Orange Outline

Orange Outline theme by Leonardo Da Vinci

Download: OrangeOutline.p3t

http://img412.imageshack.us/img412/9292/previeweq0.jpg
(3 backgrounds)

P3T Unpacker v0.12
Copyright (c) 2007. Anoop Menon

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 for Windows: p3textractor.zip

Instructions:

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.

Gran Turismo

Gran Turismo theme by Nova Mackenzie

Download: GranTurismo.p3t

http://img167.imageshack.us/img167/2324/previewzg4.jpg
(1 background)

Gran Turismo may refer to:

Cars[edit]

Video games[edit]

Film[edit]

  • Gran Turismo (film), a 2023 biographical film about a professional driver who trained on the racing simulation video game series

Music[edit]

See also[edit]

Ghostbusters: The Video Game

Ghostbusters: The Video Game theme by Tom Hall

Download: Ghostbusters.p3t

http://img134.imageshack.us/img134/640/previewrx7.jpg
(3 backgrounds)

Ghostbusters: The Video Game
Ghostbusters: The Video Game
Windows, PS3, and Xbox 360 box art
Developer(s)Terminal Reality (PS3, Windows, X360)
Red Fly Studio (PS2, PSP, Wii)
War Drum Studios (PS2)
Saber Interactive (Remastered)
A.C.R.O.N.Y.M. Games
Publisher(s)Atari Interactive[a]
Mad Dog Games (Remastered)
Director(s)Drew Haworth
Producer(s)Michael Duane Fetterman
Designer(s)Andy Dombroski
Glenn Gamble[2]
Programmer(s)Craig Reichard
Nathan Peugh
Artist(s)Austin Cline
Grant Gosler
Robert St Aubin
Daniel Soni
Writer(s)Dan Aykroyd
Harold Ramis
Flint Dille
John Zuur Platten
John Melchior
Patrick Hegarty
Composer(s)Kyle Richards
Chris Rickwood
SeriesGhostbusters
EngineInfernal Engine
Platform(s)Microsoft Windows, PlayStation 2, PlayStation 3, PlayStation Portable,
Xbox 360, Wii, Nintendo DS
Remastered Version:
Nintendo Switch, PlayStation 4, Xbox One
Release
June 16, 2009
  • PS2, PS3
    • NA: June 16, 2009[1]
    • EU: June 19, 2009
    Wii, Windows, Xbox 360
    • NA: June 16, 2009
    • EU: November 6, 2009
    PlayStation Portable
    • NA: October 30, 2009
    • EU: November 6, 2009
    • AU: November 12, 2009
    Remastered Version: Switch, PS4, Xbox One
    • WW: October 4, 2019
Genre(s)Action-adventure
Mode(s)Single-player, multiplayer

Ghostbusters: The Video Game is a 2009 action-adventure game based on the Ghostbusters media franchise. Terminal Reality developed the Windows, PlayStation 3, and Xbox 360 versions, while Red Fly Studio developed the PlayStation 2, PlayStation Portable, and Wii versions.[3][4] The game was released after several delays in development and multiple publisher changes.[5] In North America, all versions of the game were published by Atari Interactive,[6][7] while in Europe, the PlayStation 2, PlayStation Portable, and PlayStation 3 versions were published by Sony Computer Entertainment Europe.[8] A separate game for the Nintendo DS with the same title was developed by Zen Studios and released at the same time, albeit with substantial differences in the gameplay and story.

The game follows the player's character as a recruit in the Ghostbusters, a team of parapsychologists who pursue and capture ghosts. The game features elements of typical third-person shooters, but instead of a traditional gun, each player is equipped with a Proton Pack, and other technological means of fighting and capturing ghosts.[9] The game's plot is set two years after Ghostbusters II, in 1991, with the Ghostbusters team training the player's character while investigating paranormal activities in New York City.

Many of the principal cast members from the films were involved in the game's production. Each of the actors who portrayed the Ghostbusters in the films (Dan Aykroyd, Harold Ramis, Bill Murray, and Ernie Hudson) lent their voices and likenesses to the in-game characters. It is also Ramis's final portrayal as Egon Spengler and story to the Ghostbusters franchise before his death in 2014, and the game's remastered edition was posthumously dedicated to him. Aykroyd and Ramis, who wrote the films, also aided in script doctoring for the game.[10] Other film cast members to reprise their roles were William Atherton, and Annie Potts. Ghostbusters: The Video Game contains the soundtrack from the original Ghostbusters film, along with various characters, locations, and props featured in the films. Aykroyd later described the game as being "essentially the third movie."[11][12]

The game received generally favorable reviews from critics, and more than three million copies were sold. A remastered version for Microsoft Windows, Nintendo Switch, PlayStation 4, and Xbox One, developed by Saber Interactive and published by Mad Dog Games, was released on October 4, 2019.[13]

Gameplay[edit]

The single-player campaign is the same for the Xbox 360, Windows, and PlayStation 3 versions of the game. The Wii and PS2 versions have a significantly different campaign, but the stories are mostly identical.

The game is a third-person shooter, placing players in the role of a new recruit to the Ghostbusters team known as "the Rookie". Players control the Rookie's movements as he explores the environments of each level, seeking out paranormal activities and ghosts, either alone or in conjunction with the other Ghostbusters. Players can switch to a first-person perspective by equipping the Rookie with a PKE Meter and goggles. In this mode, paranormal items are highlighted and the PKE Meter helps direct players to ghosts or haunted artifacts.

In both the original and the remastered versions of the game, Terminal Reality's Infernal Engine[14] allows for the Ghostbusters' Proton Stream to bend in real time, reacting as it did in the films.

Players can aim and fire a Proton Stream to weaken ghosts, before switching to a capture stream to manoeuvre them into a ghost trap. Continuous use of the Proton Pack causes it to overheat, and players are momentarily unable to use the pack's weapons until vented. The Capture Stream can also be used to "slam" ghosts, and move objects in the environment.[11]

Over the course of the game, the Proton Pack can be upgraded to include additional firing modes such as the Shock Blast, Slime Blower (positively charged), and a Meson Collider, each with an alternate firing mode (a Boson Dart, Stasis Stream, Slime Tether and Overload Pulse). Upgrades are earned by capturing ghosts, and identifying cursed artifacts and new species of ghost.[11] The game also tallies monetary destruction caused by the player, with Xbox 360 Achievements and PlayStation 3 Trophies awarded for either minimizing damage done, or for causing a high amount of damage.[15]

Many of the achievements' names come from quotes in the films, such as the "You Gotta Try This Pole" achievement.[16]

In place of a traditional heads-up display, the player's health and weapon status are represented as meters on the back of the Proton Pack. The player's health regenerates over time if they do not take further damage, and that can be revived if knocked down by any Ghostbusters still standing. Similarly, the player can help revive fallen team members. If all of the active Ghostbusters fall, including the player, the player will have to restart at the last checkpoint.[11]

Other versions[edit]

The Wii, PlayStation 2, and PSP versions differ slightly from the Xbox 360, PlayStation 3, and Windows versions. In addition to the cartoon-like graphics and the E10+ rating, the Wii version uses the Wii Remote for gameplay. Visual aspects of the interface are relocated, such as placing the Proton Pack's temperature meter as a HUD element instead of on the backpack. In the Wii, PlayStation 2, and PSP versions, the player "slams" a ghost by initiating a Simon Says-type game with the ghost, and the player is given the option to play as a man or woman.[17][18]

The DS version shares the same plot, but its gameplay differs in that it is in a squad-based tactical style, with driving sections and RPG elements. The player controls the original cast rather than an unnamed rookie.[19]

Multiplayer[edit]

The PlayStation 3 and Xbox 360 versions feature an online multiplayer mode. Players can play online with up to three others in a variety of missions outside of the main storyline. These missions include capturing as many ghosts as possible in a limited period of time or attempting to defend ghost disruptors as they are charged up. The Wii version is the only platform to feature offline multiplayer, with the entire single-player mission playable by two players in a split-screen mode. An adversarial multiplayer suite was advertised for the Wii version as well, but it is not in the final release. In December 2012, after three years of online gameplay, Atari shut the PlayStation 3 servers down for the online modes. Atari cited the declining online gameplay as the main reason for shutting down the servers.[20][21][22]

Synopsis[edit]

Setting and characters[edit]

The disembodied spirit of Ivo Shandor, shown prior to the character taking the Destructor Form called "The Architect", an unseen antagonist in the film Ghostbusters (1984), is formally introduced as the game's chief adversary.

Ghostbusters: The Video Game is set in November 1991 during the Thanksgiving celebrations, two years after the events of the 1989 supernatural comedy film Ghostbusters II.[23][11] The primary characters are Peter Venkman (Bill Murray), Raymond Stantz (Dan Aykroyd), and Egon Spengler (Harold Ramis),[11] a trio of eccentric parapsychologists who start a ghost-catching business in New York City known as the Ghostbusters. In the original film Ghostbusters, the team combat a rising paranormal threat in the city, hiring a fourth member, Winston Zeddemore (Ernie Hudson)[11] to cope with demand. It is revealed that this threat was the result of machinations by long-dead cult leader Ivo Shandor to bring about catastrophe using his building, 55 Central Park West, to summon the demi-god Gozer the Gozerian. Ghostbusters II follows the team after they have been put out of business due to the damage caused by defeating Gozer. They re-form as a new threat arises in the form of Vigo the Carpathian, a 16th-century tyrant reborn in a painting. In Ghostbusters: The Video Game, the Ghostbusters have become city contractors, authorized and insured to capture ghosts.[citation needed]

The game's player character Rookie, in likeness of associate editor Ryan French

The player character is a new recruit dubbed the "Rookie". He is tasked with testing the Ghostbusters' experimental and dangerous devices.[24][11] Returning characters from the films include the team's receptionist Janine Melnitz (Annie Potts), Walter Peck (William Atherton), who heads the Paranormal Contracts Oversight Commission (PCOC), which oversees the Ghostbusters' operations,[11][25] Vigo the Carpathian (Max von Sydow), the ghost Slimer, and the Stay Puft Marshmallow Man, which is the Destructor form of Gozer. The game introduces Mesopotamian professor and Gozerian expert Ilyssa Selwyn, (Alyssa Milano)[26] Jock Mulligan (Brian Doyle-Murray), who succeeded Lenny Clotch as the mayor of New York City,[citation needed] and the Ghostbusters recruit (the game's associate editor Ryan French). The events of the game are set in motion by the machinations of Shandor, who, in death, has become powerful and elevated to the level of a deity alongside his accomplices, as well as Edmund Hoover, Cornelius Wellesly, and Evelyn Lewis, who are identified in-game as Azetlor the Destroyer, the chairman, and the Spider-Witch, respectively. The Ghostbusters find themselves battling them and other spirits of Gozerian cultists, along with their restless murdered victims and random ghosts that are lured by the cult's mandala.[citation needed]

Plot[edit]

A psi energy pulse emanates from the Gozer exhibit at the Museum of Natural History, engulfing New York City and increasing supernatural activity. The pulse frees Slimer from the Ghostbusters' headquarters, and the Ghostbusters and the Rookie pursue it to the Sedgewick Hotel, where Slimer was first captured.[24][27] They find that the hotel is haunted by dozens of ghosts and that the Destructor Form of Gozer, the Stay-Puft Marshmallow Man, has returned and is wreaking havoc throughout the city.[28] Under Ray's guidance, the Rookie destroys Stay-Puft, with the Ghostbusters noting that he was pursuing Sumerian expert Dr. Ilyssa Selwyn.

Another haunting at the New York Public Library draws the team into a confrontation with the restless spirit of the librarian, Dr. Eleanor Twitty (the first ghost encountered by the Ghostbusters in the first film). They learn that Dr. Twitty had been murdered by the philologist Edmund Hoover (a Gozerian cult leader known as the Collector) over a rare book, the Gozerian Codex. After capturing Dr. Twitty, a portal opens to an afterlife dimension referred to by the Ghostbusters as the Ghost World. The Ghostbusters travel through the portal and encounter the spirits of Gozerian cultists. These spirits include Hoover, reborn as Sumerian demi-god Azetlor the Destroyer, whom the Ghostbusters defeat. A recurring symbol the team sees in these haunted locations is revealed to be a mandala representing a spiritual labyrinth running throughout the city, with major nodes positioned toward the library, museum, hotel, and in the Hudson River.[29][30] The mandala is powered by the ghosts that are drawn into it, increasing in power as they pass through each node, before being fed into the core to power a Destructor Form like Gozer's. The energy merges the Ghost World into the mortal realm, which could result in a disaster of apocalyptic proportions.[31]

Mayor Jock Mulligan places the team's nemesis, Walter Peck, in charge over the Ghostbusters' operations. The Ghostbusters cleanse the museum and hotel and defeat two cult leaders, the Chairman (Cornelius Wellesly) and the Spider-Witch (Evelyn Lewis). At the final node in the Hudson River, the team locates Ivo Shandor's island mansion rising from the water, and discovers that Ilyssa is the occultist's descendant.[32][33] It was Ilyssa's presence that triggered the mandala after Peck recommended her to curate the Gozer exhibit, leading the Ghostbusters to suspect that Shandor's spirit has possessed Peck to orchestrate events. They also discover machines built by the cultists pumping various colors of ectoplasmic slime into tunnels beneath the city, including the pink "mood slime" from their prior adventure, turning the municipality into a supernatural hotspot that allowed the spirit of Vigo the Carpathian to empower himself.[34] The Ghostbusters disable the pumps and destroy the creature producing the slime, closing the last node and sealing the mandala, trapping its accumulated energies.[35]

Returning to their headquarters, the Ghostbusters find that Ilyssa had been abducted and the team's ecto-containment unit had been shut down again, releasing their supernatural captives. Because the team disabled the mandala, the cultists retaliate by using the Ghostbusters' captives to provide an alternate energy for their Supreme Destructor and need Ilyssa for the ritual.[36] The Ghostbusters battle their way to the center of a mausoleum emerging in Central Park. Like Shandor's building on Central Park West where they defeated Gozer, it is also a gateway between dimensions. They discover that Ilyssa and Peck are both prisoners, and that Shandor has in fact possessed Mayor Mulligan while using Peck as his decoy and pawn to hinder their operations.[37][38] Seeing his god defeated by the Ghostbusters twice, Shandor decided to usurp Gozer's position and deal with them himself, having become godlike after making pacts with the Gozerian pantheon. Because Shandor is already dead, he would need a living blood relative (Ilyssa) nearby for his schemes to work. The Ghostbusters exorcise Shandor from the Mayor but are dragged into the Ghost World, where they battle Shandor's Destructor Form, a being called the Architect hell-bent on ruling a post-apocalyptic world as its god. Just as they had done to defeat Gozer, the Ghostbusters cross their proton streams, causing an explosion that destroys Shandor's avatar and sends the team home. They escape the collapsing mausoleum with Ilyssa, Peck, and Mayor Mulligan.[39][40]

During the credits, the four original Ghostbusters realize they are overstaffed, but offer the Rookie a position as the head of a yet-to-be-opened Ghostbusters franchise in another location.[41]

Development[edit]

In-game likenesses of Ernie Hudson, Harold Ramis, Dan Aykroyd, and Bill Murray

In 2006, game developer ZootFly started to work on a Ghostbusters game before having secured the rights to develop the game from Sony. The company subsequently released videos of an early version of the game. The company was unable to secure the rights to develop the game as a Ghostbusters game, continuing to develop the game as a non-Ghostbusters-themed game renamed TimeO.[5]

Coincidentally, in 2007, Vivendi Games and developer Terminal Reality met with Sony Pictures to discuss the possibility of developing their own Ghostbusters video game.[42] The positive reaction that Zootfly's videos garnered helped sell the concept of such a game to Sony.[5] After a successful pitch, Terminal Reality started developing the game, eventually stating that the PlayStation 3 would be the lead development platform.[43] One feature of the game that Terminal Reality promoted was a crowd artificial intelligence system to be used extensively for a Thanksgiving Day parade level that was eventually cut from the final version.[44]

The game was officially announced by Vivendi Games subsidiary Sierra Entertainment and Sony Pictures Consumer Products on November 19, 2007, and would be released for all major platforms within the Fall of 2008.[45]

Development of the game went into limbo when Vivendi Games's merger with Activision to form Activision Blizzard was finalized. On July 28, 2008, Activision Blizzard announced that only five Sierra titles would be published through Activision, with Ghostbusters not being one of them. The Sierra PR team later confirmed that the game was not, and would not, be canceled.[46]

In October 2008, Infogrames, the parent company of Atari and Atari Interactive, announced they had picked up the publishing rights to Ghostbusters and The Chronicles of Riddick: Assault on Dark Athena from Activision.[47] to coincide with the 25th anniversary of the first film's theatrical release. Infogrames' announcement ended months of speculation. At the 2009 Consumer Electronics Show, Sony confirmed that the game would be released on June 16 in North America and June 19 in Europe, alongside Blu-ray releases of the Ghostbusters films.[1] In May 2009, Atari Europe sold the European publishing rights to the PlayStation versions of the game to Sony Computer Entertainment Europe for a June 2009 timed exclusive release on the PS3 and PS2, and an Autumn release for the PSP respectively.[8][48] Atari Europe announced they would still release the Wii, Xbox 360 and DS versions in the regions.[49] Following Namco Bandai Games' purchase of Atari's European operations and distribution handing over to Namco Bandai Partners, this release schedule remained intact.[50]

Terminal Reality reported total development costs between US$15 and 20 million. Terminal Reality had expressed interest in making a game based on the possible third Ghostbusters film,[51] though the studio has since shut down.[52]

The project allowed Dan Aykroyd and Harold Ramis to explore some aspects of the original films that they otherwise had not been able to in the past, such as the history of the Librarian Ghost.[citation needed] It also allowed Aykroyd and Ramis to pursue some of the ideas left out of the original script, including the appearance of Ivo Shandor as Gozer, who was intended to appear in the film's finale as the ghost of a man in a business suit.[citation needed] Other concepts used in the game, such as the alternate dimensions that open up during the latter half of the game, are based on the original Ghostbusters 3 concept Hellbent, which was in development hell during the 1990s.[citation needed]

Bill Murray made several demands, including equal screen time for all Ghostbuster characters, but was fully committed to the project.[53][failed verification]

Sigourney Weaver had initially turned down the offer to reprise her role of Dana Barrett when approached by Terminal Reality but showed interest when she learned that Murray was attached to the project. At this time, the game was too far into production and there was no role for Weaver.[54] Similarly, the team was interested in getting Rick Moranis to reprise his role as Louis Tully, but he declined the offer.[55] Despite the lack of character roles and involvement from Weaver and Moranis, Dana and Louis are both mentioned in the game.

In the remastered version, Harold Ramis was remembered at the end of the game's opening titles following his death in 2014.[56]

Reception[edit]

Ghostbusters: The Video Game was met with a generally positive reception. Greg Miller of IGN gave it 8.0 out of 10, describing the game as a "love letter to Ghostbusters fans" that "makes you feel like you are really a Ghostbuster". He lauded the CGI cutscenes as a positive feature but disliked the lip-sync and found the character animation to be stiff in the other cutscenes. Miller gave the Wii versio

Final Fantasy #3

Final Fantasy theme by Gamer325

Download: FinalFantasy_3.p3t

http://img255.imageshack.us/img255/7116/previewli8.jpg
(16 backgrounds)

Final Fantasy
Genre(s)Role-playing video game
Developer(s)Square, Square Enix
Publisher(s)Square, Square Enix
Creator(s)Hironobu Sakaguchi
Producer(s)Yoshinori Kitase
Tetsuya Nomura
Artist(s)Tetsuya Nomura
Composer(s)Nobuo Uematsu
Masashi Hamauzu
Junya Nakano
Hitoshi Sakimoto
Naoshi Mizuta
Mitsuto Suzuki
Masayoshi Soken
Yoko Shimomura
Masaharu Iwata
Hidenori Iwasaki
Ryo Yamazaki
Platform(s)
First releaseFinal Fantasy
December 18, 1987
Latest releaseFinal Fantasy VII Rebirth
February 29, 2024
Spin-offs

Final Fantasy[a] is a fantasy anthology media franchise created by Hironobu Sakaguchi which is owned, developed, and published by Square Enix (formerly Square). The franchise centers on a series of fantasy role-playing video games. The first game in the series was released in 1987, with 16 numbered main entries having been released to date.

The franchise has since branched into other video game genres such as tactical role-playing, action role-playing, massively multiplayer online role-playing, racing, third-person shooter, fighting, and rhythm, as well as branching into other media, including films, anime, manga, and novels.

Final Fantasy is mostly an anthology series with primary installments being stand-alone role-playing games, each with different settings, plots and main characters, but the franchise is linked by several recurring elements, including game mechanics and recurring character names. Each plot centers on a particular group of heroes who are battling a great evil, but also explores the characters' internal struggles and relationships. Character names are frequently derived from the history, languages, pop culture, and mythologies of cultures worldwide. The mechanics of each game involve similar battle systems and maps.

Final Fantasy has been both critically and commercially successful. Several entries are regarded as some of the greatest video games, with the series selling more than 185 million copies worldwide, making it one of the best-selling video game franchises of all time. The series is well known for its innovation, visuals, such as the inclusion of full-motion videos, photorealistic character models, and music by Nobuo Uematsu. It has popularized many features now common in role-playing games, also popularizing the genre as a whole in markets outside Japan.

Media[edit]

Games[edit]

The first installment of the series was released in Japan on December 18, 1987. Subsequent games are numbered and given a story unrelated to previous games, so the numbers refer to volumes rather than to sequels. Many Final Fantasy games have been localized for markets in North America, Europe, and Australia on numerous video game consoles, personal computers (PC), and mobile phones. As of June 2023, the series includes the main installments from Final Fantasy to Final Fantasy XVI, as well as direct sequels and spin-offs, both released and confirmed as being in development. Most of the older games have been remade or re-released on multiple platforms.[1]

Main series[edit]

Release timeline
1987Final Fantasy
1988Final Fantasy II
1989
1990Final Fantasy III
1991Final Fantasy IV
1992Final Fantasy V
1993
1994Final Fantasy VI
1995
1996
1997Final Fantasy VII
1998
1999Final Fantasy VIII
2000Final Fantasy IX
2001Final Fantasy X
2002Final Fantasy XI
2003
2004
2005
2006Final Fantasy XII
2007
2008
2009Final Fantasy XIII
2010Final Fantasy XIV (original)
2011
2012
2013Final Fantasy XIV
2014
2015
2016Final Fantasy XV
2017
2018
2019
2020
2021
2022
2023Final Fantasy XVI

Three Final Fantasy installments were released on the Nintendo Entertainment System (NES). Final Fantasy was released in Japan in 1987 and in North America in 1990.[2][3] It introduced many concepts to the console RPG genre, and has since been remade on several platforms.[3] Final Fantasy II, released in 1988 in Japan, has been bundled with Final Fantasy in several re-releases.[3][4][5] The last of the NES installments, Final Fantasy III, was released in Japan in 1990,[6] but was not released elsewhere until a Nintendo DS remake came out in 2006.[5]

The Super Nintendo Entertainment System (SNES) also featured three installments of the main series, all of which have been re-released on several platforms. Final Fantasy IV was released in 1991; in North America, it was released as Final Fantasy II.[7][8] It introduced the "Active Time Battle" system.[9] Final Fantasy V, released in 1992 in Japan, was the first game in the series to spawn a sequel: a short anime series, Final Fantasy: Legend of the Crystals.[3][10][11] Final Fantasy VI was released in Japan in 1994, titled Final Fantasy III in North America.[12]

The PlayStation console saw the release of three main Final Fantasy games. Final Fantasy VII (1997) moved away from the two-dimensional (2D) graphics used in the first six games to three-dimensional (3D) computer graphics; the game features polygonal characters on pre-rendered backgrounds. It also introduced a more modern setting, a style that was carried over to the next game.[3] It was also the second in the series to be released in Europe, with the first being Final Fantasy Mystic Quest. Final Fantasy VIII was published in 1999, and was the first to consistently use realistically proportioned characters and feature a vocal piece as its theme music.[3][13] Final Fantasy IX, released in 2000, returned to the series' roots, by revisiting a more traditional Final Fantasy setting, rather than the more modern worlds of VII and VIII.[3][14]

Three main installments, as well as one online game, were published for the PlayStation 2.[15][16][17] Final Fantasy X (2001) introduced full 3D areas and voice acting to the series, and was the first to spawn a sub-sequel (Final Fantasy X-2, published in 2003).[18][19] The first massively multiplayer online role-playing game (MMORPG) in the series, Final Fantasy XI, was released on the PS2 and PC in 2002, and later on the Xbox 360.[20][21] It introduced real-time battles instead of random encounters.[21] Final Fantasy XII, published in 2006, also includes real-time battles in large, interconnected playfields.[22][23] The game is also the first in the main series to utilize a world used in a previous game, namely the land of Ivalice, which was previously featured in Final Fantasy Tactics and Vagrant Story.[24]

In 2009, Final Fantasy XIII was released in Japan, and in North America and Europe the following year, for PlayStation 3 and Xbox 360.[25][26] It is the flagship installment of the Fabula Nova Crystallis Final Fantasy series[27] and became the first mainline game to spawn two sub-sequels (XIII-2 and Lightning Returns).[28] It was also the first game released in Chinese and high definition along with being released on two consoles at once. Final Fantasy XIV, a MMORPG, was released worldwide on Microsoft Windows in 2010, but it received heavy criticism when it was launched, prompting Square Enix to rerelease the game as Final Fantasy XIV: A Realm Reborn, this time to the PlayStation 3 as well, in 2013.[29] Final Fantasy XV is an action role-playing game that was released for PlayStation 4 and Xbox One in 2016.[30][31] Originally a XIII spin-off titled Versus XIII, XV uses the mythos of the Fabula Nova Crystallis series, although in many other respects the game stands on its own and has since been distanced from the series by its developers.[38] The sixteenth mainline entry, Final Fantasy XVI,[39] was released in 2023 for PlayStation 5.[40]

Remakes, sequels and spin-offs[edit]

Final Fantasy has spawned numerous spin-offs and metaseries. Several are, in fact, not Final Fantasy games, but were rebranded for North American release. Examples include the SaGa series, rebranded The Final Fantasy Legend, and its two sequels, Final Fantasy Legend II and III.[41] Final Fantasy Mystic Quest was specifically developed for a United States audience, and Final Fantasy Tactics is a tactical RPG that features many references and themes found in the series.[42][43] The spin-off Chocobo series, Crystal Chronicles series, and Kingdom Hearts series also include multiple Final Fantasy elements.[41][44] In 2003, the Final Fantasy series' first sub-sequel, Final Fantasy X-2, was released.[45] Final Fantasy XIII was originally intended to stand on its own, but the team wanted to explore the world, characters and mythos more, resulting in the development and release of two sequels in 2011 and 2013 respectively, creating the series' first official trilogy.[28] Dissidia Final Fantasy was released in 2009, a fighting game that features heroes and villains from the first ten games of the main series.[46] It was followed by a prequel in 2011,[47] a sequel in 2015[48] and a mobile spin-off in 2017.[49][50] Other spin-offs have taken the form of subseries—Compilation of Final Fantasy VII, Ivalice Alliance, and Fabula Nova Crystallis Final Fantasy. In 2022, Square Enix released an action-role playing title Stranger of Paradise: Final Fantasy Origin developed in collaboration with Team Ninja, which takes place in an alternate, reimagined reality based on the setting of the original Final Fantasy game, depicting a prequel story that explores the origins of the antagonist Chaos and the emergence of the four Warriors of Light.[51][52] Enhanced 3D remakes of Final Fantasy III and IV were released in 2006 and 2007 respectively.[53][54] The first installment of the Final Fantasy VII Remake project was released on the PlayStation 4 in 2020.[55] The second and latest installment of the remake trilogy, Final Fantasy VII Rebirth, was released on the PlayStation 5 in 2024.[56]

Other media[edit]

Film and television[edit]

Final Fantasy in film and television
1994Final Fantasy: Legend of the Crystals
1995–2000
2001Final Fantasy: The Spirits Within
Final Fantasy: Unlimited
2002–2004
2005Final Fantasy VII: Advent Children
Last Order: Final Fantasy VII
2006–2015
2016Kingsglaive: Final Fantasy XV
Brotherhood: Final Fantasy XV
2017Final Fantasy XIV: Dad of Light
2018
2019Final Fantasy XV: Episode Ardyn – Prologue

Square Enix has expanded the Final Fantasy series into various media. Multiple anime and computer-generated imagery (CGI) films have been produced that are based either on individual Final Fantasy games or on the series as a whole. The first was an original video animation (OVA), Final Fantasy: Legend of the Crystals, a sequel to Final Fantasy V. The story was set in the same world as the game, although 200 years in the future. It was released as four 30-minute episodes, first in Japan in 1994 and later in the United States by Urban Vision in 1998. In 2001, Square Pictures released its first feature film, Final Fantasy: The Spirits Within. The film is set on a future Earth invaded by alien life forms.[57] The Spirits Within was the first animated feature to seriously attempt to portray photorealistic CGI humans, but was considered a box office bomb and garnered mixed reviews.[57][58][59]

A 25-episode anime television series, Final Fantasy: Unlimited, was released in 2001 based on the common elements of the Final Fantasy series. It was broadcast in Japan by TV Tokyo and released in North America by ADV Films.

In 2005, Final Fantasy VII: Advent Children, a feature length direct-to-DVD CGI film, and Last Order: Final Fantasy VII, a non-canon OVA,[60] were released as part of the Compilation of Final Fantasy VII. Advent Children was animated by Visual Works, which helped the company create CG sequences for the games.[61] The film, unlike The Spirits Within, became a commercial success.[62][63][64][65] Last Order, on the other hand, was released in Japan in a special DVD bundle package with Advent Children. Last Order sold out quickly[66] and was positively received by Western critics,[67][68] though fan reaction was mixed over changes to established story scenes.[69]

Two animated tie-ins for Final Fantasy XV were released as part of a larger multimedia project dubbed the Final Fantasy XV Universe. Brotherhood is a series of five 10-to-20-minute-long episodes developed by A-1 Pictures and Square Enix detailing the backstories of the main cast. Kingsglaive, a CGI film released prior to the game in Summer 2016, is set during the game's opening and follows new and secondary characters.[70][71][72][73] In 2019, Square Enix released a short anime, produced by Satelight Inc, called Final Fantasy XV: Episode Ardyn – Prologue on their YouTube channel which acts as the background story for the final piece of DLC for Final Fantasy XV giving insight into Ardyn's past.

Square Enix also released Final Fantasy XIV: Dad of Light in 2017, an 8-episode Japanese soap opera based, featuring a mix of live-action scenes and Final Fantasy XIV gameplay footage.

As of June 2019, Sony Pictures Television is working on a live-action adaptation of the series with Hivemind and Square Enix. Jason F. Brown, Sean Daniel and Dinesh Shamdasani for Hivemind are the producers while Ben Lustig and Jake Thornton were attached as writers and executive producers for the series.[74]

Other media[edit]

Several video games have either been adapted into or have had spin-offs in the form of manga and novels. The first was the novelization of Final Fantasy II in 1989, and was followed by a manga adaptation of Final Fantasy III in 1992.[75][76] The past decade has seen an increase in the number of non-video game adaptations and spin-offs. Final Fantasy: The Spirits Within has been adapted into a novel, the spin-off game Final Fantasy Crystal Chronicles has been adapted into a manga, and Final Fantasy XI had a novel and manga set in its continuity.[77][78][79][80] Seven novellas based on the Final Fantasy VII universe have also been released. The Final Fantasy: Unlimited story was partially continued in novels and a manga after the anime series ended.[81] The Final Fantasy X and XIII series have also had novellas and audio dramas released. Final Fantasy Tactics Advance has been adapted into a radio drama, and Final Fantasy: Unlimited has received a radio drama sequel.

A trading card game named Final Fantasy Trading Card Game is produced by Square Enix and Hobby Japan, first released Japan in 2012 with an English version in 2016.[82] The game has been compared to Magic: the Gathering, and a tournament circuit for the game also takes place.[83][84]

Common elements[edit]

Although most Final Fantasy installments are independent, many gameplay elements recur throughout the series.[85][86] Most games conta

Swift Black (No Sounds)

Swift Black theme by jpang

Download: SwiftBlackNoSounds.p3t

Swift Black Theme
(1 background)

P3T Unpacker v0.12
Copyright (c) 2007. Anoop Menon

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 for Windows: p3textractor.zip

Instructions:

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.

CheapAssGamer

CheapAssGamer theme by SectionZ

Download: CheapAssGamer.p3t

http://img401.imageshack.us/img401/7005/546598299preview2hv7.png
(1 background)

P3T Unpacker v0.12
Copyright (c) 2007. Anoop Menon

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 for Windows: p3textractor.zip

Instructions:

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.

Vista Hitman

Vista Hitman theme by Stinco81

Download: VistaHitman.p3t

http://img176.imageshack.us/img176/5972/previewvt6.jpg
(2 backgrounds)

P3T Unpacker v0.12
Copyright (c) 2007. Anoop Menon

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 for Windows: p3textractor.zip

Instructions:

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.

Seattle Seahawks

Seattle Seahawks theme by ACE

Download: Seattle_Seahawks.p3t

http://img214.imageshack.us/img214/7903/previewgq2.jpg
(11 backgrounds)

Seattle Seahawks
Current season
Established June 4, 1974; 50 years ago (1974-06-04)[1][2]
First season: 1976
Play in Lumen Field
Seattle, Washington
Headquartered in the Virginia Mason Athletic Center
Renton, Washington[3]
Seattle Seahawks logo
Seattle Seahawks logo
Seattle Seahawks wordmark
Seattle Seahawks wordmark
LogoWordmark
League/conference affiliations

National Football League (1976–present)

Current uniform
Team colorsCollege navy, action green, wolf grey[4][5][6]
     
MascotBlitz, Boom, Taima the Hawk (live Augur hawk)
Websiteseahawks.com
Personnel
Owner(s)The Paul Allen Estate[7]
PresidentChuck Arnold[8]
General managerJohn Schneider
Head coachMike Macdonald
Team history
  • Seattle Seahawks (1976–present)
Team nicknames
  • The 'Hawks
  • The Blue Wave (1984–1986)[9]
  • The Legion of Boom (secondary; 2011–2017)
Championships
League championships (1)
Conference championships (3)
Division championships (11)
Playoff appearances (20)
Home fields
Team owner(s)

The Seattle Seahawks are a professional American football team based in Seattle. The Seahawks compete in the National Football League (NFL) as a member club of the league's National Football Conference (NFC) West, which they rejoined in 2002 as part of a conference realignment. The club entered the NFL as an expansion team in 1976 in the NFC. From 1977 to 2001, Seattle was assigned to the American Football Conference (AFC) West. They have played their home games at Lumen Field in Seattle's SoDo neighborhood since 2002, having previously played home games in the Kingdome (1976–1999) and Husky Stadium (1994 and 2000–2001).[a]

Seahawks fans have been referred to collectively as the "12s" (formerly the "12th Man"),[11][12][13] or the "12th Fan".[14][15][16][17][18] The team's fans twice set the Guinness World Record for the loudest crowd noise at a sporting event within the span of a few months, first registering 136.6 decibels during a game against the San Francisco 49ers in September 2013,[19] and later registering 137.6 dB during a Monday Night Football game against the New Orleans Saints that December.[20][21] As the only NFL team based in the Pacific Northwest region of North America, the Seahawks attract support from a wide geographical area that includes parts of the U.S. states of Alaska, Idaho, Montana, Oregon, and Utah, as well as the Canadian provinces of Alberta, British Columbia, and Saskatchewan.[22]

The Seahawks have won 11 division titles and three conference championships, and are the only team to have played in both the AFC and NFC Championship Games. They have reached three Super Bowls, losing 21–10 to the Pittsburgh Steelers at Super Bowl XL, defeating the Denver Broncos 43–8 for their first championship at Super Bowl XLVIII, and losing 28–24 to the New England Patriots at Super Bowl XLIX. Players Kenny Easley, Walter Jones, Steve Hutchinson, Cortez Kennedy, and Steve Largent have been voted into the Pro Football Hall of Fame primarily or wholly for their accomplishments as Seahawks. In addition, players Dave Brown, Jacob Green, Dave Krieg, Curt Warner, Jim Zorn, Matt Hasselbeck and Shaun Alexander have been inducted into the Seahawks Ring of Honor, along with head coaches Chuck Knox and Mike Holmgren, radio announcer Pete Gross, and franchise owner Paul Allen.

Franchise history[edit]

Nordstrom / Sarkowsky era (1976–1988)[edit]

As per one of the agreed parts of the 1970 AFL–NFL merger, the NFL began planning to expand from 26 to 28 teams.[23] In June 1972, Seattle Professional Football Inc., a group of Seattle business and community leaders, announced their intention to acquire an NFL franchise for the city of Seattle.[24] In June 1974, the NFL gave the city an expansion franchise.[25] That December, NFL Commissioner Pete Rozelle announced the official signing of the franchise agreement by Lloyd W. Nordstrom, representing the Nordstrom family as majority partners for the consortium.[26]

In March 1975, John Thompson, former executive director of the NFL Management Council and a former Washington Huskies executive, was hired as the general manager of the new team. The name Seattle Seahawks ("seahawk" is another name for osprey) was selected on June 17, 1975, after a public naming contest which drew more than 20,000 entries and over 1,700 names.[27] These include skippers, pioneers, and lumberjacks.[28]

Thompson recruited and hired Jack Patera, a Minnesota Vikings assistant coach, to be the first head coach of the Seahawks; the hiring was announced on January 3, 1976. The expansion draft was held March 30–31, 1976, with Seattle and the Tampa Bay Buccaneers alternating picks for rounds selecting unprotected players from the other 26 teams in the league.[29] The Seahawks were awarded the 2nd overall pick in the 1976 draft, a pick they used on defensive tackle Steve Niehaus. The team took the field for the first time on August 1, 1976, in a pre-season game against the San Francisco 49ers in the then newly opened Kingdome.

Hall of Fame safety Kenny Easley, a defensive unit leader for Seattle in the 1980s,[30] was a top defensive player in the NFL[31] and one of the Seahawks' all-time greatest players.[32]

The Seahawks are the only NFL team to switch conferences twice in the post-merger era.[33] The franchise began play in 1976 in the aforementioned NFC West but switched conferences with the Buccaneers after one season and joined the AFC West. This realignment was dictated by the league as part of the 1976 expansion plan, so that both expansion teams could play each other twice and every other NFL franchise once (the ones in their conference at the time) during their first two seasons. The Seahawks won both matchups against the Buccaneers in their first two seasons, the former of which was the Seahawks' first regular season victory.[34][35]

In 1983, the Seahawks hired Chuck Knox as head coach. Finishing with a 9–7 record, the Seahawks made their first post-season appearance, defeating the Denver Broncos in the Wild Card Round, and then the Miami Dolphins, before losing in the AFC Championship to the eventual Super Bowl champion Los Angeles Raiders. The following season, the Seahawks had their best season to that point, finishing 12–4; it would remain the best win–loss record in franchise history until their 2005 season.[36] Knox won the NFL Coach of the Year Award.[37]

Behring / Hofmann era (1988–1996)[edit]

In 1988, Ken Behring and partner Ken Hofmann purchased the team for a reported $80 million.[38][39][40] The Seahawks won their first division title in 1988, but would miss the playoffs for the following three seasons, after which Knox left the team. For most of the 1990s, the Seahawks continued to struggle. They saw three consecutive losing seasons (19921994) under head coach Tom Flores, including a franchise worst 2–14 season in 1992. Following the 1994 season, Flores was fired from the team and Dennis Erickson was brought in as head coach.

Paul Allen era (1997–present)[edit]

In 1996, Behring and Hoffman transferred the team's operations to Anaheim, California–a widely criticized move, although the team continued to play in Seattle. The team almost relocated, and was in bankruptcy for a short period. The NFL threatened Behring with fining him $500,000 a day if he did not move the team's operations back to Seattle;[41] with this, Behring and Hoffman sold the team to Microsoft co-founder Paul Allen in 1997 for $200 million.

Erickson's tenure as head coach ended after the 1998 season; the Seahawks missed the playoffs for all four of his seasons with the team, extending their "playoff drought" to ten consecutive seasons.

Mike Holmgren years (1999–2008)[edit]

Matt Hasselbeck played as the Seahawks quarterback from 2001 to 2010 and led the team to six postseason appearances and a Super Bowl appearance.

In 1999, Mike Holmgren was hired as head coach. He would coach for 10 seasons. The Seahawks won their second division title, as well as a wild card berth in the playoffs, losing to the Miami Dolphins 20–17.

In 2002, the Seahawks returned to the NFC West as part of an NFL realignment plan that gave each conference four balanced divisions of four teams each. This realignment restored the AFC West to its initial post-merger roster of original AFL teams Denver, San Diego, Kansas City, and Oakland.[42] That same year, the team opened its new home stadium, Seahawks Stadium, after spending the last two seasons at Husky Stadium after the Kingdome's implosion in 2000.[43]

In the 2005 season, the Seahawks had their best season in franchise history (a feat that would later be matched in 2013) with a record of 13–3,[44] which included a 42–0 rout of the Philadelphia Eagles in a Monday Night Football game.[45] The 13–3 record earned them the number one seed in the NFC.[44] They defeated the Washington Redskins in the Divisional Round and won the NFC Championship Game against the Carolina Panthers, but lost in Super Bowl XL against the Pittsburgh Steelers. The loss was controversial; NFL Films has Super Bowl XL at number 8 on its top ten list of games with controversial referee calls.[46] Referee Bill Leavy later admitted that he missed calls that altered the game.[47] Before 2005, the Seahawks had not won a playoff game since the 1984 season, a streak of 21 years (five teams had ever had a drought of twenty years at the time, with their six straight losses being tied for third-most in history). That drought was ended with a 20–10 win over the Washington Redskins in the 2005 playoffs.[48]

Holmgren departed from the team after the 2008 season, following the end of his contract. Defensive backs coach Jim L. Mora was named as Holmgren's successor. In 2009, the Seahawks finished 3rd in the NFC West with a 5–11 record. Shortly after, Mora was fired on January 8, 2010.[49]

Pete Carroll years (2010–2023)[edit]

Pre-Super Bowl (2010–2012)[edit]

In the 2010 NFL season, the Seahawks made history by making it into the playoffs despite having a 7–9 record. They had the best record in a division full of teams with losing seasons (Seahawks 7–9, Rams 7–9, 49ers 6–10, Cardinals 5–11) and won the decisive season finale against the Rams (not only by overall record, but by division record, as both teams coming into the game had a 3–2 division record). In the playoffs, the Seahawks beat the defending Super Bowl XLIV champs, the New Orleans Saints, 41–36. The Seahawks made even more history during the game with Marshawn Lynch's 67-yard run, breaking 9 tackles, to clinch the victory. After the run, the fans reacted so loudly that a small earthquake (a bit above 2 on the Richter Scale) was recorded by seismic equipment around Seattle.[50] Lynch's run would be nicknamed the "Beast Quake". The Seahawks lost to the Bears in their second game, 35–24.

The 2012 NFL season started with doubt, as the Seahawks lost their season opener against the Arizona Cardinals. The highly touted Seattle defense gave up a go-ahead score late in the fourth quarter, and rookie quarterback Russell Wilson failed to throw the game-winning touchdown after multiple attempts in the red-zone. However, Russell Wilson and the Seahawks went 4–1 in their next five games en route to an 11–5 overall record (their first winning record since 2007). Their 2012 campaign included big wins over the Green Bay Packers, New England Patriots, and San Francisco 49ers. The Seahawks went into the playoffs as the No. 5 seed and the only team that season to go undefeated at home. In the Wild Card Round, the Seahawks overcame a 14-point deficit to defeat the Washington Redskins. This was the first time since the 1983 Divisional Round that the Seahawks won a playoff game on the road. However, in the 2012 Divisional Round, overcoming a 20-point, fourth-quarter deficit would not be enough to defeat the #1 seed Atlanta Falcons. An ill-advised timeout and a defensive breakdown late in the game cost the Seahawks their season, as they lost, 30–28. QB Russell Wilson won the 2012 Pepsi MAX Rookie of the Year award.[51]

Super Bowl XLVIII champions (2013)[edit]
Seahawks players and coaches in 2013

In the 2013 NFL season, the Seahawks continued their momentum from the previous season, finishing tied with the Denver Broncos for an NFL-best regular season record of 13–3, while earning the NFC's #1 playoff seed. Their 2013 campaign included big wins over the Carolina Panthers, New Orleans Saints, and the San Francisco 49ers. Six Seahawks players were named to the Pro Bowl: Quarterback Russell Wilson, center Max Unger, running back Marshawn Lynch, cornerback Richard Sherman, free safety Earl Thomas, and strong safety Kam Chancellor. However, none of them were able to play in the Pro Bowl, as the Seahawks defeated the New Orleans Saints 23–15 and the San Francisco 49ers 23–17, in the playoffs to advance to Super Bowl XLVIII against the Denver Broncos. On February 2, 2014, the Seahawks won the franchise's only Super Bowl Championship, defeating Denver 43–8.[52] The Seahawks' defense performance in 2013 was acclaimed as one of the best in the Super Bowl era.[53]

Marshawn Lynch scored on a 67-yard touchdown run in the NFC Wild-Card Playoff Game against the New Orleans Saints in 2011.
Post-championship years (2014–2023)[edit]

The 2014 campaign saw the team lose some key pieces, including wide receiver Golden Tate to free agency and wide receiver Sidney Rice and defensive end Chris Clemons to retirement. Percy Harvin was also let go mid-season after several underachieving weeks and clashes with the rest of the locker room. Despite starting 3–3, they rallied to a 12–4 record, good enough once again for the #1 seed in the NFC Playoffs. After dispatching the Carolina Panthers handily in the Divisional Round 31–17, they faced the Green Bay Packers in the NFC Championship Game. Despite five turnovers and trailing 19–7 late in the contest, the Seahawks prevailed in overtime to reach Super Bowl XLIX against the New England Patriots, but an ill-fated interception at the 1-yard line late in the championship game stymied a comeback attempt and thwarted the Seahawks' bid to be the first repeat Super Bowl champions since the Patriots had won Super Bowls XXXVIII and XXXIX.

The Seahawks returned to the playoffs in both 2015 and 2016, but despite winning the Wild Card game in both years they failed to win either Divisional round game on the road. The 2017 iteration of the team missed the playoffs for the first time in six years, as injuries to their core players coupled with disappointing acquisitions of running back Eddie Lacy and kicker Blair Walsh failed them in a competitive NFC. The team cut ties with most of the remaining players that had been part of their meteoric rise and turnover both their Offensive and Defensive coaching staff in 2018, and an influx of young talent helped propel the team to a 10–6 record and another playoff berth that ultimately ended in a loss in the Wild Card game to the Dallas Cowboys. In October 2018, owner Paul Allen died after a prolonged fight with cancer.[54] In 2019, the Seahawks put up their best record since their last trip to the Super Bowl at 11–5, but they still lost 3 out of their last 4 games and lost their chance to win the NFC West. A likely explanation for their sloppy finish is because many of their players were injured late in the season. After defeating the Philadelphia Eagles 17–9 in the Wild Card game, they lost to the Green Bay Packers in the Divisional round, failing another attempt at a second Super Bowl.[55]

The 2020 season saw the Seahawks win their first five games, a franchise-best for a start to a season

Subaru

Subaru theme by Harry

Download: Subaru.p3t

http://img267.imageshack.us/img267/8759/previewwq0.jpg
(2 backgrounds)

Subaru
Native name
スバル
Company typeDivision
IndustryAutomotive
PredecessorNakajima Aircraft Company
Founded15 July 1953; 70 years ago (1953-07-15)[1][2]
FounderKenji Kita
Chikuhei Nakajima
Headquarters,
Japan
Area served
Worldwide
Key people
Atsushi Osaki (President, Representative Director & CEO)
Tomomi Nakamura (Chairman & Director)
ProductsAutomobiles
Production output
Decrease 912,452 units (Jan–Dec 2023)[3]
Number of employees
16,961 (2022) Edit this on Wikidata
ParentSubaru Corporation
DivisionsSubaru Tecnica International
Websitesubaru.co.jp

Subaru (スバル, /ˈsbər/ or /sʊˈbɑːr/;[4][5] Japanese pronunciation: [ˈsɯbaɾɯ][6]) is the automobile manufacturing division of Japanese transportation conglomerate Subaru Corporation (formerly known as Fuji Heavy Industries), the twenty-first largest automaker by production worldwide in 2017.[7]

Subaru cars are known for their use of a boxer engine layout in most vehicles above 1,500 cc. The Symmetrical All Wheel Drive drive-train layout was introduced in 1972. Both became standard equipment for mid-size and smaller cars in most markets by 1996. The lone exception is the BRZ, introduced in 2012 via a partnership with Toyota, which pairs the boxer engine with rear-wheel-drive. Subaru also offers turbocharged versions of their passenger cars, such as the WRX, Legacy and Outback XT, Ascent, and formerly the Legacy GT and Forester XT.

In Western markets, Subaru vehicles have traditionally attracted a small but devoted core of buyers. The company's marketing targets those who desire its signature engine and drive train, all-wheel drive and rough-road capabilities, or affordable sports car designs.[8]

Subaru is the direct translation from Japanese for the Pleiades star cluster M45, or the "Seven Sisters" (one of whom tradition says is invisible – hence only six stars in the Subaru logo), which in turn inspires the logo and alludes to the companies that merged to create FHI.[9]

History[edit]

Fuji Heavy Industries (FHI) and Subaru's first cars[edit]

Fuji Heavy Industries started out as the Aircraft Research Laboratory in 1915, headed by Chikuhei Nakajima. In 1932, the company was reorganized as Nakajima Aircraft Company, Ltd and soon became a major manufacturer of aircraft for Japan during World War II. At the end of the Second World War, Nakajima Aircraft was again reorganized, this time as Fuji Sangyo Co, Ltd. In 1946, the company created the Fuji Rabbit, a motor scooter, with spare aircraft parts from the war.[10] In 1950, Fuji Sangyo was divided into 12 smaller corporations according to the Japanese government's 1950 anti-zaibatsu legislation, the Corporate Credit Rearrangement Act. Between 1953 and 1955, five of these corporations and a newly formed corporation decided to merge to form Fuji Heavy Industries. These companies were: Fuji Kogyo, a scooter manufacturer; coachbuilder Fuji Jidosha; engine manufacturer Omiya Fuji Kogyo; chassis builder Utsunomiya Sharyo and the Tokyo Fuji Sangyo trading company.[11]

Former logo on a Subaru 360 showing six stars in an arrangement similar to the Pleiades open star cluster
Subaru 1500, a.k.a. the P-1

Kenji Kita, CEO of Fuji Heavy Industries at the time, wanted the new company to be involved in car manufacturing and soon began plans for building a car with the development code-name P-1. Kita canvassed the company for suggestions about naming the P1, but none of the proposals were appealing enough. In the end he gave the company a Japanese name that he "had been cherishing in his heart": Subaru, which is the Japanese name for the Pleiades star cluster. The first Subaru car was named the Subaru 1500.[12] Only twenty were manufactured owing to multiple supply issues. Subsequently, the company designed and manufactured dozens of vehicles including the 1500 (1954), the tiny air-cooled 360 (1958), the Sambar (1961), and the 1000 (which saw the introduction of the Subaru boxer engine in 1965). [13]

1958 Subaru 360

Later partnerships[edit]

Nissan acquired a 20.7% stake in Fuji Heavy Industries, Subaru's parent company, in 1968 during a period of government-ordered merging of the Japanese auto industry in order to improve competitiveness under the administration of Prime Minister Eisaku Satō. Nissan would utilize FHI's bus manufacturing capability and expertise for their Nissan Diesel line of buses. In turn many Subaru vehicles, even today, use parts from the Nissan manufacturing keiretsu. The Subaru automatic transmission, known as the 4EAT, is also used in the first generation Nissan Pathfinder. While under this arrangement with Nissan, Subaru introduced the R-2 (1969), the Rex and the Leone (1971), the BRAT (1978), Alcyone (1985), the Legacy (1989), the Impreza (1993) (and its WRX subtype), and the Forester (1997).

Upon Nissan's alliance with Renault, its stake in FHI was sold to General Motors in 1999. Troy Clarke of General Motors served as representative to Fuji Heavy Industries on their corporate board. During that time, Subaru introduced the Baja (2003), and the Tribeca (2005). The Subaru Forester was sold as a Chevrolet Forester in India in exchange for the Opel Zafira being sold as a Subaru Traviq in Japan. Also, the Chevrolet Borrego concept was presented in 2002, a crossover coupe/pickup truck being derived from the Japanese-market Legacy Turbo platform. During the brief General Motors period, a badge engineered Impreza was sold in the United States as the Saab 9-2X. An SUV (Subaru Tribeca/Saab 9-6X) was also planned[14][15] but the Saab version did not proceed, and styling was recycled in the 2008 Tribeca refresh.[16]

GM liquidated their holdings in FHI in 2005. Nearly all Saab-Subaru joint projects were dropped at that time, other than Subaru supplying parts for the Saab 9-2x.[17] Toyota Motors bought a little over 40% of GM's former FHI stock, amounting to 8.7% of FHI. (The rest of GM's shares went to a Fuji stock buy-back program.)[17] Toyota and Subaru have since collaborated on a number of projects, among them building the Toyota Camry in Subaru's Indiana U.S. plant beginning in April 2007.[18] Subaru introduced the Exiga in 2008.

Subaru BRZ a car jointly developed by Toyota and Subaru

Toyota increased their share of FHI to 16.5% in July 2008.[19] Subsequently, Toyota and Subaru jointly developed the Subaru BRZ, first sold in January 2012. Toyota sold the BRZ as the Scion FR-S until 2018, where it was renamed to the Toyota 86 due to the discontinuation of Scion in 2016. Around the time of Toyota's increased ownership, Subaru also declared that they would no longer develop their own Kei cars and trucks, instead selling rebadged products from Toyota's Daihatsu subsidiary. This also allowed Subaru, a small manufacturer, to focus on their core of boxer-engined family cars.[20] The last of Subaru's own kei vehicles to be built was the sixth generation Subaru Sambar, which was taken out of production in March 2012 after 54 years of continuous manufacturing in this category.

Marketing[edit]

Some of the advertising slogans Subaru has used in the past include: "Inexpensive, and built to stay that way" (USA 1970s – early 1980s), "The World's Favourite Four Wheel Drive" (in the UK), "Plus on y pense, plus on a le goût de la conduire" (French: "The more you think about it, the more you want to drive it.") in French Quebec,[21] "We built our reputation by building a better car", "What to Drive", "The Beauty of All-Wheel Drive", "Driven by What's Inside", "Think, Feel, Drive", "Confidence in Motion" (USA early 2010s) and currently "Love. It's what makes Subaru, Subaru" in North America, "All 4 The Driver" in Australia, "Uncommon Engineering, Uncommon Stability, Uncommon Roadholding, Uncommon Sense" in the UK and "Technology that gives you Confidence in Motion" in Southeast Asia.[22]

In the 1990s, an ad firm hired by Subaru found the all-wheel-drive cars were popular among lesbians. The company started including subtle marketing to this demographic.[23][24]

According to Automotive Lease Guide, Subaru ranked second place in vehicles that have the highest overall predicted resale values among all industry and all luxury vehicles for MY 2009.[25] The awards are derived after carefully studying segment competition, historical vehicle performance and industry trends. According to a study done by J.D. Power and Associates for the 2008 Customer Retention Study, Subaru ranked at 50.5%, which was above the national average of 48%.[26]

Subaru launched an animation series Wish Upon the Pleiades Hōkago no Pleiades (放課後のプレアデス, Hōkago no Pureadesu, lit. 'After School Pleiades') developed jointly with Gainax. The 4-part mini episode series was released on YouTube on 1 February 2011. It featured a magical girl plot with Subaru as a leading protagonist.

Current operations[edit]

Subaru's corporate headquarters are located in Ebisu, Tokyo.

Manufacturing facilities[edit]

Subaru is distinct from many of its Japanese competitors in that as of early 2016 it still made almost 75% of its cars sold internationally in Japan.[27] Subaru's facilities designated to automotive manufacturing are located in Ōta, Gunma Prefecture, consisting of four locations: Subaru-chō is where the Subaru BRZ/Toyota 86 is built; having been re-purposed from kei car production, Yajima Plant is where all current Subaru cars are built; Otakita Plant is where commercial kei trucks are built (originally a factory location of Nakajima Aircraft Company); and Oizumi Plant in Oizumi, Gunma Prefecture, is where engines and transmissions are built.[28]

Subaru's major overseas manufacturing facility is located in Lafayette, Indiana; the factory is called Subaru of Indiana Automotive, Inc. Due to continued sales growth in North American markets, vehicle production capacity at the Lafayette assembly plant is set to expand to 390,000 vehicles annually. Under the current strategic plan, Subaru will have a total production capacity of 1,026,000 vehicles per year at the end of 2016.[29]

Subaru in Asia[edit]

In some Asian countries outside of Japan, Subaru vehicles, parts and accessories are supplied by Motor Image Group, a wholly owned subsidiary of Tan Chong Motor.[30][31]

Subaru has entered the Philippine operations started in 1996 under the Columbian Motors Philippines ownership but withdrew in 2000. Subaru models were temporarily sold in GM Autoworld dealerships from 2000 to 2005.[32] The brand re-entered the market in 2006 under the new management by Motor Image Pilipinas, Inc.[33] Subaru has seventeen dealerships in the country: Greenhills, Pasig, Manila Bay, Alabang, Davao, Cebu, Cagayan de Oro, Iloilo, Santa Rosa, Batangas, Bonifacio Global City, Taguig, General Santos, Cavite, Legazpi, Albay, Camarines Sur, Bacolod, and Pampanga.[34] Subaru has seen popularity in their SUV line-up in the market in recent years, with the Forester and the XV being one of their popular selling models.

Subaru cars has been exported to China since 2004.[35] In 2011, Subaru and Chinese automaker Chery intended to establish a 50-50 joint venture to produce Subaru vehicles in China. The plan was to establish a 30 billion yen facility in Dalian, Liaoning with initial annual capacity of 50,000 cars, that would later expand to 150,000 units. The initial joint venture proposal was rejected by Chinese authorities, as FHI affiliate Toyota already has two joint ventures in China, which is the maximum amount allowed.[36] Later in 2012, the proposal was rejected for the second time due to production overcapacity in the country.[37]

Subaru once had a presence in South Korea, established in 2009 in Yongsan, Seoul under Choi Seung-dal.[38] Sales started in April 2010 with the Legacy, Outback and Forester as the initial lineup for the South Korean market.[38] They were the fifth Japanese automobile manufacturer to enter after Toyota, Honda, Nissan and Mitsubishi.[39] According to the company, they delayed their entry due to market dominance by Hyundai and Kia.[39] By 2012, Subaru Korea announced that they would discontinue selling 2013 car models due to low sales.[40]

On 23 April 2019, Subaru officially opened its production plant in Lat Krabang, Bangkok, Thailand, the plant is a joint venture between Subaru Corporation and Hong Kong-listed Tan Chong International (TCIL), which holds a 74.9 percent stake.[41] The plant was formerly a Mitsubishi Fuso factory that was repurposed, and will supply Subaru vehicle to markets in Asia, including Australia and New Zealand. According to media interview with Glenn Tan, the plant will have a maximum capacity of 100,000 vehicles per year, and up to a maximum of 4 models to be manufactured. Current production in 2019 is planned for 6,000 vehicles for Forester model only.[42]

Indonesia has been supported by PT Plaza Auto Mega since February 2020.[43]

Subaru in the United Kingdom[edit]

In 1974, Robert Edmiston was finance director at sports car manufacturer Jensen Motors. When the company went bankrupt, he used a £6,000 redundancy payout to set up International Motors,[citation needed] which acquired the UK franchise for Subaru and Isuzu. The Coleshill-based company is still the parent for Subaru in the UK.[44]

Subaru in Australia[edit]

Subaru have operated in Australia since the mid-1950s with imports of the 360 & ff-1 Star 1000. Official operations began since 1973 & have multiple showrooms across the country.

Subaru in the United States[edit]

Subaru of America (SOA) was established in 1968 in Bala Cynwyd, Pennsylvania, by Malcolm Bricklin and Harvey Lamm and relocated to Pennsauken, New Jersey, shortly thereafter. In 1986, SOA relocated to Cherry Hill, New Jersey, and Fuji Heavy Industries (now known as Subaru Corporation) acquired full ownership in 1990. In 2018, SOA relocated to a brand new headquarters in Camden, New Jersey.[45] SOA operates regional offices, zone offices and parts distribution centers throughout the United States. SOA also operates port facilities on both the West and East coasts.[46]

In 1989, Subaru and then-partner Isuzu opened a joint factory in Lafayette, Indiana, called Subaru-Isuzu Automotive, or SIA, which initially manufactured the Subaru Legacy and Isuzu Rodeo. In 2001 Isuzu sold their stake in the plant to Fuji Heavy Industries for $1 due to flagging sales and it was renamed Subaru of Indiana Automotive, Inc. SIA has been designated backyard wildlife habitat by the National Wildlife Federation and has achieved a zero-landfill production designation (the first automotive assembly plant in the United States to earn that designation).[46]

Motorsports[edit]

Subaru as a Formula One engine manufacturer
Formula One World Championship career
First entry1990 United States Grand Prix
Last entry1990 British Grand Prix
Races entered8
ChassisColoni
Subaru Impreza WRC

Subaru Rally Team Japan led by Noriyuki Koseki (founder of Subaru Tecnica International, STI) ran Subaru Leone coupé, sedan DL, RX (SRX) and RX Turbo in the World Rally Championship between 1980 and 1989. Drivers for individual rallies included Ari Vatanen, Per Eklund, Shekhar Mehta, Mike Kirkland, Possum Bourne and Harald Demut. Mike Kirkland finished 6th overall and won the A Group at the 1986 Safari Rally. That year Subaru was one of the only manufacturers combining 4WD and turbo after Audi's successful quattro system had been introduced in 1980, but Audi withdrew from the WRC after safety concerns and Ford's serious accident early in the 1986 season. Subaru changed the rally model to Legacy RS for the 1990–1992 period and took part in the first complete season in the World Rally Championship with the same model in 1993.

Modified versions of the Impreza WRX and WRX STi have been competing successfully in rallying. Drivers Colin McRae (1995), Richard Burns (2001) and Petter Solberg (2003) have won World Rally Championship drivers' titles with the Subaru World Rally Team and Subaru took the manufacturers' title three years in a row from 1995 to 1997. Subaru's World Rally Championship cars are prepared and run by Prodrive, the highly successful British motorsport team. Several endurance records were set in the early and mid-nineties by the Subaru Legacy. The Subaru Justy also holds the world record for the fastest sub 1.0L car without a turbo: 123.224 mph average, it was set in 1989.[47]

Subaru was briefly involved in Formula One circuit racing when it bought a controlling interest in the tiny Italian Coloni team for the 1990 season. The Coloni 3B's 12-cylinder engine was badged as a Subaru and shared the boxer layout with the company's own engines, but was an existing design built by Italian firm Motori Moderni. The cars were overweight and underpowered and the partnership broke down before the season finished.[48] With the rise of rally racing and the Import scene in the US, the introduction of the highly anticipated Subaru Impreza WRX in 2001 was successful in bringing high-performance AWD compact cars into the sports car mainstream. Subaru supplied a factory-backed team, Subaru Rally Team USA for Rally America and won the driver's title six times, most recently in 2011 with David Higgins.[49] Grassroots Motorsports awarded Subaru with the Editors' Choice Award in 2002.[full citation needed]

Since 2005, Cusco Racing have entered an Impreza and a BRZ in the Super GT championship. In 2008, the Impreza was the first 4-door and first 4WD vehicle to win a race.

Starting in 2006, Subaru of America (SOA), as the official distributor of Subaru vehicles in the United States participates in the Subaru Road Racing Team (SRRT) with a Subaru Legacy 2.5 GT Spec-B in the Grand-Am Street Tuner class. In 2010, SRRT campaigns a Subaru Impreza WRX STI in the Grand Sport class.[50] In 2011, SRRT switched from the hatchback to a 2011 Subaru Impreza WRX STI sedan.

On 16 December 2008, it was announced that Subaru would no longer be competing in the World Rally Championships.[51] The decision was made by Subaru's parent company, Fuji Heavy Industries (FHI), partly as a result of the economic downturn but also because it was felt Subaru had achieved its sporting and marketing objectives. Ikuo Mori denied that alterations to the WRC technical regulations in 2010 or a rumored deterioration in the working relationship with Prodrive had any impact on the decision. He also said that the possibility of a Subaru car back in the top category of WRC in the future is not zero, but for this moment there can be no assumption of a comeback.[52]

In 2011, Mark Higgins used a stock Impreza to set a lap record at the Isle of Man TT course.[53] In 2016, Higgins again broke the record in a modified WRX STI.[54]

On 4 May 2012, Subaru Rally Tea