PS3 Vista

PS3 Vista theme by Wizer238

Download: PS3Vista.p3t

PS3 Vista 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.

Okami versionD #2

Okami versionD theme by Deemy

Download: Okami_vD_2.p3t

Okami vD Theme 2
(12 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.

Vista for PS3 XMB Style v1.1

Vista for PS3 XMB Style version 1.1 theme by zsdg07

Download: VistaForPS3XMBv1.1.p3t

Vista for PS3 XMB Style v1.1 Theme
(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.

Mustang

Mustang theme by wizer238

Download: Mustang.p3t

Mustang Theme
(1 background, wallpaper different for HD and SD)

Mustang
Mustang adopted from the Bureau of Land Management
Free-roaming mustangs near Chinle, Arizona
Country of originNorth America
Traits
Distinguishing featuresSmall, compact, good bone, very hardy

The mustang is a free-roaming horse of the Western United States, descended from horses brought to the Americas by the Spanish conquistadors. Mustangs are often referred to as wild horses, but because they are descended from once-domesticated animals, they are actually feral horses. The original mustangs were Colonial Spanish horses, but many other breeds and types of horses contributed to the modern mustang, now resulting in varying phenotypes. Some free-roaming horses are relatively unchanged from the original Spanish stock, most strongly represented in the most isolated populations.

In 1971, the United States Congress recognized that "wild free-roaming horses and burros are living symbols of the historic and pioneer spirit of the West, which continue to contribute to the diversity of life forms within the Nation and enrich the lives of the American people."[1] The free-roaming horse population is managed and protected by the U.S. Bureau of Land Management (BLM).

Controversy surrounds the sharing of land and resources by mustangs with the livestock of the ranching industry, and also with the methods by which the BLM manages their population numbers. The most common method of population management used is rounding up excess population and offering them to adoption by private individuals. There are inadequate numbers of adopters, so many once free-roaming horses now live in temporary and long-term holding areas with concerns that the animals may be sold for horse meat. Additional debate centers on the question of whether mustangs—and horses in general—are a native species or an introduced invasive species in the lands they inhabit.

Etymology and usage[edit]

Although free-roaming Mustangs are called "wild" horses, they descend from feral domesticated horses.[a]

According to the Oxford English Dictionary (OED), the English word mustang was likely borrowed from two essentially synonymous Spanish words, mestengo (or mesteño) and mostrenco.[4] English lexicographer John Minsheu glossed both words together as 'strayer' in his dictionary of 1599.[4] Both words referred to livestock defined as 'wild, having no master'.[b] Mostrenco was used since the 13th century, while mestengo is attested from the late 15th.[4]

Mesteño referred originally to beasts of uncertain ownership distributed by the powerful transhumant merino sheep ranchers' guild in medieval Spain, called the Mesta (Honrado Concejo de la Mesta, 'Honorable Council of the Mesta').[6][7][4] The name of the Mesta derived ultimately from the Latin: mixta, lit.'mixed', referring to the common ownership of the guild's animals by multiple parties.[7] The OED states that the origin of mostrenco is "obscure" but notes the Portuguese: mostrengo is attested from the 15th century.[4] In Spanish, mustangs are named mesteños.[citation needed] By 1936, the English 'mustang' had been loaned back into Spanish as mustango.[4]

"Mustangers" (Spanish: mesteñeros) were cowboys (vaqueros) who caught, broke, and drove free-ranging horses to market in the Spanish and later American territories of what is now northern Mexico, Texas, New Mexico, and California. They caught the horses that roamed the Great Plains, the San Joaquin Valley of California, and later the Great Basin, from the 18th century to the early 20th century.[8][9]

Characteristics and ancestry[edit]

Mustang mare and foal with stallion in the West Warm Springs HMA (Herd Management Area) in Oregon.

The original mustangs were Colonial Spanish horses, but many other breeds and types of horses contributed to the modern mustang, resulting in varying phenotypes. Mustangs of all body types are described as surefooted and having good endurance. They may be of any coat color.[10] Throughout all the Herd Management Areas managed by the Bureau of Land Management, light riding horse type predominates, though a few horses with draft horse characteristics also exist, mostly kept separate from other mustangs and confined to specific areas.[11] Some herds show the signs of the introduction of Thoroughbred or other light racehorse-types into herds, a process that also led in part to the creation of the American Quarter Horse.[12]

The mustang of the modern west has several different breeding populations today which are genetically isolated from one another and thus have distinct traits traceable to particular herds.[citation needed] Genetic contributions to today's free-roaming mustang herds include assorted ranch horses that escaped to or were turned out on the public lands, and stray horses used by the United States Cavalry.[c] For example, in Idaho some Herd Management Areas (HMA) contain animals with known descent from Thoroughbred and Quarter Horse stallions turned out with feral herds.[15] The herds located in two HMAs in central Nevada produce Curly Horses.[16][17] Others, such as certain bands in Wyoming, have characteristics consistent with gaited horse breeds.[18]

Many herds were analyzed for Spanish blood group polymorphism (commonly known as "blood markers") and microsatellite DNA loci.[19] Blood marker analysis verified a few to have significant Spanish ancestry, namely the Cerbat Mustang, Pryor Mountain Mustang, and some horses from the Sulphur Springs HMA.[20] The Kiger Mustang is also said to have been found to have Spanish blood[11][dubiousdiscuss] and subsequent microsatellite DNA confirmed the Spanish ancestry of the Pryor Mountain Mustang.[21]

Horses in several other HMAs exhibit Spanish horse traits, such as dun coloration and primitive markings.[d] Genetic studies of other herds show various blends of Spanish, gaited horse, draft horse, and pony influences.[26]

Height varies across the west, however, most are small, generally 14 to 15 hands (56 to 60 inches, 142 to 152 cm), and not taller than 16 hands (64 inches, 163 cm), even in herds with draft or Thoroughbred ancestry.[e] Some breeders of domestic horses consider the mustang herds of the west to be inbred and of inferior quality. However, supporters of the mustang argue that the animals are merely small due to their harsh living conditions and that natural selection has eliminated many traits that lead to weakness or inferiority.[citation needed]

The now-defunct American Mustang Association developed a breed standard for those mustangs that carry morphological traits associated with the early Spanish horses. These include a well-proportioned body with a clean, refined head with wide forehead and small muzzle. The facial profile may be straight or slightly convex. Withers are moderate in height, and the shoulder is to be "long and sloping". The standard considers a very short back, deep girth and muscular coupling over the loins as desirable. The croup is rounded, neither too flat nor goose-rumped. The tail is low-set. The legs are to be straight and sound. Hooves are round and dense.[10] Dun color dilution and primitive markings are particularly common among horses of Spanish type.[27]

History[edit]

1493–1600[edit]

Large herd of free-roaming mustangs galloping through the plains of Utah.

Modern horses were first brought to the Americas with the conquistadors, beginning with Columbus, who imported horses from Spain to the West Indies on his second voyage in 1493.[29] Horses came to the mainland with the arrival of Cortés in 1519.[30] By 1525, Cortés had imported enough horses to create a nucleus of horse-breeding in Mexico.[31]

One hypothesis held that horse populations north of Mexico originated in the mid-1500s with the expeditions of Narváez, de Soto or Coronado, but it has been refuted.[32][33] Horse breeding in sufficient numbers to establish a self-sustaining population developed in what today is the southwestern United States starting in 1598 when Juan de Oñate founded Santa Fe de Nuevo México. From 75 horses in his original expedition, he expanded his herd to 800, and from there the horse population increased rapidly.[33]

While the Spanish also brought horses to Florida in the 16th century,[34] the Choctaw and Chickasaw horses of what is now the southeastern United States are believed to be descended from western mustangs that moved east, and thus Spanish horses in Florida did not influence the mustang.[33]

17th- and 18th-century dispersal[edit]

Dispersal of horses, 1600–1775.[35]

Native American people readily integrated use of the horse into their cultures. They quickly adopted the horse as a primary means of transportation. Horses replaced the dog as a pack animal and changed Native cultures in terms of warfare, trade, and even diet—the ability to run down bison allowed some people to abandon agriculture for hunting from horseback.[36]

Santa Fe became a major trading center in the 1600s.[37] Although Spanish laws prohibited Native Americans from riding horses, the Spanish used Native people as servants, and some were tasked to care for livestock, thus learning horse-handling skills.[35] Oñate's colonists also lost many of their horses.[38] Some wandered off because the Spanish generally did not keep them in fenced enclosures,[39] and Native people in the area captured some of these estrays.[40] Other horses were traded by Oñate' settlers for women, or food and other goods.[33] Initially, horses obtained by Native people were simply eaten, along with any cattle that were captured or stolen.[41] But as individuals with horse-handling skills fled Spanish control, sometimes with a few trained horses, the local tribes began using horses for riding and as pack animals. By 1659, settlements reported being raided for horses, and in the 1660s the "Apache"[f] were trading human captives for horses.[42] The Pueblo Revolt of 1680 also resulted in large numbers of horses coming into the hands of Native people, the largest one-time influx in history.[40]

From the Pueblo people, horses were traded to the Apache, Navajo and Utes. The Comanche acquired horses and provided them to the Shoshone.[43] The Eastern Shoshone and Southern Utes became traders who distributed horses and horse culture from New Mexico to the northern plains.[44] West of the Continental Divide, horses distribution moved north quite rapidly along the western slopes of the Rocky Mountains, skirting desert regions[37] such as the Great Basin and the western Colorado Plateau.[44][g] Horses reached what today is southern Idaho by 1690.[35] The Northern Shoshone people in the Snake River valley had horses in 1700.[45][h] By 1730, they reached the Columbia Basin and were east of the Continental divide in the northern Great Plains.[35] The Blackfeet people of Alberta had horses by 1750.[46] The Nez Perce people in particular became master horse breeders, and developed one of the first distinctly American breeds, the Appaloosa. Most other tribes did not practice extensive amounts of selective breeding, though they sought out desirable horses through acquisition and quickly culled those with undesirable traits.[citation needed] By 1769, most Plain Indians had horses.[45][47]

In this period, Spanish missions were also a source of stray and stolen livestock, particularly in what today is Texas and California.[48] The Spanish brought horses to California for use at their missions and ranches, where permanent settlements were established in 1769.[47] Horse numbers grew rapidly, with a population of 24,000 horses reported by 1800.[49] By 1805, there were so many horses in California that people began to simply kill unwanted animals to reduce overpopulation.[50] However, due to the barriers presented by mountain ranges and deserts, the California population did not significantly influence horse numbers elsewhere at the time.[47][i] Horses in California were described as being of "exceptional quality".[50]

In the upper Mississippi basin and Great Lakes regions, the French were another source of horses. Although horse trading with native people was prohibited, there were individuals willing to indulge in illegal dealing, and as early as 1675, the Illinois people had horses. Animals identified as "Canadian", "French", or "Norman" were located in the Great Lakes region, with a 1782 census at Fort Detroit listing over 1000 animals.[52] By 1770, Spanish horses were found in that area,[35] and there was a clear zone from Ontario and Saskatchewan to St. Louis where Canadian-type horses, particularly the smaller varieties, crossbred with mustangs of Spanish ancestry. French-Canadian horses were also allowed to roam freely, and moved west, particularly influencing horse herds in the northern plains and inland northwest.[52]

Although horses were brought from Mexico to Texas as early as 1542, a stable population did not exist until 1686, when Alonso de León's expedition arrived with 700 horses. From there, later groups brought up thousands more, deliberately leaving some horses and cattle to fend for themselves at various locations, while others strayed.[53] By 1787, these animals had multiplied to the point that a roundup gathered nearly 8,000 "free-roaming mustangs and cattle".[54] West-central Texas, between the Rio Grande and Palo Duro Canyon, was said to have the most concentrated population of feral horses in the Americas.[46] Throughout the west, horses escaped human control and formed feral herds, and by the late 1700s, the largest numbers were found in what today are the states of Texas, Oklahoma, Colorado, and New Mexico.[46]

19th century[edit]

Comanche territory, 1850, region roughly corresponds to the location of the greatest numbers of feral horses in 1800.

An early 19th-century reference to mustangs by American sources came from Zebulon Pike, who in 1808 noted passing herds of "mustangs or wild horses". In 1821, Stephen Austin noted in his journal that he had seen about 150 mustangs.[55][j]

Estimates of when the peak population of mustangs occurred and total numbers vary widely between sources. No comprehensive census of feral horse numbers was ever performed until the time of the Wild and Free-Roaming Horses and Burros Act of 1971 and any earlier estimates, particularly prior to the 20th century, are speculative.[56] Some sources simply state that "millions" of mustangs once roamed western North America.[57][58] In 1959, geographer Tom L. McKnight[k] suggested that the population peaked in the late 1700s or early 1800s, and the "best guesses apparently lie between two and five million".[46] Historian J. Frank Dobie hypothesized that the population peaked around the end of the Mexican–American War in 1848, stating: "My own guess is that at no time were there more than a million mustangs in Texas and no more than a million others scattered over the remainder of the West."[60] J. Edward de Steiguer[l] questioned Dobie's lower guess as still being too high.[62]

In 1839, the numbers of mustangs in Texas had been augmented by animals abandoned by Mexican settlers who had been ordered to leave the Nueces Strip.[63][64][m] Ulysses Grant, in his memoir, recalled seeing in 1846 an immense herd between the Nueces River and the Rio Grande in Texas: "As far as the eye could reach to our right, the herd extended. To the left, it extended equally. There was no estimating the number of animals in it; I have no idea that they could all have been corralled in the state of Rhode Island, or Delaware, at one time."[66] When the area was ceded to the U.S. in 1848, these horses and others in the surrounding areas were rounded up and trailed north and east,[67] resulting in the near-elimination of mustangs in that area by 1860.[65]

Farther west, the first known sighting of a free-roaming horse in the Great Basin was by John Bidwell near the Humboldt Sinks in 1841. Although John Charles Fremont noted thousands of horses in California,[68] the only horse sign he spoke of in the Great Basin, which he named, was tracks around Pyramid Lake, and the natives he encountered there were horseless.[69][n] In 1861, another party saw seven free-roaming horses near the Stillwater Range.[71] For the most part, free-roaming horse herds in the interior of Nevada were established in the latter part of the 1800s from escaped settlers' horses.[68][72][73]

20th century[edit]

In the early 1900s, thousands of free-roaming horses were rounded up for use in the Spanish–American War[74] and World War I.[75]

By 1920, Bob Brislawn, who worked as a packer for the U.S. government, recognized that the original mustangs were disappearing, and made efforts to preserve them, ultimately establishing the Spanish Mustang Registry.[76] In 1934, J. Frank Dobie stated that there were just "a few wild [feral] horses in Nevada, Wyoming and other Western states" and that "only a trace of Spanish blood is left in most of them"[77] remaining. Other sources agree that by that time, only "pockets" of mustangs that retained Colonial Spanish Horse type remained.[78]

By 1930, the vast majority of free-roaming horses were found west of Continental Divide, with an estimated population between 50,000 and 150,000.[79] They were almost completely confined to the remaining United States General Land Office (GLO)-administered public lands and National Forest rangelands in the 11 Western States.[80] In 1934, the Taylor Grazing Act established the United States Grazing Service to manage livestock grazing on public lands, and in 1946, the GLO was combined with the Grazing Service to form the Bureau of Land Management (BLM),[81] which, along with the Forest Service, was committed to removing feral horses from the lands they administered.[citation needed]

By the 1950s, the mustang population dropped to an estimated 25,000 horses.[82] Abuses linked to certain capture methods, including hunting from airplanes and poisoning water holes, led to the first federal free-roaming horse protection law in 1959.[83] This statute, titled "Use of aircraft or motor vehicles to hunt certain wild horses or burros; pollution of watering holes"[84] popularly known as the "Wild Horse Annie Act", prohibited the use of motor vehicles for capturing free-roaming horses and burros.[85] Protection was increased further by the Wild and Free-Roaming Horses and Burros Act of 1971 (WFRHABA).[86]

The Wild and Free-Roaming Horses and Burros Act of 1971 provided for protection of certain previously established herds of horses and burros. It mandated the BLM to oversee the protection and management of free-roaming herds on lands it administered, and gave U.S. Forest Service similar authority on National Forest lands.[56] A few free-ranging horses are also managed by the United States Fish and Wildlife Service[87] and the National Park Service,[88] but for the most part they are not subject to management under the Act.[89] A census completed in conjunction with passage of the Act found that there were approximately 17,300 horses (25,300 combined population of horses and burros) on the BLM-administered lands and 2,039 on National Forests.[90]

21st century[edit]

Nevada's State Quarter, featuring the mustang.

The BLM has established Herd Management Areas to determine where horses will be sustained as free-roaming populations.[91] The BLM has established an Appropriate Management Level (AML) for each HMA, totaling 26,690 bureau-wide,[92][93][94] but the on-range mustang population in August 2017 was estimated to have grown to over 72,000 horses,[95] expanding to 88,090 in 2019.[92]

More than half of all free-roaming mustangs in North America are found in Nevada (which features the horses on its State Quarter), with other significant populations in California, Oregon, Utah, Montana, and Wyoming.[96][o] Another 45,000 horses are in holding facilities.[95]

Land use controversies[edit]

Prehistoric context

Windows Vista #6

Windows Vista theme by rmc08

Download: WindowsVista_6.p3t

Windows Vista Theme 6
(6 backgrounds)

Windows Vista
Version of the Windows NT operating system
Screenshot of Windows Vista Ultimate, showing its desktop, taskbar, Start menu, Windows Sidebar, Welcome Center, and glass effects of Windows Aero
DeveloperMicrosoft
Source model
Released to
manufacturing
November 8, 2006; 17 years ago (2006-11-08)[2]
General
availability
January 30, 2007; 17 years ago (2007-01-30)[3]
Final releaseService Pack 2[4] (6.0.6002.24170) / July 21, 2017; 6 years ago (2017-07-21)[5]
Marketing targetConsumer and Business
Update method
PlatformsIA-32 and x86-64
Kernel typeHybrid (NT)
UserlandWindows API, NTVDM, SUA
LicenseProprietary commercial software
Preceded byWindows XP (2001)
Succeeded byWindows 7 (2009)
Official websiteWindows Vista (archived at the Wayback Machine)
Support status
Mainstream support ended on April 10, 2012[6]
Extended support ended on April 11, 2017[6]

Windows Vista is a major release of the Windows NT operating system developed by Microsoft. It was the direct successor to Windows XP, released five years earlier, which was then the longest time span between successive releases of Microsoft Windows. It was released to manufacturing on November 8, 2006, and over the following two months, it was released in stages to business customers, original equipment manufacturers (OEMs), and retail channels. On January 30, 2007, it was released internationally and was made available for purchase and download from the Windows Marketplace; it is the first release of Windows to be made available through a digital distribution platform.[7]

Development of Windows Vista began in 2001 when it was codenamed "Longhorn"; originally envisioned as a minor successor to Windows XP, it gradually included numerous new features from the then-next major release of Windows codenamed "Blackcomb", after which it was repositioned as a major release of Windows, and it consequently underwent a protracted development that was unprecedented for Microsoft. Most new features were prominently based on a new presentation layer codenamed Avalon, a new communications architecture codenamed Indigo, and a relational storage platform codenamed WinFS — all built on the premature .NET Framework; however, this proved to be untenable due to incompleteness of technologies and ways in which new features were added, and Microsoft changed the project in 2004. Many new features were eventually reimplemented during development, but Microsoft ceased using managed code to develop the operating system.[8]

New features of Windows Vista include a graphical user interface and visual style referred to as Windows Aero; a content index and desktop search platform called Windows Search; new peer-to-peer technologies to simplify sharing files and media between computers and devices on a home network; and new multimedia tools such as Windows DVD Maker. Windows Vista included version 3.0 of the .NET Framework, allowing software developers to write applications without traditional Windows APIs. There are major architectural overhauls to audio, display, network, and print sub-systems; deployment, installation, servicing, and startup procedures are also revised. It is the first release of Windows built on Microsoft's Trustworthy Computing initiative and emphasized security with the introduction of many new security and safety features such as BitLocker and User Account Control.

The ambitiousness and scope of these changes, and the abundance of new features earned positive reviews, but Windows Vista was the subject of frequent negative press and significant criticism. Criticism of Windows Vista focused on driver, peripheral, and program incompatibility; digital rights management; excessive authorization from the new User Account Control; inordinately high system requirements when contrasted with Windows XP; its protracted development; longer boot time; and more restrictive product licensing. Windows Vista deployment and satisfaction rates were consequently lower than those of Windows XP, and it is considered a market failure;[9][10] however, its use surpassed Microsoft's pre-launch two-year-out expectations of achieving 200 million users[11] (with an estimated 330 million users by 2009).[12] On October 22, 2010, Microsoft ceased retail distribution of Windows Vista; OEM supply ceased a year later.[13] Windows Vista was succeeded by Windows 7 in 2009.

Mainstream support for Windows Vista ended on April 10, 2012 and extended support ended on April 11, 2017.[6]

Development[edit]

Microsoft began work on Windows Vista, known at the time by its codename "Longhorn", in May 2001,[14] five months before the release of Windows XP. It was originally expected to ship in October 2003 as a minor step between Windows XP and "Blackcomb", which was planned to be the company's next major operating system release. Gradually, "Longhorn" assimilated many of the important new features and technologies slated for Blackcomb, resulting in the release date being pushed back several times in three years. In some builds of Longhorn, their license agreement said "For the Microsoft product codenamed 'Whistler'". Many of Microsoft's developers were also re-tasked to build updates to Windows XP and Windows Server 2003 to strengthen security. Faced with ongoing delays and concerns about feature creep, Microsoft announced on August 27, 2004, that it had revised its plans. For this reason, Longhorn was reset to start work on componentizing the Windows Server 2003 Service Pack 1 codebase, and over time re-incorporating the features that would be intended for an actual operating system release. However, some previously announced features such as WinFS were dropped or postponed, and a new software development methodology called the Security Development Lifecycle was incorporated to address concerns with the security of the Windows codebase, which is programmed in C, C++ and assembly. Longhorn became known as Vista in 2005. Vista in Spanish means view.[15][16]

Longhorn[edit]

Desktop screenshot of Windows Longhorn build 4074, showing the Start menu, an early version of Windows Desktop Sidebar, Windows Explorer, and the Slate visual style

The early development stages of Longhorn were generally characterized by incremental improvements and updates to Windows XP. During this period, Microsoft was fairly quiet about what was being worked on, as their marketing and public relations efforts were more strongly focused on Windows XP, and Windows Server 2003, which was released in April 2003. Occasional builds of Longhorn were leaked onto popular file sharing networks such as IRC, BitTorrent, eDonkey and various newsgroups, and so most of what is known about builds before the first sanctioned development release of Longhorn in May 2003 is derived from these builds.

After several months of relatively little news or activity from Microsoft with Longhorn, Microsoft released Build 4008, which had made an appearance on the Internet around February 28, 2003.[17] It was also privately handed out to a select group of software developers. As an evolutionary release over build 3683, it contained several small improvements, including a modified blue "Plex" theme and a new, simplified Windows Image-based installer that operates in graphical mode from the outset, and completed an install of the operating system in approximately one third the time of Windows XP on the same hardware. An optional "new taskbar" was introduced that was thinner than the previous build and displayed the time differently. The most notable visual and functional difference, however, came with Windows Explorer. The incorporation of the Plex theme made blue the dominant color of the entire application. The Windows XP-style task pane was almost completely replaced with a large horizontal pane that appeared under the toolbars. A new search interface allowed for filtering of results, searching for Windows help, and natural-language queries that would be used to integrate with WinFS. The animated search characters were also removed. The "view modes" were also replaced with a single slider that would resize the icons in real-time, in the list, thumbnail, or details mode, depending on where the slider was. File metadata was also made more visible and more easily editable, with more active encouragement to fill out missing pieces of information. Also of note was the conversion of Windows Explorer to being a .NET application.

Most builds of Longhorn and Vista were identified by a label that was always displayed in the bottom-right corner of the desktop. A typical build label would look like "Longhorn Build 3683.Lab06_N.020923-1821". Higher build numbers did not automatically mean that the latest features from every development team at Microsoft was included. Typically, a team working on a certain feature or subsystem would generate their working builds which developers would test with, and when the code was deemed stable, all the changes would be incorporated back into the main development tree at once. At Microsoft, several "Build labs" exist where the compilation of the entirety of Windows can be performed by a team. The name of the lab in which any given build originated is shown as part of the build label, and the date and time of the build follow that. Some builds (such as Beta 1 and Beta 2) only display the build label in the version information dialog (Winver). The icons used in these builds are from Windows XP.

At the Windows Hardware Engineering Conference (WinHEC) in May 2003, Microsoft gave their first public demonstrations of the new Desktop Window Manager and Aero. The demonstrations were done on a revised build 4015 which was never released. Several sessions for developers and hardware engineers at the conference focused on these new features, as well as the Next-Generation Secure Computing Base (previously known as "Palladium"), which at the time was Microsoft's proposed solution for creating a secure computing environment whereby any given component of the system could be deemed "trusted". Also at this conference, Microsoft reiterated their roadmap for delivering Longhorn, pointing to an "early 2005" release date.[18]

Development reset[edit]

By 2004, it had become obvious to the Windows team at Microsoft that they were losing sight of what needed to be done to complete the next version of Windows and ship it to customers. Internally, some Microsoft employees were describing the Longhorn project as "another Cairo" or "Cairo.NET", referring to the Cairo development project that the company embarked on through the first half of the 1990s, which never resulted in a shipping operating system (though nearly all the technologies developed in that time did end up in Windows 95 and Windows NT[19]). Microsoft was shocked in 2005 by Apple's release of Mac OS X Tiger. It offered only a limited subset of features planned for Longhorn, in particular fast file searching and integrated graphics and sound processing, but appeared to have impressive reliability and performance compared to contemporary Longhorn builds.[20] Most Longhorn builds had major Windows Explorer system leaks which prevented the OS from performing well, and added more confusion to the development teams in later builds with more and more code being developed which failed to reach stability.

In a September 23, 2005 front-page article in The Wall Street Journal,[21] Microsoft co-president Jim Allchin, who had overall responsibility for the development and delivery of Windows, explained how development of Longhorn had been "crashing into the ground" due in large part to the haphazard methods by which features were introduced and integrated into the core of the operating system, without a clear focus on an end-product. Allchin went on to explain how in December 2003, he enlisted the help of two other senior executives, Brian Valentine and Amitabh Srivastava, the former being experienced with shipping software at Microsoft, most notably Windows Server 2003,[22] and the latter having spent his career at Microsoft researching and developing methods of producing high-quality testing systems.[23] Srivastava employed a team of core architects to visually map out the entirety of the Windows operating system, and to proactively work towards a development process that would enforce high levels of code quality, reduce interdependencies between components, and in general, "not make things worse with Vista".[24] Since Microsoft decided that Longhorn needed to be further componentized, work started on builds (known as the Omega-13 builds, named after a time travel device in the film Galaxy Quest[25]) that would componentize existing Windows Server 2003 source code, and over time add back functionality as development progressed. Future Longhorn builds would start from Windows Server 2003 Service Pack 1 and continue from there.

This change, announced internally to Microsoft employees on August 26, 2004, began in earnest in September, though it would take several more months before the new development process and build methodology would be used by all of the development teams. A number of complaints came from individual developers, and Bill Gates himself, that the new development process was going to be prohibitively difficult to work within.

As Windows Vista[edit]

By approximately November 2004, the company had considered several names for the final release, ranging from simple to fanciful and inventive. In the end, Microsoft chose Windows Vista as confirmed on July 22, 2005, believing it to be a "wonderful intersection of what the product really does, what Windows stands for, and what resonates with customers, and their needs". Group Project Manager Greg Sullivan told Paul Thurrott "You want the PC to adapt to you and help you cut through the clutter to focus on what's important to you. That's what Windows Vista is all about: "bringing clarity to your world" (a reference to the three marketing points of Vista—Clear, Connected, Confident), so you can focus on what matters to you".[26] Microsoft co-president Jim Allchin also loved the name, saying that "Vista creates the right imagery for the new product capabilities and inspires the imagination with all the possibilities of what can be done with Windows—making people's passions come alive."[27]

After Longhorn was named Windows Vista in July 2005, an unprecedented beta-test program was started, involving hundreds of thousands of volunteers and companies. In September of that year, Microsoft started releasing regular Community Technology Previews (CTP) to beta testers from July 2005 to February 2006. The first of these was distributed at the 2005 Microsoft Professional Developers Conference, and was subsequently released to beta testers and Microsoft Developer Network subscribers. The builds that followed incorporated most of the planned features for the final product, as well as a number of changes to the user interface, based largely on feedback from beta testers. Windows Vista was deemed feature-complete with the release of the "February CTP", released on February 22, 2006, and much of the remainder of the work between that build and the final release of the product focused on stability, performance, application and driver compatibility, and documentation. Beta 2, released in late May, was the first build to be made available to the general public through Microsoft's Customer Preview Program. It was downloaded over 5 million times. Two release candidates followed in September and October, both of which were made available to a large number of users.[28]

At the Intel Developer Forum on March 9, 2006, Microsoft announced a change in their plans to support EFI in Windows Vista. The UEFI 2.0 specification (which replaced EFI 1.10) was not completed until early 2006, and at the time of Microsoft's announcement, no firmware manufacturers had completed a production implementation which could be used for testing. As a result, the decision was made to postpone the introduction of UEFI support to Windows; support for UEFI on 64-bit platforms was postponed until Vista Service Pack 1 and Windows Server 2008 and 32-bit UEFI would not be supported, as Microsoft did not expect many such systems to be built because the market was quickly moving to 64-bit processors.[29][30]

While Microsoft had originally hoped to have the consumer versions of the operating system available worldwide in time for the 2006 holiday shopping season, it announced in March 2006 that the release date would be pushed back to January 2007 in order to give the company—and the hardware and software companies that Microsoft depends on for providing device drivers—additional time to prepare. Because a release to manufacturing (RTM) build is the final version of code shipped to retailers and other distributors, the purpose of a pre-RTM build is to eliminate any last "show-stopper" bugs that may prevent the code from responsibly being shipped to customers, as well as anything else that consumers may find troublesome. Thus, it is unlikely that any major new features would be introduced; instead, work would focus on Vista's fit and finish. In just a few days, developers had managed to drop Vista's bug count from over 2470 on September 22 to just over 1400 by the time RC2 shipped in early October. However, they still had a way to go before Vista was ready to RTM. Microsoft's internal processes required Vista's bug count to drop to 500 or fewer before the product could go into escrow for RTM.[31] For most of the pre-RTM builds, only 32-bit editions were released.

On June 14, 2006, Windows developer Philip Su posted a blog entry which decried the development process of Windows Vista, stating that "The code is way too complicated, and that the pace of coding has been tremendously slowed down by overbearing process."[32] The same post also described Windows Vista as having approximately 50 million lines of code, with about 2,000 developers working on the product. During a demonstration of the speech recognition feature new to Windows Vista at Microsoft's Financial Analyst Meeting on July 27, 2006, the software recognized the phrase "Dear mom" as "Dear aunt". After several failed attempts to correct the error, the sentence eventually became "Dear aunt, let's set so double the killer delete select all".[33] A developer with Vista's speech recognition team later explained that there was a bug with the build of Vista that was causing the microphone gain level to be set very high, resulting in the audio being received by the speech recognition software being "incredibly distorted".[34]

Windows Vista build 5824 (October 17, 2006) was supposed to be the RTM release, but a bug, where the OOBE hangs at the start of the WinSAT Assessment (if upgraded from Windows XP), requiring the user to terminate msoobe.exe by pressing Shift+F10 to open Command Prompt using either command-line tools or Task Manager prevented this, damaging development and lowering the chance that it would hit its January 2007 deadline.[35]

Development of Windows Vista came to an end when Microsoft announced that it had been finalized on November 8, 2006, and was concluded by co-president of Windows development, Jim Allchin.[36] The RTM's build number had also jumped to 6000 to reflect Vista's internal version number, NT 6.0.[37] Jumping RTM build numbers is common practice among consumer-oriented Windows versions, like Windows 98 (build 1998), Windows 98 SE (build 2222), Windows Me (build 3000) or Windows XP (build 2600), as compared to the business-oriented versions like Windows 2000 (build 2195) or Server 2003 (build 3790). On November 16, 2006, Microsoft made the final build available to MSDN and Technet Plus subscribers.[38] A business-oriented Enterprise edition was made available to volume license customers on November 30, 2006.[39] Windows Vista was launched for general customer availability on January 30, 2007.[3]

New or changed features[edit]

New features introduced by Windows Vista are very numerous, encompassing significant functionality not available in its predecessors.

End-user[edit]

  • Windows Aero is the new graphical user interface, which Jim Allchin stated is an acronym for Authentic, Energetic, Reflective, and Open.[40] Microsoft intended the new interface to be cleaner and more aesthetically pleasing than those of previous Windows versions, and it features advanced visual effects such as blurred glass translucencies and dynamic glass reflections and smooth window animations.[41] Laptop users report, however, that enabling Aero reduces battery life[42][43] and reduces performance. Windows Aero requires a compositing window manager called Desktop Window Manager.
  • Windows Shell offers a new range of organization, navigation, and search capabilities: Task Panes in Windows Explorer are removed, with the relevant tasks moved to a new command bar. The navigation pane can now be displayed when tasks are available, and it has been updated to include a new "Favorite Links" that houses shortcuts to common locations. An incremental search search box now appears at all times in Windows Explorer. The address bar has been replaced with a breadcrumb navigation bar, which means that multiple locations in a hierarchy can be navigated without needing to go back and forth between locations. Icons now display thumbnails depicting contents of items and can be dynamically scaled in size (up to 256 × 256 pixels). A new preview pane allows users to see thumbnails of items and play tracks, read contents of documents, and view photos when they are selected. Groups of items are now selectable and display the number of items in each group. A new details pane allows users to manage metadata. There are several new sharing features, including the ability to directly share files. The Start menu also now includes an incremental search box — allowing the user to press the ⊞ Win key and start typing to instantly find an item or launch a program — and the All Programs list uses a vertical scroll bar instead of the cascading flyout menu of Windows XP.[41]
  • Windows Search is a new content index desktop search platform that replaces the Indexing Service of previous Windows versions to enable incremental searches for files and non-file items — documents, emails, folders, programs, photos, tracks, and videos — and contents or details such as attributes, extensions, and filenames across compatible applications.[41]
  • Windows Sidebar is a translucent panel that hosts gadgets that display details such as feeds and sports scores on the Windows desktop; the Sidebar can be hidden and gadgets can also be placed on the desktop itself.[41]
  • Internet Explorer 7 is a significant revision over Internet Explorer 6 with a new user interface comprising additional address bar features, a new search box, enhanced page zoom, RSS feed functionality, and support for tabbed browsing (with an optional "quick tabs" feature that shows thumbnails of each open tab). Anti-phishing software is introduced that combines client-side scanning with an optional online service; it checks with Microsoft the address being visited to determine its legitimacy, compares the address with a locally stored list of legitimate addresses, and uses heuristics to determine whether an address's characteristics are indicative of phishing attempts. In Windows Vista, it runs in isolation from other applications (protected mode); exploits and malicious software are restricted from writing to any location beyond Temporary Internet Files without explicit user consent.
  • Windows Media Player 11 is a significant update to Microsoft's Windows Media Player for playing and organizing photos, tracks, and videos. New features include an updated GUI for the media library, disc spanning, enhanced audio fingerprinting, instant search capabilities, item organization features, synchronization features, the ability to share the media library over a network with other Windows Vista machines, Xbox 360 integration, and

    Wii #2

    Wii theme by ComebackKid60

    Download: Wii_2.p3t

    Wii Theme 2
    (1 background)

    Wii
    Wii logo
    Wii with Wii Remote
    Original white Wii standing upright on its stand next to an original Wii Remote
    Also known as
    • Revolution (pre-release)
    • RVL (codename)
    DeveloperNintendo IRD
    ManufacturerFoxconn[1]
    TypeHome video game console
    GenerationSeventh
    Release date
      • NA: November 19, 2006
      • JP: December 2, 2006
      • AU: December 7, 2006
      • EU: December 8, 2006
      • KR: April 26, 2008
      • TW: July 12, 2008
      • HK: December 12, 2009
    • Revisions
    Introductory price
    Discontinued
    • Revisions
      • RVL-101
      • Mini
        • WW: 2017
    Units shipped101.63 million (as of September 30, 2019) (details)
    Media
    Operating systemWii system software
    CPUIBM PowerPC Broadway @ 729 MHz
    Memory24 MB 1T-SRAM @ 324 MHz (2.7 GB/s) + 64 MB GDDR3 SDRAM
    Storage512 MB NAND flash memory
    Removable storage
    Display
    Video output formats
    GraphicsATI Hollywood @ 243 MHz
    Controller input
    Connectivity
    Online services
    Dimensions
    • Width: 157 mm (6.2 in)
    • Height: 60 mm (2.4 in)
    • Depth: 197 mm (7.8 in)
    • Revisions
      • RVL-101
        • Same
      • Mini
        • Width: 160 mm (6.3 in)
        • Height: 46 mm (1.8 in)
        • Depth: 193 mm (7.6 in)
    Mass
    • 1,220 g (43 oz)
    • Revisions
      • RVL-101
        1,130 g (40 oz)
      • Mini
        724 g (25.5 oz)
    Best-selling game
    Backward
    compatibility
    GameCube[a]
    PredecessorGameCube
    SuccessorWii U
    Websitewii.com

    The Wii[g] (/ˈw/, WEE) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006 in North America, and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, following the GameCube and is a seventh-generation console alongside Microsoft's Xbox 360 and Sony's PlayStation 3.

    In developing the Wii, Nintendo president Satoru Iwata directed the company to avoid competing with Microsoft and Sony on computational graphics and power and instead to target a broader demographic of players through novel gameplay. Game designers Shigeru Miyamoto and Genyo Takeda led the console's development under the codename Revolution. The primary controller for the Wii is the Wii Remote, a wireless controller with both motion sensing and traditional controls which can be used as a pointing device towards the television screen or for gesture recognition. The Wii was Nintendo's first home console to directly support Internet connectivity, supporting both online games and for digital distribution of games and media applications through the Wii Shop Channel. The Wii also supports wireless connectivity with the Nintendo DS handheld console for selected games. Initial Wii models included full backward compatibility support for GameCube games and most accessories. Later in its lifecycle, two lower-cost Wii models were produced: a revised model with the same design as the original Wii but removed the GameCube compatibility features and the Wii Mini, a compact, budget redesign of the Wii which further removed features including online connectivity and SD card storage.

    Because of Nintendo's reduced focus on computational power, the Wii and its games were less expensive to produce than its competitors. The Wii was extremely popular at launch, causing the system to be in short supply in some markets. A bundled game, Wii Sports, was considered the killer app for the console; other flagship games included entries in the Super Mario, Legend of Zelda, Pokémon, and Metroid series. Within a year of launch, the Wii became the best-selling seventh-generation console, and by 2013, had surpassed over 100 million units sold. Total lifetime sales of the Wii had reached over 101 million units, making it Nintendo's best-selling home console until it was surpassed by the Nintendo Switch in 2021.[h] As of 2022, the Wii is the fifth-best-selling home console of all time.

    The Wii repositioned Nintendo as a key player in the video game console marketplace. The introduction of motion-controlled games via the Wii Remote led both Microsoft and Sony to develop their own competing products—the Kinect and PlayStation Move, respectively. Nintendo found that, while the Wii had broadened the demographics that they wanted, the core gamer audience had shunned the Wii. The Wii's successor, the Wii U, sought to recapture the core gamer market with additional features atop the Wii. The Wii U was released in 2012, and Nintendo continued to sell both units through the following year. The Wii was formally discontinued in October 2013, though Nintendo continued to produce and market the Wii Mini through 2017, and offered a subset of the Wii's online services through 2019.

    History[edit]

    2001–2003: Development[edit]

    Satoru Iwata as Nintendo's president directed the company to design the Wii out-of-the-box to appeal to a broader range of players.

    Shortly after the release of the GameCube, Nintendo began conceptualizing their next console.[23] The company's game designer Shigeru Miyamoto said that, in the early stages, they decided they would not aim to compete on hardware power, and would instead prioritize new gameplay concepts.[24][25] The console was firstly named "GameCube Next" as a placeholder.[24] The price of the new console was originally envisioned to be as low as 100 euros but the NAND flash memory desired by Satoru Iwata would force that price to slightly more than the double.[24]

    Miyamoto cited Dance Dance Revolution's unique game controllers as inspiration for developing new input devices.[26] Later in September 24, 2001, Nintendo began working with Gyration Inc., a firm that had developed several patents related to motion detection, to prototype future controllers using their licensed patents.[27]

    Over the next two years, sales of the GameCube languished behind its competitors—Sony's PlayStation 2 and Microsoft's Xbox. Satoru Iwata, who had been promoted to Nintendo's president in May 2002 following Hiroshi Yamauchi's retirement,[28] recognized that Nintendo had not been keeping up with trends in the video game industry, such as adapting to online gaming. He also thought that video gaming had become too exclusive and wanted Nintendo to pursue gaming hardware and software that would appeal to all demographics.[29] Nintendo's market analysis found that their focus on novel hardware had created consoles that made it difficult for third-party developers to create games for, hampering their position.[30] One of the first major steps Iwata had made based on the company's research was directing the development of the Nintendo DS, a handheld incorporating dual screens including a touchscreen, to revitalize their handheld console line.[31]

    In 2003, Iwata met with Miyamoto and Genyo Takeda to discuss their market research. Iwata instructed Takeda "to go off the tech roadmap" for this console, but said it had to be appealing to mothers.[32] Iwata wanted their next console to be capable of playing past Nintendo games, eliminating clutter in houses.[26] Takeda led the team building the console's hardware components, and Miyamoto spearheaded the development of a new type of controller, based on Gyration's motion-sensing technology.[27] Iwata had proposed that this new console use motion sensing to simplify the gaming interface, increasing appeal to all audiences.[33] An initial prototype was completed within six months.[34]

    The Nintendo DS was said to have influenced the Wii's design, as the company found that the DS's novel two-screen interface had drawn in non-traditional players and wanted to replicate that on the new console.[26] Designer Ken'ichiro Ashida noted, "We had the DS on our minds as we worked on the Wii. We thought about copying the DS's touch-panel interface and even came up with a prototype." The idea was eventually rejected because of the notion that the two gaming systems would be identical. Miyamoto also stated, "if the DS had flopped, we might have taken the Wii back to the drawing board."[25]

    2004–2005: Announcements[edit]

    Prior to E3 2004, Iwata had referred to Nintendo's upcoming console offering as the GameCube Next (GCNext or GCN).[35] Iwata first unveiled some details of Nintendo's new home console at E3 2004 under the codename "Revolution", as Iwata believed the console would revolutionize the gaming industry.[29] BBC News' technology editor Alfred Hermida wrote that Nintendo's struggle to match Sony and Microsoft in the home console market made success crucial.[36]

    The console, still named "Revolution", was formally presented to the public at E3 2005. The motion controller interface had not yet been completed and was omitted from the unveiling.[25] Iwata held the console above him with one hand to emphasize its size relative to its rivals. A smaller device meant it would draw on less power as to not overheat,[37] and thus appealed to parents who were willing to have an attractive, small, power-efficient device in the living room.[38] Iwata reportedly used a stack of three DVD cases as a size guide.[37] The prototype held by Iwata was black, but at release the following year, the console was only available in white. In their book on the console, two Loyola University Chicago professors suggested that Nintendo was inviting comparisons with Apple's first iPod line.[39]

    Iwata later unveiled and demonstrated their current prototype of the Revolution controller at the Tokyo Game Show in September 2005. At this stage, the controller unit resembled the final Wii Remote device along with the separate Nunchuk attachment. Iwata demonstrated its motion sensing gameplay capabilities, and incorporated commentary from developers, such as Hideo Kojima and Yuji Horii, who had tested the controller and believed people would be drawn in by it.[40][41]

    The Wii and several of its peripherals on display at E3 2006

    The console's name was formally announced as the Wii in April 2006, a month prior to E3 2006. Nintendo's spelling of "Wii" (with two lower-case "i" characters) was intended to represent both two people standing side by side, and the Wii Remote and its Nunchuk.[42] In the company's announcement, they stated: "Wii sounds like 'we', which emphasizes that the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion."[42]

    The name resulted in criticism and mockery. Forbes expressed a fear that the console would be seen as juvenile.[43] BBC News reported the day after the name was announced that "a long list of puerile jokes, based on the name," had appeared on the Internet.[44] Some video game developers and members of the press stated that they preferred "Revolution" over "Wii".[45] Nintendo of America's Vice President of Corporate Affairs Perrin Kaplan defended the choice.[46] President of Nintendo of America Reggie Fils-Aimé justified the new name over Revolution by saying that they wanted something short, distinctive, and easily pronounceable for all cultures.[47]

    The Wii was made available for a press demonstration at E3 2006. Planned launch titles were announced at a press conference alongside the unveiling. At the same conference, Nintendo confirmed its plans to release the console by the end of 2006.[48]

    2006–2010: Launch[edit]

    Busy inside of a shop during the Wii launch in Hamburg

    Nintendo announced the launch plans and prices for the Wii in September 2006. The console was first launched in the United States on November 19, 2006, for US$249.99.[7] Other regional release dates and prices included Japan on December 2 for ¥25,000,[8] followed by Australasia on December 7 for A$399.95,[10] and was later launched on December 8 in the United Kingdom for £179.99 and for the majority of Europe for €249.99.[9] Nintendo planned to have around 30 Wii games available by the end of 2006, and anticipated shipping over 4 million consoles before the end of the year.[49]

    As part of its launch campaign, Nintendo promoted the Wii in North America through a series of television advertisements (directed by Academy Award winner Stephen Gaghan); its Internet ads used the slogans "Wii would like to play" and "Experience a new way to play". The ads began in November 2006 and had a budget of over $200 million for the year.[50] The ads targeted a wider demographic compared to ads for other consoles, inviting parents and grandparents to play on the Wii.[51] Nintendo hoped that its console would appeal to a wider demographic than that of others in the seventh generation.[52] In December 2006, Satoru Iwata said that Nintendo did not think of themselves as "fighting Sony", but were focused on how they could expand the gaming demographic.[53]

    It took several years for the Wii to launch in other regions. It was released in South Korea on April 26, 2008,[54] Taiwan on July 12, 2008,[55] and Hong Kong on December 12, 2009.[56] Nintendo had planned work with its localization partner iQue to release the Wii in China in 2008, but failed to meet the requirements to circumvent the ban on foreign-made consoles the Chinese government had put in place.[57][58]

    2011–2017: Successor and discontinuation[edit]

    The Wii U, with its GamePad in front

    Nintendo announced the successor to the Wii, the Wii U, at E3 2011.[59][60] Nintendo had recognized that the Wii had generally been shunned by the core gaming audience as it was perceived more as a casual gaming experience. The Wii U was aimed to draw the core audience back in with more advanced features atop the basic Wii technology.[61][62] The Wii U features the Wii U GamePad, a controller with an embedded touchscreen and output 1080p high-definition graphics that serves as a secondary screen alongside the television. The Wii U is fully backward-compatible with Wii games and peripherals for the Wii, including the Wii Remote, Nunchuk controller and Wii Balance Board, and select Wii U games including support for these devices.[63] The Wii U was first released on November 18, 2012 in North America; November 30, 2012 in Europe and Australia, and December 8, 2012 in Japan.[64]

    Nintendo continued to sell the revised Wii model and the Wii Mini alongside the Wii U during the Wii U's first release year. During 2013, Nintendo began to sunset certain Wii online functions as they pushed consumers towards the Wii U as a replacement system or towards the offline Wii Mini, though the Wii Shop Channel remained available.[65] Nintendo discontinued production of the Wii in October 2013 after selling over 100 million units worldwide,[66] though the company continued to produce the Wii Mini unit primarily for the North American market.[67] The WiiConnect24 service and several channels based on that service were shuttered in June 2013.[19] Support for online multiplayer games via the Nintendo Wi-Fi Connection were discontinued in May 2014,[18] while the Wii Shop was closed in January 2019, effectively ending all online services for the console.[20][68] The Wii Mini continued to be manufactured and sold until 2017.[69]

    Despite the Wii's discontinuation, some developers continued to produce Wii games well beyond 2013. Ubisoft released Just Dance games for the Wii up to Just Dance 2020 (2019).[70] Vblank Entertainment's Shakedown: Hawaii along with Retro City Rampage DX are the most recent Wii games, which were released on July 9, 2020 (more than 13 years after the Wii's launch).[71][72] On January 27, 2020, Nintendo announced that it will no longer repair any faulty Wii consoles in Japan starting on February 6 due to a scarcity of spare parts.[i]

    Hardware[edit]

    Console[edit]

    Stack of video-game consoles, of which the Wii is the smallest
    The Wii (top) compared in size to the GameCube, Nintendo 64, North American Super NES, and NES

    In building the Wii, Nintendo did not aim to outpace the performance of their competitors. Unlike the company's previous consoles, they built the Wii from commercial off-the-shelf hardware rather than seek out customized components. This helped to reduce the cost of the Wii system to consumers.[74] Miyamoto said "Originally, I wanted a machine that would cost $100. My idea was to spend nothing on the console technology so all the money could be spent on improving the interface and software."[75]

    The console's central processing unit is a 32-bit IBM PowerPC-based processor named Broadway, with a clock frequency of 729 MHz.[76][77] The reduced size of Broadway—based on a 90 nm process compared to the

    Soul Calibur v2

    Soul Calibur version 2 theme by Vegeta300

    Download: SoulCaliburV2.p3t

    Soul Calibur v2 Theme
    (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.

Devil May Cry v2

Devil May Cry version 2 theme by Vegeta300

Download: DevilMayCryV2.p3t

Devil May Cry v2 Theme
(7 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.

God of War v2

God of War version 2 theme by Vegeta300

Download: GodofWarV2.p3t

God of War v2 Theme
(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.

Hellsing v2

Hellsing version 2 theme by Vegeta300

Download: HellsingV2.p3t

Hellsing v2 Theme
(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.