
| | |-- BreakAwy.8bf
| | |-- BTargPr.8bf
| | |-- BWNoise.8bf
| | |-- ChlShft.8bf
| | |-- CircTrem.8bf
 
 
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#16: E-Books : The Middle Game in Chess
 
 
 
The Middle Game in Chess

Publisher:Dover Publications | 1980 | ISBN: 0486239314 | Pages: 224 | PDF | 4.6 MB

Znosko was the Silman of our time and one of the strongest GMs of the early part of the 20th Century. In his day he was considered one of the best chess teachers and it's amazing his books have held up for over 50 years. This book is still standard reading by the Soviet school of chess and actually covers almost all of the key concepts covered by Silman in his Reassess your chess book. In fact it is recommended by the Dvoretsky school (Specifically mentioned in the Positional play book) why? Because the principles taught are still relevant, space, time, material balance, open lines and Tempo (Nowadays called development). The game examples are from the greats, Capa, Alekhine, Tarasch etc. Also some of the ideas have been forgotten and are now being revived. I think a newly minted International Master said it best " The reason I made the jump from Fide master to IM was mainly due to study of tactical variations and working through Znoskos's Middlegame book" Finally its written in Znosko's famous easy reading style.
 
 
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#17: E-Books : How to Make Origami Airplanes That Fly
 
 
 
How to Make Origami Airplanes That Fly

Publisher: Dover Publications | Pages:96 | PDF | 2.40 MB

Clearly written, carefully illustrated how-to book shows origamists how to create 12 different models that actually fly: space shuttle, futuristic shuttle, flying wing, delta-wing jet, fighter plane, interceptor, double tail fighter, dart plane, fighter plane with engines, futuristic fighter, and 2 different jets. Step-by-step directions and diagrams.
 
 
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#18: E-Books : Encyclopedia Of Card Tricks - Jean Hugard
 
 
 
Encyclopedia Of Card Tricks - Jean Hugard

Jean Hugard's "Encyclopedia of Card Tricks" remains one of the most comprehensive and exhaustive texts on card effects even after 60 years of being in publication. A brief summary of the table of contents shows the variety of effects covered: impromptu card tricks, spelling effects, "you do as I do", special cards, special decks (Svengali, Mene-Tekel, Stripper), calculation effects, and miscellaneous card tricks. Hugard describes the effects clearly and accurately, attributes the originator of the effect (if known), and occasionally offers an editorial comment or suggestion. The book is quite literally a gold mine of information, awaiting an interested and motivated magician to mine its contents. I continue to amaze audiences with Stewart James' original handling of "Miraskill" (p. 330). And Kli Ban's "The Spectator Finds Your Card" (p. 348), in which the spectator finds the card I chose, has been in my routine for years. Virtually all effects require no difficult sleight-of-hand. However, Hugard does devote a chapter describing important card sleights. This Dover reprint is one of the best values in magic. With this volume, and possibly the addition of John Scarne's "Scarne on Card Tricks", any magician can develop an entertaining card routine that audiences will enjoy. "Encyclopedia of Card Tricks" belongs in every magician's library.
 
 
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