This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
Resident Evil 5[b] is a 2009 third-person shooter video game developed and published by Capcom. It is a major installment in the Resident Evil series, and was announced in 2005—the same year its predecessor Resident Evil 4 was released. Resident Evil 5 was released for the PlayStation 3 and Xbox 360 consoles in March 2009 and for Windows in September 2009. It was re-released for PlayStation 4 and Xbox One in June 2016. The plot involves an investigation of a terrorist threat by Bioterrorism Security Assessment Alliance agents Chris Redfield and Sheva Alomar in Kijuju, a fictional region of West Africa. Chris learns that he must confront his past in the form of an old enemy, Albert Wesker, and his former partner, Jill Valentine.
The gameplay of Resident Evil 5 is similar to that of the previous installment, though it is the first in the series designed for two-player cooperative gameplay. It has also been considered the first game in the main series to depart from the survival horror genre, with critics saying it bore more resemblance to an action game. Motion capture was used for the cutscenes, and it was the first video game to use a virtual camera system. Several staff members from the original Resident Evil worked on Resident Evil 5. The Windows version was developed by Mercenary Technology.
Resident Evil 5 received a positive reception, despite some criticism for its control scheme. The game received some complaints of racism, though an investigation by the British Board of Film Classification found the complaints were unsubstantiated.[4] As of December 2023, when including the original, special and remastered versions, the game had sold 13.4 million units.[5] It is the best-selling game of the Resident Evil franchise when not including remakes,[c] and the original version remained the best-selling individual Capcom release until March 2018, when it was outsold by Monster Hunter: World. A sequel, Resident Evil 6, was released in 2012.
In 2009,[6] five years after the events of Resident Evil 4, Chris Redfield, now an agent of the Bioterrorism Security Assessment Alliance (BSAA), is dispatched to Kijuju in West Africa. He and his new partner Sheva Alomar are tasked with apprehending Ricardo Irving before he can sell a bio-organic weapon (BOW) on the black market. When they arrive, they discover that the locals have been infected by the parasites Las Plagas (those infected are called "Majini") and the BSAA Alpha Team have been killed. Chris and Sheva are rescued by BSAA's Delta Team, which includes Sheva's mentor Captain Josh Stone. In Stone's data Chris sees a photograph of Jill Valentine, his old partner, who has been presumed dead after a confrontation with Albert Wesker. Chris, Sheva and Delta Team close in on Irving, but he escapes with the aid of a hooded figure. Irving leaves behind documents that lead Chris and Sheva to marshy oilfields, where Irving's deal is to occur, but they discover that the documents are a diversion. When Chris and Sheva try to regroup with Delta Team, they find the team slaughtered by a BOW; Sheva cannot find Stone among the dead. Determined to learn if Jill is still alive, Chris does not report to headquarters.[7]
Continuing through the marsh, they find Stone and track down Irving's boat with his help. Irving injects himself with a variant of the Las Plagas parasite and mutates into a huge octopus-like beast. Chris and Sheva defeat him, and his dying words lead them to a nearby cave. The cave is the source of a flower used to create viruses previously used by the Umbrella Corporation, as well as a new strain named Uroboros. Chris and Sheva find evidence that Tricell, the company funding the BSAA, took over a former Umbrella underground laboratory and continued Umbrella's research. In the facility, they discover thousands of capsules holding human test subjects. Chris finds Jill's capsule, but it is empty. When they leave, they discover that Tricell CEO Excella Gionne has been plotting with Wesker to launch missiles with the Uroboros virus across the globe; it is eventually revealed that Wesker hopes to take a chosen few from the chaos of infection and rule them, creating a new breed of humanity. Chris and Sheva pursue Gionne but are stopped by Wesker and the hooded figure, who is revealed to be a brainwashed Jill. Gionne and Wesker escape to a Tricell oil tanker; Chris and Sheva fight Jill, subduing her and removing the mind-control device before she urges Chris to follow Wesker.[7]
Chris and Sheva board the tanker and encounter Gionne, who escapes after dropping a case of syringes; Sheva keeps several. When Chris and Sheva reach the main deck, Wesker announces over the ship's intercom that he has betrayed Gionne and infected her with Uroboros. She mutates into a giant monster, which Chris and Sheva defeat. Jill radios in, telling Chris and Sheva that Wesker must take precise, regular doses of a serum to maintain his strength and speed; a larger or smaller dose would poison him. Sheva realizes that Gionne's syringes are doses of the drug. Chris and Sheva follow Wesker to a bomber loaded with missiles containing the Uroboros virus, injecting him with the syringes Gionne dropped. Wesker tries to escape on the bomber; Chris and Sheva disable it, making him crash-land in a volcano. Furious‚ Wesker exposes himself to Uroboros and chases Chris and Sheva through the volcano. They fight him, and the weakened Wesker falls into the lava before Chris and Sheva are rescued by a helicopter, which is piloted by Jill and Stone. As a dying Wesker attempts to drag the helicopter into the volcano, Chris and Sheva fire rocket-propelled grenades at Wesker, killing him.[8] In the game's final cutscene, Chris wonders if the world is worth fighting for. Looking at Sheva and Jill, he decides to live in a world without fear.[7]
Resident Evil 5 is a third-person shooter with an over-the-shoulder perspective.[9] Players can use several weapons including handguns, shotguns, automatic rifles, sniper rifles, and grenade launchers, as well as melee attacks. Players can make quick 180-degree turns to evade enemies.[10] The game involves boss battles, many of which contain quick time events.[11]
As in its predecessor Resident Evil 4, players can upgrade weapons with money and treasure collected in-game and heal themselves with herbs, but cannot run and shoot at the same time.[11] New features include infected enemies with guns and grenades,[10] the ability to upgrade weapons at any time from the inventory screen without having to find a merchant, and the equipping of weapons and items in real-time during gameplay.[11] Each player can store nine items. Unlike the previous games, the item size is irrelevant; a herb or a grenade launcher each occupy one space, and four items may be assigned to the D-pad.[9] The game features puzzles, though fewer than previous titles.[12][13]
Resident Evil 5 is the first game in the Resident Evil series designed for two-player cooperative gameplay.[14] The player controls Chris, a former member of the fictional Special Tactics and Rescue Service (STARS) and member of the BSAA, and a second player can control Sheva, who is introduced in this game. If a person plays alone, Sheva is controlled by the game's artificial intelligence (AI). When the game has been completed once, there is an option to make Sheva the primary character.[11] Two-player mode is available online or split screen with a second player using the same console. A second player joining a split screen game in progress will make the game reload the last checkpoint (the point at which the game was last saved); the second player joining an online game will have to wait until the first player reaches the next checkpoint, or restarts the previous one, to play.[9] In split-screen mode, one player's viewpoint is presented in the top half of the screen, and the other in the bottom half, but each viewpoint is presented in widescreen format, rather than using the full width of the screen, resulting in unused space to the left and right of the two windows.[10] If one player has critical health, only their partner can resuscitate them, and they will die if their partner cannot reach them. At certain points, players are deliberately separated. Players can trade items during gameplay, although weapons cannot be traded with online players.[9] The game's storyline is linear, and interaction with other characters is mostly limited to cutscenes.[12][13]
A version of the Mercenariesminigame, which debuted in Resident Evil 3: Nemesis, is included in Resident Evil 5.[15] This minigame places the player in an enclosed environment with a time limit. Customized weapons cannot be used and players must search for weapons, ammunition, and time bonuses while fighting a barrage of enemies,[11] to score as many points as possible within the time limit.[16] The minigame multiplayer mode was initially offline only; a release-day patch needed to be downloaded to access the online multiplayer modes.[17]Mercenaries is unlocked when the game's story mode has been completed.[16]
Resident Evil 5 was developed by Capcom and produced by Jun Takeuchi, who directed Onimusha: Warlords and produced Lost Planet: Extreme Condition. Keiji Inafune, promotional producer for Resident Evil 2 and executive producer of the PlayStation 2 version of Resident Evil 4, supervised the project. Production began in 2005 and at its peak, over 100 people were working on the project.[18] In February 2007, some members of Capcom's Clover Studio began working on Resident Evil 5 while others were working on Resident Evil: The Umbrella Chronicles, which debuted for the Wii.[19][20] Yasuhiro Anpo, who worked as a programmer on the original Resident Evil, directed Resident Evil 5.[21] He was one of several staff members who worked on the original game to be involved in Resident Evil 5's development.[22] The game's scenario was written by Haruo Murata and Yoshiaki Hirabayashi, based on a story idea by concept director Kenichi Ueda.[23] Takeuchi announced that the game would retain the gameplay model introduced in Resident Evil 4, with "thematic tastes" from both Resident Evil 4 and the original Resident Evil.[24]
While previous Resident Evil games are mainly set at night, the events of Resident Evil 5 occur almost entirely during the day. The decision for this was a combination of the game being set in Africa and advances in hardware improvements which allowed increasingly detailed graphics.[25] On the subject of changes to Jill and Chris's appearance, production director Yasuhiro Anpo explained that designers tried "to preserve their image and imagined how they would have changed over the passage of time". Their new designs retained the character's signature colors; green for Chris and blue for Jill. Sheva was redesigned several times during production, though all versions tried to emphasize a combination of "feminine attraction and the strength of a fighting woman".[26] The Majini were designed to be more violent than the "Ganado" enemies in Resident Evil 4.[27]
The decision for cooperative gameplay was made part-way through development, for a new experience in a Resident Evil game.[14] Despite initial concern that a second player would dampen the game's tension and horror, it was later realized that this could actually increase such factors where one player had to be rescued.[28] The decision to retain wide-screen proportions in two-player mode was made to avoid having the first player's screen directly on top of the second, which might be distracting, and the restriction on simultaneously moving and shooting was retained to increase player tension by not allowing them to maneuver freely. Takeuchi cited the film Black Hawk Down as an influence on the setting of Resident Evil 5 and his experience working on Lost Planet: Extreme Condition as an influence on its development.[14] When questioned as to why the game was not being released on the Wii, which was the most popular gaming console at that time, Takeuchi responded that although that may have been a good decision "from a business perspective", the Wii was not the best choice in terms of power and visual quality, concluding that he was happy with the console choices they had made.[29]
Resident Evil 5 runs on version 1.4 of Capcom's MT Framework engine[30] and scenes were recorded by motion capture. It was the first video game to use a virtual camera system,[31] which allowed the developers to see character movements in real time as the motion-capture actors recorded.[32] Actors Reuben Langdon, Karen Dyer and Ken Lally portrayed Chris Redfield, Sheva Alomar and Albert Wesker respectively.[33][34][35] Dyer also voiced Sheva,[36] while Chris's voice was performed by Roger Craig Smith.[37] Dyer's background training in circus skills helped her win the role of Sheva, as Capcom were searching for someone who could handle the physical skills her motion capture required. She performed her own stunts, and worked in production on the game for over a year, sometimes working 14 hours a day.[36] All of the human character motions were based on motion capture, while the non-human characters in the game were animated by hand.[38]
Kota Suzuki was the game's principal composer and additional music was contributed by Hideki Okugawa, Akihiko Narita and Seiko Kobuchi.[23] The electronic score includes 15 minutes of orchestral music, recorded at the Newman Scoring Stage of 20th Century Fox Studios in Los Angeles with the 103-piece Hollywood Studio Symphony. Other orchestral music and arrangements were by Wataru Hokoyama, who conducted the orchestra.[39] Capcom recorded in Los Angeles because they wanted a Hollywood-style soundtrack to increase the game's cinematic value and global interest. Resident Evil 5's soundtrack features an original theme song, titled "Pray",[40] which was composed by Suzuki and sung by Oulimata Niang.[41]
Capcom announced Resident Evil 5 on July 20, 2005,[42] and the company showed a brief trailer for the game at the Electronic Entertainment Expo (E3) in July 2007.[43] The full E3 trailer became available on the Xbox Live Marketplace and the PlayStation Store that same month.[44][45] A new trailer debuted on Spike TV's GameTrailers TV in May 2008, and on the GameTrailers website.[46] A playable game demo was released in Japan on December 5, 2008, for the Xbox 360,[2] in North America and Europe for the Xbox 360 on January 26, 2009, and on February 2 for the PlayStation 3.[47] Worldwide downloads of the demo exceeded four million for the two consoles; over 1.8 million were downloaded between January 26 and January 29.[48]
In January 2009, D+PAD Magazine reported that Resident Evil 5 would be released with limited-edition Xbox 360 box art; pictures of the limited-edition box claimed that it would allow two to sixteen players to play offline via System Link.[49] Although Capcom said that their "box art isn't lying", the company did not provide details.[50] Capcom soon issued another statement that the box-art information was incorrect, and System Link could support only two players.[49] Microsoft released a limited-edition, red Xbox 360 Elite console which was sold with the game. The package included an exclusive Resident Evil theme for the Xbox 360 Dashboard[51] and a download voucher for Super Street Fighter II Turbo HD Remix from Xbox Live.[52]
Resident Evil 5 was released for PlayStation 3 and Xbox 360 in March 2009, alongside a dedicated Game Space on PlayStation Home. The space, Resident Evil 5 "Studio Lot" (Biohazard 5 "Film Studio" in Japan), had as its theme the in-game location of Kijuju. Its lounge offered Resident Evil 5-related items for sale, events and full game-launching support. Some areas of the space were available only to owners of Resident Evil 5.[53] A Windows version was released in September 2009. This version, using Nvidia's 3D Vision technology through DirectX 10, includes more costumes and a new mode in the Mercenaries minigame.[54][55]Resident Evil 5 was re-released on Shield Android TV in May 2016,[56] and was re-released on PlayStation 4 and Xbox One the following month, with a physical disc copy following in America that July.[57] It was also released for Nintendo Switch on October 29, 2019.[58]
Shortly before the release of Resident Evil 5, Capcom announced that a competitive multiplayer mode called Versus would be available for download in several weeks.[59] Versus became available for download in Europe and North America on April 7, 2009, through the Xbox Live Marketplace and the PlayStation Store.[60] Versus has two online game types: "Slayers", a point-based game challenging players to kill Majini, and "Survivors", where players hunt each other while dodging and attacking Majini. Both modes can be played by two-player teams.[60] The Windows version of Resident Evil 5 originally did not support downloadable content (DLC).[61]
During Sony's press conference at the 2009 Tokyo Game Show Capcom announced that a special edition of the game, Biohazard 5: Alternative Edition, would be released in Japan for the PlayStation 3 in the spring of 2010.[62] This edition supports the PlayStation Move accessory and includes a new scenario, "Lost in Nightmares", where Chris Redfield and Jill Valentine infiltrate one of Umbrella Corporation co-founder Oswell E. Spencer's estates in 2006.[63] Another special edition of the game, Resident Evil 5: Gold Edition, was released for the Xbox 360 and PlayStation 3 in North America and Europe. Gold Edition includes "Lost in Nightmares" and another campaign-expansion episode, "Desperate Escape", where players control Josh Stone and Jill Valentine as they assist Chris and Sheva.[64] The edition also includes the previously released Versus mode, four new costumes and an alternate Mercenaries mode with eight new playable characters, new items and maps. Like Alternative Edition, Gold Edition supports the PlayStation Move accessory with a patch released on September 14, 2010.[65] The Xbox 360 version of Gold Edition came in a DVD with a token allowing free download of all DLC, while the PlayStation 3 version had all of the new content on a single Blu-ray disc.[65] On November 5, 2012, Resident Evil 5: Gold Edition was placed on the PlayStation Network as a free download for PlayStation Plus users during that month.[66]
As part of the game's conversion to Steamworks, Gold Edition was released for Microsoft Windows on March 26, 2015. Owners of the game from Steam or as a boxed retail Games for Windows – Live can acquire a free Steamworks copy of the base game and purchase the new Gold Edition content.[67] The Steamworks version did not allow the use of Nvidia's 3D Vision technology or fan modifications, though Capcom later confirmed a way to work around these issues.[68] In 2023, an update was released for the Windows version that removed Games for Windows – Live, thus restoring the split screen co-op feature to the game.[69]
Resident Evil 5 received generally favourable reviews, according to review aggregatorMetacritic.[72][70][71] Reviewers praised the game's visuals and content. Corey Cohen of Official Xbox Magazine complimented the game's fast pace, and called the graphics gorgeous.[81] It was praised by Joe Juba and Matt Miller of Game Informer, who said that it had the best graphics of any game to date and that the music and voice acting helped bring the characters to life,[79] and Brian Crecente of Kotaku said it was one of the most visually stunning games he had ever played.[82]Adam Sessler of X-Play said the game's graphics were exceptional,[10] and Edge praised the gameplay as exhilarating and frantic.[77] For IGN, Ryan Geddes wrote that the game had a surprisingly high replay value,[11] and GameZone's Louis Bedigian said the game was "worth playing through twice in one weekend".[83]
While still giving favorable reviews of the game, several reviewers considered it t
This disambiguation page lists articles associated with the title FCB. If an internal link led you here, you may wish to change the link to point directly to the intended article.
A prototype is an early sample, model, or release of a product built to test a concept or process.[1] It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users.[2][3] Prototyping serves to provide specifications for a real, working system rather than a theoretical one.[4] Physical prototyping has a long history, and paper prototyping and virtual prototyping now extensively complement it. In some design workflow models, creating a prototype (a process sometimes called materialization) is the step between the formalization and the evaluation of an idea.[5]
A prototype can also mean a typical example of something such as in the use of the derivation 'prototypical'.[6] This is a useful term in identifying objects, behaviours and concepts which are considered the accepted norm and is analogous with terms such as stereotypes and archetypes.
The word prototype derives from the Greekπρωτότυπονprototypon, "primitive form", neutral of πρωτότυποςprototypos, "original, primitive", from πρῶτος protos, "first" and τύπος typos, "impression" (originally in the sense of a mark left by a blow, then by a stamp struck by a die (note "typewriter"); by implication a scar or mark; by analogy a shape i.e. a statue, (figuratively) style, or resemblance; a model for imitation or illustrative example—note "typical").[1][7][8]
Prototypes explore different aspects of an intended design:[9]
A proof-of-principle prototype serves to verify some key functional aspects of the intended design, but usually does not have all the functionality of the final product.[10]
A working prototype represents all or nearly all of the functionality of the final product.[11]
A visual prototype represents the size and appearance, but not the functionality, of the intended design. A form study prototype is a preliminary type of visual prototype in which the geometric features of a design are emphasized, with less concern for color, texture, or other aspects of the final appearance.[12]
A user experience prototype represents enough of the appearance and function of the product that it can be used for user research.[13]
A functional prototype captures both function and appearance of the intended design, though it may be created with different techniques and even different scale from final design.[14][15]
A paper prototype is a printed or hand-drawn representation of the user interface of a software product. Such prototypes are commonly used for early testing of a software design, and can be part of a software walkthrough to confirm design decisions before more costly levels of design effort are expended.[16]
Differences in creating a prototype vs. a final product[edit]
In general, the creation of prototypes will differ from creation of the final product in some fundamental ways:
Material: The materials that will be used in a final product may be expensive or difficult to fabricate, so prototypes may be made from different materials than the final product. In some cases, the final production materials may still be undergoing development themselves and not yet available for use in a prototype.
Process: Mass-production processes are often unsuitable for making a small number of parts, so prototypes may be made using different fabrication processes than the final product. For example, a final product that will be made by plastic injection molding will require expensive custom tooling, so a prototype for this product may be fabricated by machining or stereolithography instead. Differences in fabrication process may lead to differences in the appearance of the prototype as compared to the final product.
Verification: The final product may be subject to a number of quality assurance tests to verify conformance with drawings or specifications. These tests may involve custom inspection fixtures, statistical sampling methods, and other techniques appropriate for ongoing production of a large quantity of the final product. Prototypes are generally made with much closer individual inspection and the assumption that some adjustment or rework will be part of the fabrication process. Prototypes may also be exempted from some requirements that will apply to the final product.
Engineers and prototype specialists attempt to minimize the impact of these differences on the intended role for the prototype. For example, if a visual prototype is not able to use the same materials as the final product, they will attempt to substitute materials with properties that closely simulate the intended final materials.
Characteristics and limitations of prototypes[edit]
Engineers and prototyping specialists seek to understand the limitations of prototypes to exactly simulate the characteristics of their intended design.
It is important to recognize that by their very nature, prototypes represent some compromise from the final production design. This is due to not just the skill and choices of the designer(s), but the inevitable inherent limitations of a prototype due to the "map-territory relation". Just as a map is a reduced abstraction representing far more detailed actual territory, or "the menu represents the meal" but cannot capture all the detail of the actual delivered food: a prototype is a necessarily inexact and limited approximation of a "real" final product.
Further, prototypers make both deliberate and unintended choices and tradeoffs for reasons ranging from cost/time savings to what they consider "important" vs. "trivial" aspects to focus design attention and execution on. Due to differences in materials, processes and design fidelity, it is possible that a prototype may fail to perform acceptably although the production design may have been sound. Conversely, and somewhat counter-intuitively: prototypes may actually perform acceptably but the production design and outcome may prove unsuccessful, as prototyping materials and processes may actually outperform their production counterparts.
In general, it can be expected that individual prototype costs will be substantially greater than the final production costs due to inefficiencies in materials and processes. Prototypes are also used to revise the design for the purposes of reducing costs through optimization and refinement.[17]
It is possible to use prototype testing to reduce the risk that a design may not perform as intended, however prototypes generally cannot eliminate all risk. There are pragmatic and practical limitations to the ability of a prototype to match the intended final performance of the product and some allowances and engineering judgement are often required before moving forward with a production design.
Building the full design is often expensive and can be time-consuming, especially when repeated several times—building the full design, figuring out what the problems are and how to solve them, then building another full design. As an alternative, rapid prototyping or rapid application development techniques are used for the initial prototypes, which implement part, but not all, of the complete design. This allows designers and manufacturers to rapidly and inexpensively test the parts of the design that are most likely to have problems, solve those problems, and then build the full design.
This counter-intuitive idea—that the quickest way to build something is, first to build something else—is shared by scaffolding and Thomson's telescope rule.
In technology research, a technology demonstrator is a prototype serving as proof-of-concept and demonstration model for a new technology or future product, proving its viability and illustrating conceivable applications.
In large development projects, a testbed is a platform and prototype development environment for rigorous experimentation and testing of new technologies, components, scientific theories and computational tools.[18]
With recent advances in computer modeling it is becoming practical to eliminate the creation of a physical prototype (except possibly at greatly reduced scales for promotional purposes), instead modeling all aspects of the final product as a computer model. An example of such a development can be seen in Boeing 787 Dreamliner, in which the first full sized physical realization is made on the series production line. Computer modeling is now being extensively used in automotive design, both for form (in the styling and aerodynamics of the vehicle) and in function—especially for improving vehicle crashworthiness and in weight reduction to improve mileage.
The most common use of the word prototype is a functional, although experimental, version of a non-military machine (e.g., automobiles, domestic appliances, consumer electronics) whose designers would like to have built by mass production means, as opposed to a mockup, which is an inert representation of a machine's appearance, often made of some non-durable substance.
An electronics designer often builds the first prototype from breadboard or stripboard or perfboard, typically using "DIP" packages.
However, more and more often the first functional prototype is built on a "prototype PCB" almost identical to the production PCB, as PCB manufacturing prices fall and as many components are not available in DIP packages, but only available in SMT packages optimized for placing on a PCB.
Builders of military machines and aviation prefer the terms "experimental" and "service test".[19]
In electronics, prototyping means building an actual circuit to a theoretical design to verify that it works, and to provide a physical platform for debugging it if it does not. The prototype is often constructed using techniques such as wire wrapping or using a breadboard, stripboard or perfboard, with the result being a circuit that is electrically identical to the design but not physically identical to the final product.[20]
Open-source tools like Fritzing exist to document electronic prototypes (especially the breadboard-based ones) and move toward physical production. Prototyping platforms such as Arduino also simplify the task of programming and interacting with a microcontroller.[21] The developer can choose to deploy their invention as-is using the prototyping platform, or replace it with only the microcontroller chip and the circuitry that is relevant to their product.
A technician can quickly build a prototype (and make additions and modifications) using these techniques, but for volume production it is much faster and usually cheaper to mass-produce custom printed circuit boards than to produce these other kinds of prototype boards. The proliferation of quick-turn PCB fabrication and assembly companies has enabled the concepts of rapid prototyping to be applied to electronic circuit design. It is now possible, even with the smallest passive components and largest fine-pitch packages, to have boards fabricated, assembled, and even tested in a matter of days.
Prototype software is often referred to as alpha grade, meaning it is the first version to run. Often only a few functions are implemented, the primary focus of the alpha is to have a functional base code on to which features may be added. Once alpha grade software has most of the required features integrated into it, it becomes beta software for testing of the entire software and to adjust the program to respond correctly during situations unforeseen during development.[22]
Often the end users may not be able to provide a complete set of application objectives, detailed input, processing, or output requirements in the initial stage. After the user evaluation, another prototype will be built based on feedback from users, and again the cycle returns to customer evaluation. The cycle starts by listening to the user, followed by building or revising a mock-up, and letting the user test the mock-up, then back. There is now a new generation of tools called Application Simulation Software which help quickly simulate application before their development.[23]
Additionally, the term may refer to the prototype design pattern.
Continuous learning approaches within organizations or businesses may also use the concept of business or process prototypes through software models.
The concept of prototypicality is used to describe how much a website deviates from the expected norm, and leads to a lowering of user preference for that site's design.[26]
A data prototype is a form of functional or working prototype.[27] The justification for its creation is usually a data migration, data integration or application implementation project and the raw materials used as input are an instance of all the relevant data which exists at the start of the project.
The objectives of data prototyping are to produce:
A set of data cleansing and transformation rules which have been seen to produce data which is all fit for purpose.
A dataset which is the result of those rules being applied to an instance of the relevant raw (source) data.
To achieve this, a data architect uses a graphical interface to interactively develop and execute transformation and cleansing rules using raw data. The resultant data is then evaluated and the rules refined. Beyond the obvious visual checking of the data on-screen by the data architect, the usual evaluation and validation approaches are to use Data profiling software[28] and then to insert the resultant data into a test version of the target application and trial its use.
When developing software or digital tools that humans interact with, a prototype is an artifact that is used to ask and answer a design question. Prototypes provide the means for examining design problems and evaluating solutions.[29]
HCI practitioners can employ several different types of prototypes:
"Wizard of Oz" prototype: named after the Wizard of Oz in the film The Wizard of Oz. This is a prototyping method with which the computer-side of the interaction is faked by an offsite or hidden human.[30] This prototyping technique is particularly useful for demonstrating functionality that is difficult or lengthy to engineer, such as applications like voice user interface.
role prototype: this prototype may not be engineered or look and feel like a finished product, but the purpose of this type of prototype is to investigate and evaluation a user need, or what the prototype could do for the user. They can present features and functionality that the user might benefit from, to demonstrate what role an artifact like the prototype might fulfill for the user.[29] A famous example of this kind of prototype would be the block of wood carried by Jeff Hawkins, when developing the Palm Pilot.
paper prototype: this prototype may use cut paper, cardboard, or other inexpensive materials to demonstrate an interface. The purpose of this prototype is to test with users, without having to use a digital tool or develop a program to test functionality.[31] Recently, paper prototyping has fallen out of favor within certain design circles, particularly because the low-fidelity nature of this method and the lack of effectiveness when testing with users.[32]
In the field of scale modeling (which includes model railroading, vehicle modeling, airplane modeling, military modeling, etc.), a prototype is the real-world basis or source for a scale model—such as the real EMD GP38-2 locomotive—which is the prototype of Athearn's (among other manufacturers) locomotive model. Technically, any non-living object can serve as a prototype for a model, including structures, equipment, and appliances, and so on, but generally prototypes have come to mean full-size real-world vehicles including automobiles (the prototype 1957 Chevy has spawned many models), military equipment (such as M4 Shermans, a favorite among US Military modelers), railroad equipment, motor trucks, motorcycles, and space-ships (real-world such as Apollo/Saturn Vs, or the ISS).
As of 2014, basic rapid prototype machines (such as 3D printers) cost about $2,000, but larger and more precise machines can cost as much as $500,000.[33]
Architects prototype to test ideas structurally, aesthetically and technically. Whether the prototype works or not is not the primary focus: architectural prototyping is the revelatory process through which the architect gains insight.[36]
In the science and practice of metrology, a prototype is a human-made object that is used as the standard of measurement of some physical quantity to base all measurement of that physical quantity against. Sometimes this standard object is called an artifact. In the International System of Units (SI), there remains no prototype standard since May 20, 2019. Before that date, the last prototype used was the international prototype of the kilogram, a solid platinum-iridium cylinder kept at the Bureau International des Poids et Mesures (International Bureau of Weights and Measures) in SèvresFrance (a suburb of Paris) that by definition was the mass of exactly one kilogram. Copies of this prototype are fashioned and issued to many nations to represent the national standard of the kilogram and are periodically compared to the Paris prototype. Now the kilogram is redefined in such a way that the Planck constanth is prescribed a value of exactly 6.62607015×10−34 joule-second (J⋅s)
Until 1960, the meter was defined by a platinum-iridium prototype bar with two marks on it (that were, by definition, spaced apart by one meter), the international prototype of the metre, and in 1983 the meter was redefined to be the distance in free space covered by light in 1/299,792,458 of a second (thus defining the speed of light to be 299,792,458 meters per second).
In many sciences, from pathology to taxonomy, prototype refers to a disease, species, etc. which sets a good example for the whole category. In biology, prototype is the ancestral or primitive form of a species or other group; an archetype.[37] For example, the Senegal bichir is regarded as the prototypes of its genus, Polypterus.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
Iron Maiden are an English heavy metal band formed in Leyton, East London, in 1975 by bassist and primary songwriter Steve Harris. Although fluid in the early years of the band, the line-up for most of the band's history has consisted of Harris, lead vocalist Bruce Dickinson, drummer Nicko McBrain, and guitarists Dave Murray, Adrian Smith and Janick Gers. As pioneers of the new wave of British heavy metal movement, Iron Maiden released a series of UK and US Platinum and Gold albums, including 1980's debut album, 1981's Killers, and 1982's The Number of the Beast – its first album with Bruce Dickinson, who in 1981 replaced Paul Di'Anno as lead singer. The addition of Dickinson was a turning point in their career, establishing them as one of heavy metal's most important bands. The Number of the Beast is among the most popular heavy metal albums of all time, having sold almost 20 million copies worldwide.
After some turbulence in the 1990s, the return of lead vocalist Bruce Dickinson and guitarist Adrian Smith in 1999 saw the band undergo a resurgence in popularity, with a series of new albums and highly successful tours. Their three most recent albums — The Final Frontier (2010), The Book of Souls (2015), and Senjutsu (2021) — have all reached number 1 in more than 25 countries. Iron Maiden have sold over 130 million copies of their albums worldwide and have obtained over 600 certifications. The band is considered to be one of the most influential and revered rock bands of all time. They have received multiple industry awards, including the Grammy and Brit Awards, and are also a permanent part of the Rock and Roll Hall of Fame.
The band have released 41 albums, including 17 studio albums, 13 live albums, four EPs and seven compilations. They have also released 47 singles and 20 video albums, and two video games. Iron Maiden's lyrics cover such topics as history, literature, war, mythology, dark fantasy, science fiction, society and religion. As of October 2019[update], the band have played 2,500 live shows. For over 40 years the band have featured their signature mascot, "Eddie", on the covers of almost all of their releases.
Iron Maiden were formed on Christmas Day, 25 December 1975, by bassist Steve Harris shortly after he left his previous group, Smiler. Harris attributed the band's name to a film adaptation of The Man in the Iron Mask from the novel by Alexandre Dumas, as the title reminded him of the iron maiden torture device.[3] They originally used the name Ash Mountain, but most of the band members preferred the name Iron Maiden. After months of rehearsal, Iron Maiden made their debut at St. Nicks Hall in Poplar on 1 May 1976,[4] before taking up a semi-residency at the Cart and Horses Pub in Maryland, Stratford.[5] The original line-up was short-lived, with vocalist Paul Day being the first to go as, according to Harris, he lacked "energy or charisma on stage".[6] He was replaced by Dennis Wilcock, a Kiss fan who used makeup and fake blood during live performances.[6] Wilcock's friend, guitarist Dave Murray, was invited to join, much to the dismay of the band's guitarists Dave Sullivan and Terry Rance.[7] Their frustration led Harris to temporarily disband Iron Maiden in 1976,[7] though the group reformed soon after with Murray as the sole guitarist. Harris and Murray remain the band's longest-serving members and have performed on all of their releases.
Iron Maiden recruited another guitarist in 1977, Bob Sawyer, who was sacked for embarrassing the band on stage by pretending to play guitar with his teeth.[8] Tension ensued again, causing a rift between Murray and Wilcock, who convinced Harris to fire Murray,[9] as well as original drummer Ron Matthews.[4] A new line-up was put together, including future Cutting Crew member Tony Moore on keyboards, Terry Wapram on guitar and drummer Barry Purkis (better known today as Thunderstick). After a single gig with the band in January 1978, Moore was asked to leave as Harris decided keyboards did not suit the band's sound.[10] Dave Murray rejoined in late March 1978, and when Terry Wapram disapproved he was sacked. A few weeks later, Dennis Wilcock decided to leave Iron Maiden to form his own band, V1, with Wapram, and drummer Barry Purkis also left. Doug Sampson was at Dennis' and Thunderstick's last gig, and joined the band afterwards.
Harris, Murray and Sampson spent the summer and autumn of 1978 rehearsing while they searched for a singer to complete the band's new line-up.[11] A chance meeting at the Red Lion, a pub in Leytonstone, in November 1978 evolved into a successful audition for vocalist Paul Di'Anno.[12] Steve Harris said, "There's sort of a quality in Paul's voice, a raspiness in his voice, or whatever you want to call it, that just gave it this great edge".[13] At this time, Murray would typically act as their sole guitarist, with Harris commenting, "Davey was so good he could do a lot of it on his own. The plan was always to get a second guitarist in, but finding one that could match Davey was really difficult".[14]
Record contract and early releases (1978–1981)[edit]
On New Year's Eve, 1978, Iron Maiden recorded a four-song demo at Spaceward Studios in Cambridge.[15] Hoping the recording would help them secure more gigs,[15] the band gave a copy to Neal Kay, who, at the time, was managing a heavy metal club called "Bandwagon Heavy Metal Soundhouse".[16] After hearing the tape, Kay began playing the demo regularly at the Bandwagon, and one of the songs, "Prowler", eventually went to number 1 in the Soundhouse charts, which were published weekly in Sounds magazine.[17] A copy was also acquired by Rod Smallwood, who soon became the band's manager.[18] As Iron Maiden's popularity increased, they released the demo on their own record label as The Soundhouse Tapes, named after the club.[19] Featuring only three tracks (one song, "Strange World", was excluded as the band were unsatisfied with its production),[20] all 5,000 copies sold out within weeks.[17]
In December 1979, the band secured a major record deal with EMI[21] and asked Dave Murray's childhood friend, Adrian Smith of Urchin, to join the group as their second guitarist.[22] Busy with his own band, Smith declined and Dennis Stratton was hired instead.[23] Shortly after, Doug Sampson left due to health issues and was replaced by ex-Samson drummer Clive Burr at Stratton's suggestion on 26 December 1979.[24] Iron Maiden's first appearance on an EMI album was on the Metal for Muthas compilation (released on 15 February 1980) with two early versions of "Sanctuary" and "Wrathchild".[25] The release led to a tour including several other bands linked with the new wave of British heavy metal movement.[26]
Iron Maiden released their self-titled album in 1980, which debuted at number 4 in the UK Albums Chart.[27] In addition to the title track, the album included other early favourites such as "Running Free", "Transylvania", "Phantom of the Opera" and "Sanctuary" – which was not on the original UK release, but appeared on the US version and subsequent remasters. The band embarked on a headline tour of the UK, before opening for Kiss on their 1980 Unmasked Tour's European leg as well as supporting Judas Priest on select dates. After the Kiss tour, Dennis Stratton was dismissed from the band as a result of creative and personal differences,[28] and was replaced by Smith in October 1980. In December, the band played at the Rainbow Theatre in London, where their first live video was filmed. Live at the Rainbow was released in May 1981, and "Iron Maiden" and "Wrathchild" from this video received heavy rotation on MTV during its first hours on the air as the first metal videos ever.[29][30][31]
In 1981, Iron Maiden released their second studio album, Killers. Although many tracks were written prior to their debut release, it had two new songs: "Prodigal Son" and "Murders in the Rue Morgue"[32] (the latter's title was taken from the short story by Edgar Allan Poe).[33] Unsatisfied with the production on their debut album,[34] the band hired veteran producer Martin Birch,[35] who would continue to work with Iron Maiden until his retirement in 1992.[36] The record was followed by the band's first world tour; their debut performance in the United States, opening for Judas Priest at The Aladdin Casino in Las Vegas. Killers marked the band's USA album charts debut, reaching number 78 on the Billboard 200,[37] and they booked 132 shows to promote the album, including their first concert in Belgrade, Yugoslavia.[38] During the summer, Iron Maiden played several festivals in Europe, including at the Golden Summernights 1981 festivals at Zeppelinfeld in Nuremberg in front of 100,000 people.[30]
By 1981, Paul Di'Anno was demonstrating increasingly erratic behaviour, particularly due to his drug usage,[4] about which Di'Anno comments, "It wasn't just that I was snorting a bit of coke, though; I was just going for it non-stop, 24 hours a day, every day ... the band had commitments piling up that went on for months, years, and I just couldn't see my way to the end of it. I knew I'd never last the whole tour. It was too much".[39] Di'Anno was dismissed following the Killer World Tour,[40] and the band had already selected his replacement.[41] After a meeting with Rod Smallwood at the Reading Festival,[42]Bruce Dickinson, formerly of Samson, auditioned for Iron Maiden in September 1981 and was immediately hired.[41] The following month, Dickinson went out on the road with the band on a small headlining tour in Italy and a one-off show at the Rainbow Theatre in the UK.[40] For the last show, and in anticipation of their forthcoming album, the band played "Children of the Damned" and "22 Acacia Avenue", introducing fans to their new material.[43]
In 1982, Iron Maiden released their third studio album, The Number of the Beast, which became the band's first number 1 record on the UK Albums Chart,[44] was a Top 10 hit in many other countries and reached number 33 on the Billboard 200.[37][45] At the time, Dickinson was in the midst of legal difficulties with Samson's management and was not permitted to add his name to any of the songwriting credits, although he still made what he described as a "moral contribution" to "Children of the Damned", "The Prisoner" and "Run to the Hills".[46] The band embarked on a world tour, dubbed The Beast on the Road, with shows in North America, Japan, Australia and Europe, including a headline appearance for 40,000 people at the Reading Festival. Iron Maiden played 188 shows in 10 months.[30] The Beast on the Road's US leg proved controversial when an American conservative political lobbying group claimed Iron Maiden were Satanic because of the new album's title track and "demonic" cover art,[45] and a group of Christian activists destroyed Iron Maiden records in protest.[47] Dickinson later said the band treated this as "silliness"[48] and the demonstrations in fact gave them "loads of publicity".[4]The Number of the Beast sold 2.5 million copies in its first year, 14 million by 2010, and 20 million by 2022.[49][50][51][52]
In December 1982, drummer Clive Burr was fired from the band and replaced by Nicko McBrain, who previously played for Trust.[53] Although Harris said the dismissal took place because his live performances were affected by offstage activities,[54] Burr later claimed he was unfairly ousted from the band.[55] The band then recorded the first of three consecutive albums at Compass Point Studios in the Bahamas.[56] In 1983, they released their fourth studio album, Piece of Mind, which reached the number 3 spot in the UK[57] and number 14 on the Billboard 200.[37]Piece of Mind features the singles "The Trooper" and "Flight of Icarus", the latter being one of the band's few songs to gain substantial airplay in the US.[58] Iron Maiden played 147 concerts in Europe and North America as a part of the World Piece Tour. This was also their first major North American tour as headliners, selling out Madison Square Garden with a crowd of 20,000.[30][59]
After the success of Piece of Mind and its supporting tour, the band released their fifth studio album, Powerslave, on 9 September 1984. The album features the singles "2 Minutes to Midnight" and "Aces High", the title track, and "Rime of the Ancient Mariner" (based on Samuel Taylor Coleridge's poem of the same name).[60]Powerslave was another chart success, reaching number 12 on the Billboard 200[37] and eventually number 1 in the UK.[61][62][63] Band's fifth studio album sold over 4 million copies in its first year after the premiere.[64] The tour following the album, called World Slavery Tour, was the band's largest to date with 193 shows in 28 countries over 13 months,[60] playing to an estimated 3,500,000 people.[65][66] Many shows were played back to back in the same city, such as in Long Beach, California, where the band played four consecutive concerts at Long Beach Arena for a combined audience of 54,000 fans.[67] Iron Maiden also made their debut appearance in South America, where they co-headlined the Rock in Rio festival with Queen for an audience estimated at 350,000–500,000 people.[68][69] The tour started in August 1984 with five shows in Poland. Iron Maiden were the first Western artists to bring full-scale production behind the Iron Curtain. The band's third official video, entitled Behind the Iron Curtain, was released in October 1984. The World Slavery Tour documentary brought footage of the band touring Eastern Europe in 1984, performing shows in the countries visited, Behind the Iron Curtain was the first documentary ever published by a Western artist that showed them touring the countries of Eastern Bloc. The documentary movie was broadcast by MTV and local TV stations around the world.[70]
The tour was physically gruelling for the band, who demanded six months off when it ended (although this was later reduced to four months).[71] This was the first substantial touring break in the group's history, including the cancellation of a proposed supporting tour for the new live album,[72] with Bruce Dickinson threatening to quit unless the tour ended.[73] In October 1985, Iron Maiden released the double live album and home video, Live After Death. A critical and commercial success, it peaked at number 19 on the Billboard 200[37] and number 2 in the UK.[74] The album was recorded at Long Beach Arena and also features additional tracks from four nights at London's Hammersmith Apollo.[75][76] In November 1985, Iron Maiden were named the best rock and metal band in the world and awarded at Public Choice International.[77]
Returning from their time off, the band added different musical elements to their 1986 studio album, Somewhere in Time. These focused on synthesised bass and guitars to add textures and layers to the sound.[78] The release performed well across the world, particularly the single "Wasted Years", but included no writing credits from Dickinson, whose material was rejected by the rest of the band.[79] The album was the band's biggest American chart success to date, reaching number 11 on the Billboard 200[37] and number 2 in the UK charts.[74][80] The Somewhere on Tour was also a success. The band played 157 shows for over two and a half million fans, including eighty-one shows in North America. Once again, Iron Maiden visited Poland, Hungary and Yugoslavia to play for tens of thousands of fans in each country.[81] The experimentation evident on Somewhere in Time continued on their next album, Seventh Son of a Seventh Son, which was released in 1988. A concept album recorded at Musicland Studios in Munich[82] and based on the 1987 novel Seventh Son by Orson Scott Card,[83] it was the band's first record to include keyboards, which were performed by Harris and Smith.[83] Dickinson's enthusiasm was also renewed as his ideas were accepted for this album.[84] Another popular release, it became Iron Maiden's second album to hit number 1 in the UK charts