This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
The Volkswagen Scirocco is a three-door, front-engine, front-wheel-drive, sport compacthatchback manufactured and marketed by Volkswagen in two generations from 1974 to 1992 and a third generation from 2008 until 2017. Production ended without a successor.
Volkswagen began work on the car during the early 1970s as the replacement for the aging Karmann Ghia coupe, and designated it the Typ 53 internally. Although the platform of the Golf was used to underpin the new Scirocco, almost every part of the car was re-engineered in favour of a new styling (penned by Giorgetto Giugiaro) which was sleeker and sportier than that of the Golf. The Scirocco debuted at the 1973 Geneva Motor Show.[4]
Launched six months before the Golf, in order to resolve any teething troubles before production of the high volume hatchback started,[5] the Scirocco went on sale in Europe in 1974 and in North America in 1975. Type 1 models featured a range of four-cylinder engines with displacements from 1.1 to 1.6 litres, with a 1.7 also offered in North America, all featuring a single-overhead camshaft and two valves per cylinder.
The design of the vehicle combined with the lack of D.O.T.-approved rectangular headlights, made it necessary to have four round headlights, two for low beam use and two for high beam use for all the cars imported to the US. Many European owners of Scirocco with smaller engines replaced the two rectangular headlights with four round headlights as to eliminate the differentiation between smaller and less powerful engines and larger and more powerful ones. However, the European "TS" version, for which maximum power was listed as 85 PS (84 hp; 63 kW), was easily distinguishable from the less powerful "L" and "S" (50 and 70 PS) versions which came with just two rectangular headlights.[7] An automatic transmission option was added in January 1975.[7] Automatic transmission-equipped Sciroccos were generally rare outside of North America.[8]
The Scirocco GTi entered production in the summer of 1976, while the later cult Golf GTI wasn't unveiled until the autumn of the same year.[9]
Its high-revving, 81 kW / 110 horsepower 1.6-litre engine featured mechanical fuel injection, 175/70HR13 tires on 5.5Jx13 wheels, a larger duckbill style front spoiler, a red frame for the grille, and the standard car's solid front brake discs were replaced with 9.4 in (239 mm) ventilated discs. Anti-roll bars were also fitted front and rear.
During the production of the "Type 53", there were subtle changes to the body and trim. On cars produced after the summer break in August 1975 (for the 1976 model year), the conventional two wiper system changed to a single wiper which parks on the passenger side of the windscreen, while the driver also benefited from improved, lighter, steering linkage.[7] However, air conditioning became available as an option on the domestic market in August 1975.[10] The possibility to retrofit the installation, together with a larger battery, was offered to existing owners.[10] In August 1977 (for model year 1978) the separate front side marker and turn signal, changed to a combination wrap-around orange lens. At the same time, behind the doors the B-pillar colour changed from body colour to black, which was thought to give the car a more pleasing profile.[11] Other mid-life changes include the move from chrome bumpers with rubberised end caps to a plastic-coated one-piece wrap around bumper.[11] In 1979, the one-piece "flag" style outside mirrors transitioned to a two-piece shrouded mirror. The car changed little before being replaced by the second generation in March 1981 (Europe).[12]
North American market Scirocco S
There were also special variants throughout the Type 1 production. Most distinguishable by paint schemes and trim, there were special versions called "Sidewinder", "Sidewinder II", "Champagne Edition", "Champagne Edition II" and the "S". The Champagne Edition II only came in white with black accents and a Zender front spoiler. On the NA models the 1980 "S" versions came in only three colours, Alpine White, Black and Mars Red with unique colour accents. This "S" model differed from the base model by having blacked out chrome trim, day glow additions to the exterior trim, Recaro designed sports seats, white letter tires, sport strips and a standard five-speed transmission. This was followed by the 1981 "S" versions which only came in Cosmos Silver Metallic, Cirrus Gray Metallic and Mars Red without the colour accents. Steel sunroofs were an available option on both the "S" non-"S" vehicles. Unlike the sunroofs on the second-generation Sciroccos introduced in 1982, these earlier versions only tilted open. They did not slide back but could be removed and stored in a special fabric folder and placed in the trunk hatch. Not forgetting the addition of the "Storm" models, available in two colours with a run of 250 cars in each colour.
The Scirocco was sold in Japan at Yanase dealerships that specialize in North American and European vehicles with right hand drive starting in 1976, initially offering the TS trim package with the 1.5-liter engine and a 4-speed manual transmission. In 1977, the GTE and LS were offered with the 1.5-liter engine and the fuel injection technology from Bosch. The GTE was available with either the 4-speed manual transmission or the 3-speed automatic, while the LS offered the automatic only. Sales of the Scirocco continued for this entire generation to Japanese buyers; it was in compliance with Japanese Government dimension regulations which helped sales. The engines offered to Japanese buyers were the smaller displacement versions to reduce the annual Japanese road tax obligation.
The 1975-1978 model year USA vehicles had four-speed manual transmissions; for the 1979-1980 model years, USA vehicles were offered a five-speed manual transmissions as an option. In 1981 the five-speed became standard. The engine option was mostly limited to one, although it changed frequently over the years. The 1975 models are 1.5 L (1471 cc), followed by a larger 1.6 with 76 hp (57 kW) in 1976 and 1977.[13] For 1978 Volkswagen reverted to a short-stroke 1.5 (now of 1457 cc), stating that this made meeting emissions requirements easier. Power dropped accordingly, down to 71 hp (53 kW) but with some fuel economy improvements.[13] Buyers demanded otherwise and for 1979 the 1.6 (1588 cc) was reinstated, now with power up somewhat to 78 hp (58 kW).[14] 1981 USA models had a standard 1.7 (1,715 cc), all featuring a single-overhead camshaft and two valves per cylinder.
A heavily redesigned "Type 2" variant (internally designated Typ 53B) went on sale in 1981, although it remained on the A1 platform. The second generation Scirocco, still assembled on behalf of Volkswagen by Karmann of Osnabrück (in the same factory as the first generation Scirocco), was first shown at the 1981 Geneva Motor Show in March that year.[15] Designed by Volkswagen's own internal design team, the new car featured increased front and rear headroom, increased luggage space and a reduction in the coefficient of drag. One feature of the Type 2 was the location of the rear spoiler midway up the glass on the rear hatch. A mid-cycle update occurred in 1984, which included minor changes over the 1982 model: removal of the outlined "SCIROCCO" script from the rear hatch (below the spoiler), a redesigned air conditioning compressor, and a different brake master cylinder with in-line proportioning valves and a brake light switch mounted to the pedal instead of on the master cylinder.
Halfway through the 1984 model year, a new space-saver spare wheel was added, that provided room for a larger fuel tank (with a second "transfer" fuel pump). Leather interior, power windows and mirrors, air conditioning, and a manual sunroof were options for all years. The 1984 model year saw the return of two windshield wipers (vs the large single wiper), absent since the 1976 models.
Eleven different engines were offered in the Type 2 Scirocco over the production run, although not all engines were available in all markets. These engines included both carburetor and fuel injection engines. Initially all models had eight-valve engines. A 16-valve head was developed by tuner Oettinger in 1981, with the modification adopted by Volkswagen when they showed a multi-valve Scirocco at the 1983 Frankfurt Motor Show.[16] It went on sale in Germany and a few other markets in July 1985, with a catalyzed model arriving in 1986. Displacements ranged from 1.3 liters up to 1.8 liters. Power ranged from 44 kW (60 PS) to 82 kW (112 PS) for the 8-valve engines and either 95 kW (129 PS) or 102 kW (139 PS) for the 16-valve engines.[17]
Numerous trim levels existed, depending on the model year and market, and included the L, CL, GL, LS, GLS, GLI, GT, GTI, GTL, GTS, GTX, GT II, Scala, GT 16V and GTX 16V. Special limited edition models including the California Edition (1983, USA), Storm (1984, UK), White Cat (1985, Europe), Tropic (1986, Europe), Wolfsburg Edition (1983–1985, USA and Canada) and Slegato (1988, Canada) were also produced. These special models typically featured unique interior/exterior color combinations, special alloy wheels and had special combinations of options such as leather, multifunction trip computer and/or power windows as standard.
Scirocco sales continued until 1992 in Germany, the UK, and some other European markets. The Scirocco was briefly joined but effectively replaced by the Corrado in the VW line-up, although this had been on sale since 1988 and was aimed further upmarket.
The Scirocco continued to be offered to Japanese buyers, but only the GTi with the 1.8 L engine in either manual or automatic transmissions, but starting with 1986 only the automatic transmission was offered. It did continue to comply with Japanese Government dimension regulations.
Specifications in North America are somewhat different from those of cars sold in the rest of the world, due to the differing safety and emissions regulations in place there. In North America, 1982 and 1983 models produce 74 hp (55 kW) and 90 ft⋅lbf (122 N⋅m) of torque. The engine code was EN. The 1984 models produce 90 hp (67 kW) and 100 ft⋅lbf (136 N⋅m) of torque, the engine code was JH. In mid-1986, a 16-valve model was released in the United States and Canada, which included a full body skirt, larger rear spoiler, and tear-drop shaped wheel slots to distinguish it from Type 2 8-valve models. Sales continued until 1988 in the United States, 1989 in Canada, being effectively replaced in both markets by the more expensive Corrado.
Volkswagen officially announced in June 2006 production of a new Scirocco model at the Autoeuropa assembly plant in Palmela, Portugal.[18]
The new model, identified by the internal type numbers 137 or 1K8, is based on the PQ35 platform of the Golf V and was unveiled at the 2008 Geneva Motor Show. It went on sale in summer 2008 in Europe, with sales in other countries beginning early 2009. The Type 3 Scirocco won "Car of the Year 2008" from Top Gear Magazine.
The 2008 model of the Scirocco received a five star safety rating from Euro NCAP even after the driver test dummy's head hit the steering wheel when the airbag bottomed out.
The model tested was a left-hand-drive three-door hatchback and scored in four areas:
In 2011, Volkswagen added the R-line trim for all engine versions of the car. It included new front and back bumpers, side skirts on the exterior, and seats with grey Alcantara, R-line badges on the backs of the seats, driving wheel and on the doorsteps inside the car.
The Scirocco R is a production model based on the GT24. Its 1,984 cc (2.0 L) TSIinline-four engine is rated at 265 PS (195 kW; 261 hp) at 6,000 rpm and 350 N⋅m (258 lb⋅ft) of torque at 2,500 rpm, large air intake openings in the front bumper, an integrated front spoiler, bi-xenonheadlights, larger rear roof edge spoiler, black diffuser, dual exhaust with chrome tailpipes, Talladega 19-inch alloy wheels.[20] In September 2014 the R model had a face lift on the styling of the car and a power increase taking it to 276 hp (280 PS; 206 kW).
Six years after its launch in 2008, Volkswagen revealed the 2014 Scirocco facelift at the Geneva Motor Show.[22] On the outside the changes weren't obvious as Volkswagen installed only a slightly re-profiled bumper, new bi-xenon headlights with LED daytime running lights and they also tweaked the grille. At the back there were restyled LED taillights, along with a reworked bumper and boot lid. The changes carried over onto the range-topping Scirocco R as well.[23]
1,984 cc (1.984 L; 121.1 cu in) I4 turbo (EA888 -CCTA/CCZA/CBFA/CAWB)
211 PS (155 kW; 208 hp) at 5,300–6,200
280 N⋅m (207 lb⋅ft) at 1,700–5,000
2.0 TSI GTS 220 bhp
SIMOS 18.x ECU
2015-2017
1,984 cc (1.984 L, 121.1 cu in) I4 Turbo (EA888 Gen3 CULC)
220 PS (162 kW; 217 hp) at 4,500 - 6,200
350 N-m (258 lb-ft) at 1,500 - 4400
Scirocco R / 2.0 TSI-265 bhp
2009–2014
1,984 cc (1.984 L; 121.1 cu in) I4 turbo (EA113 CDLA)
265 PS (195 kW; 261 hp) at 6,000
350 N⋅m (258 lb⋅ft) at 2,500
Scirocco R / 2.0 TSI-280 bhp
2015–2017
1,984 cc (1.984 L; 121.1 cu in) I4 turbo (EA113 CDLK)
280 PS (206 kW; 276 hp) at 6,000
350 N⋅m (258 lb⋅ft) at 2,500
Diesel engines
2.0 TDI CR 143 bhp
2008–2017
1,968 cc (1.968 L; 120.1 cu in) I4 turbo
143 PS (105 kW; 141 hp) at 4,000
320 N⋅m (236 lb⋅ft) at 1,750–2,500
2.0 TDI CR 170 bhp
2009–2017
1,968 cc (1.968 L; 120.1 cu in) I4 turbo
170 PS (125 kW; 168 hp) at 4,200
350 N⋅m (258 lb⋅ft) at 1,750–2,500
All models include standard six-speed manual transmission. The 1.4 TSI (162 PS) can optionally be fitted with a seven-speed DSG transmission, while the 2.0 TSI 200, 2.0 TSI 210, R 2.0 TSI 265 and 2.0 TDI are available with a six-speed DSG transmission. The EA888 2.0 TSI uses an IHI K03 water-cooled turbocharger incorporated in exhaust manifold, while a BorgWarner turbocharger is used in EA113 2.0 TSI versions.
The 140 bhp 2.0 TDI engine is also provided with the BlueMotion Technology package. This package features stop start technology and regenerative braking to reduce emissions to 118 g/km CO2.
In the 24 Hours Nürburgring in May 2008, three new Volkswagen Sciroccos competed,[25] finishing 11th and 15th out of a field of over 200 cars, with veteran Hans-Joachim Stuck driving both cars (and Carlos Sainz the slower one). The direct competitors, two Opel Astra H GTC driven by drivers selected from 18,000 hopefuls in a year-long TV c
The original three games and their updates, Mortal Kombat (1992), Mortal Kombat II (1993), Mortal Kombat 3 (1995), Ultimate Mortal Kombat 3 (1995), and Mortal Kombat Trilogy (1996), are 2Dfighting games. The arcade cabinet versions of the first two used a joystick and five buttons: high punch, low punch, high kick, low kick, and block; Mortal Kombat 3 and its updates added a sixth "run" button.[1] Characters in the early Mortal Kombat games play virtually identically to one another, with the only major differences being their special moves.[2] Through the 1990s, the developer and publisher Midway Games kept their single-styled fighting moves with four attack buttons for a different array of punches, kicks and blocks. Mortal Kombat 4 was the first Mortal Kombat game in which the characters could move in three dimensions and the first to use 3D computer graphics. From Deadly Alliance to Mortal Kombat: Deception, characters had three fighting styles per character: two unarmed styles, and one weapon style.[3] While most of the styles used in the series are based on real martial arts, some are fictitious.[4]Goro's fighting styles, for example, are designed to take advantage of the fact that he has four arms. For Armageddon, fighting styles were reduced to a maximum of two per character (generally one hand-to-hand combat style and one weapon style) due to the sheer number of playable characters.[5]Mortal Kombat vs. DC Universe dropped multiple fighting styles for most characters in favor of giving each character a wider variety of special moves[6][7] 2011's Mortal Kombat returned to a single 2D fighting plane, although characters are rendered in 3D;[8] unlike previous Mortal Kombat games, each of the controller's four attack buttons corresponds to one of the character's limbs, the buttons thus becoming front punch, back punch, front kick and back kick ("front" indicates the limb that is closer to the opponent, and "back" indicates the limb that is farther away from the opponent).
Mortal Kombat: Deception and Mortal Kombat: Armageddon feature "Konquest", a free-roamingaction-adventure mode. Both games include distinct minigame modes such as "Chess Kombat", an action-strategy game. Two other bonus minigames, "Puzzle Kombat" inspired by Puzzle Fighter and "Motor Kombat" inspired by Mario Kart, feature super deformed versions of Mortal Kombat characters.[1] The games contain various unlockable content and hidden cheats.[9]
I think [Mortal Kombat] represents the difference in philosophy. [....] So in Street Fighter when you're playing it's the moment to moment gameplay that should be the best, whether you win or lose doesn't really matter. Whereas in Mortal Kombat the fighting and playing is just a pathway to get to the result – it's the Fatality you want to see and you almost want to skip the fighting bit and get to the Fatality because that is the result.[11]
One of the most notable features of the Mortal Kombat series is its brutal and gruesome finishing moves, known as "Fatalities". The basic Fatalities are finishing moves that allow the victorious characters to end a match by murdering their defeated, defenseless opponent.[12] Usually Fatalities are exclusive to each character, the exception being Mortal Kombat: Armageddon, which instead features Kreate-A-Fatality, a feature that allows players to perform their own Fatalities by conducting a series of violent moves chosen from a pool that is common to all characters.[1][13]
Other finishing moves in the various Mortal Kombat games include Animalities (introduced in Mortal Kombat 3), in which the victor turns into an animal to violently finish off the opponent;[14] Brutality (introduced in Ultimate Mortal Kombat 3) which consists of bashing the opponent into pieces with a long combo of hits; and Stage Fatalities/Death Traps (introduced in the original Mortal Kombat Pit Stage where the victor can uppercut their opponent off of the platform into a bed of spikes below, later made more difficult in Mortal Kombat II by requiring a character-specific button sequence) utilizing parts of certain stages to execute a lethal finishing move (such as a pool of acid). Mortal Kombat: Deception added the Hara-Kiri, a move that allows the loser to perform a suicidal finishing move, giving way to a potential race between both players to see if the winner can finish off their opponent before they can kill themselves.[12][15]
The series takes place in a fictional universe consisting of numerous realms which, according to in-game backstories, were created by an ancient, eternal, and ethereal pantheon of preternatural divine beings known as the Elder Gods. The Mortal Kombat: Deception manual described six of the realms as: "Earthrealm, home to such legendary heroes as Liu Kang, Kung Lao, Sonya Blade, Johnny Cage, and Jax Briggs, and under the protection of the Thunder God Raiden; Netherrealm, the fiery depths of which are inhospitable to all but the most vile, a realm of demons and shadowy warriors such as Quan Chi and Noob Saibot; Outworld, a realm of constant strife which Emperor Shao Kahn claims as his own; Seido, the Realm of Order, whose inhabitants prize structure and order above all else; the Realm of Chaos, whose inhabitants do not abide by any rules whatsoever, and where constant turmoil and change are worshiped; and Edenia, which is known for its beauty, artistic expression, and the longevity of its inhabitants."[17][18] The Elder Gods decreed that the denizens of one realm could only conquer another realm by defeating the defending realm's greatest warriors in ten consecutive martial arts tournaments, called Mortal Kombat.
The first Mortal Kombat game takes place in Earthrealm (Earth) where seven different warriors with their own reasons for entering the tournament with the prize being the continued freedom of their realm under threat of a takeover by Outworld. Among the established warriors were Liu Kang, Johnny Cage, and Sonya Blade. With the help of the thunder god Raiden, the Earthrealm warriors were victorious, and Liu Kang became the new champion of Mortal Kombat.[19] In Mortal Kombat II, unable to deal with his minion Shang Tsung's failure, Outworld Emperor Shao Kahn lures the Earthrealm warriors to Outworld for a do-over, winner-take-all tournament, where Liu Kang eventually defeats Shao Kahn. By the time of Mortal Kombat 3, Shao Kahn merged Edenia with his empire and revived its former queen Sindel in Earthrealm, combining it with Outworld as well. He attempts to invade Earthrealm, but is ultimately defeated by Liu Kang once more. After the Kahn's defeat, Edenia was freed from his grasp and returned to a peaceful realm, ruled by Princess Kitana. The following game, Mortal Kombat 4, features the fallen elder god Shinnok attempting to conquer the realms and kill Raiden. He is defeated by Liu Kang.
In Mortal Kombat: Deadly Alliance, the evil sorcerers Quan Chi and Shang Tsung join forces to conquer the realms, killing series protagonist Liu Kang in the process. By Mortal Kombat: Deception, after several fights, the sorcerers emerge victorious, having killed most of Earthrealm's warriors until Raiden steps forth to oppose them. The Dragon King Onaga, former ruler of Outworld, returned to merge all realms back together, but was eventually defeated by the game's protagonist, Shujinko.[20]
In Mortal Kombat: Armageddon, the titular catastrophe begins. Centuries before the first Mortal Kombat, Queen Delia foretold the realms would be destroyed because the power of all of the realms' warriors would rise to such greatness that it would overwhelm and destabilize the realms, triggering a destructive chain of events. King Argus had his sons, Taven and Daegon, put into incubation so one day they can be awakened to save the realms from Armageddon by defeating a firespawn known as Blaze. In the end, Shao Kahn is the one who defeats Blaze and wins the war, causing Armageddon.[21]
The crossover Mortal Kombat vs. DC Universe does not share continuity with the other games. After the simultaneous defeats of both Shao Kahn and the alien warlord Darkseid in the DC Universe causes both villains to fuse into the entity "Dark Kahn", both the Mortal Kombat and DC Universes begin to merge. This brings the warriors and heroes into conflicts after suffering bouts of uncontrollable rage. The heroes and villains of both universes repeatedly battle each other, believing each other to be responsible for the catastrophe, until only Raiden and Superman remain. The two confront Dark Kahn and team up to defeat their common foe. After Dark Kahn's defeat, the two realms defuse, with Shao Kahn and Darkseid trapped in each other's universes to face eternal imprisonment.
In the 2011 Mortal Kombat soft reboot, the battle of Armageddon culminated in only two survivors: Shao Kahn and Raiden. On the verge of death by the former's hand, the latter sent visions to his past self in a last-ditch attempt to prevent this outcome. Upon receiving the visions, the past Raiden attempts to alter the timeline to avert Armageddon amidst the tenth Mortal Kombat tournament, during the original game. His attempts to alter history mean that events play out differently to the original series. While he succeeds in preventing Shao Kahn's victory with help from the Elder Gods, he accidentally kills Liu Kang in self-defense and loses most of his allies to Queen Sindel, leaving Earthrealm vulnerable to Shinnok and Quan Chi's machinations.
Mortal Kombat X sees Shinnok and Quan Chi enacting their plan, leading an army of undead revenants of those that were killed in Shao Kahn's invasion of Earthrealm. A team of warriors led by Raiden, Johnny Cage, Kenshi Takahashi, and Sonya Blade oppose them, and in the ensuing battle, Shinnok is imprisoned within his amulet and various warriors are resurrected and freed from his control, though Quan Chi escapes. Twenty-five years later, the sorcerer resurfaces alongside the insectoid D'Vorah to facilitate Shinnok's return. A vengeful Scorpion kills Quan Chi, but fails to stop him from freeing Shinnok. To combat him, Cassie Cage, daughter of Johnny Cage and Sonya Blade, leads a team composed of the next generation of Earthrealm's heroes in defeating him. With Shinnok and Quan Chi defeated, Liu Kang and Kitana's revenants assume control of the Netherrealm while Raiden taps into Shinnok's amulet.
Mortal Kombat 11 and its expansion, Aftermath, sees the architect of time and Shinnok's mother, Kronika, working to alter the timeline following her son's defeat and Raiden's tampering with her work. In doing so, she brings past versions of the realm's heroes to the present, aligning herself with some while the rest work to defeat her. After nearly killing Liu Kang a second time, Raiden discovers Kronika has manipulated them into fighting across multiple timelines as she fears their combined power. Despite her interference and attacks by her minions, Raiden gives Liu Kang his power, turning him into a god of fire and thunder so he can defeat Kronika. In the Aftermath expansion, it is revealed that Liu Kang inadvertently destroyed Kronika's crown, the item needed to restart the timeline. Her defeat also revives Shang Tsung, who was absent in the base game due to his imprisonment by Kronika. To recover the crown, Liu Kang sends Shang Tsung and other Earthrealm heroes back in time to obtain it before Kronika, though Shang Tsung manipulates events so that he comes into possession of the crown. At the end, either Liu Kang or Shang Tsung becomes the Keeper of Time, depending on the player's choice (who they want to fight with in the final battle) and the outcome of the battle.
Mortal Kombat 1, the second reboot on the series' timeline, sees Lord Liu Kang has created his New Era and strives to maintain peace between all the realms. However, his plans begin to unravel when Shang Tsung and Quan Chi, despite his attempts to have them de-powered and unable to cause trouble, ally with General Shao in order to conquer Earthrealm and Outworld. Investigating the matter, Liu Kang discovers that the Shang Tsung from MK11: Aftermath is responsible, as Liu Kang's attempts to access the Hourglass' power resulted in a break where every character in Mortal Kombat's universe defeated Kronika and gained control of the Hourglass. In an attempt to stop the sorcerer from taking control of all of the multiple timelines, Liu Kang leads an army of good variations in an assault on Titan Shang Tsung's dimension, where, after an intense battle with all their evil counterparts, Liu Kang and a player-decided champion defeat him and erase his timeline from existence.
Mortal Kombat started development in 1991 with four people: Ed Boon (programming), John Tobias (art and story), John Vogel (graphics), and Dan Forden (sound design).[22][23] According to Mortal Kombat actors Richard Divizio and
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
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Fatal Frame, titled Zero[a] in Japan and Project Zero in Europe and Australia, is a Japanese survival horror video game series that was created, published and developed by Koei Tecmo (originally Tecmo). Debuting in 2001 with the first entry in the series for the PlayStation 2, the series consists of five main entries. The series is set in 1980s Japan, with each entry focusing on a location beset by hostile supernatural events. In each scenario, the characters involved in the present investigation use Camera Obscura, objects created by Dr. Kunihiko Asou that can capture and pacify spirits. The series draws on staple elements of Japanese horror, and is noted for its frequent use of female protagonists.
The series was conceived by Makoto Shibata and Keisuke Kikuchi. After being introduced to the PlayStation 2 hardware and after the success of the Silent Hill series, the pair decided to develop a horror series inspired by Shibata's own spiritual experiences and popular Japanese horror films of the time. Their main goal was to make the most frightening game experience possible. Later installments have refined the gameplay mechanics while also adding more complex narrative elements.
The series is recognized as one of the best-known horror video game franchises, and the second game in the series, Crimson Butterfly, is considered one of the scariest horror games ever made. While the sales of individual games have never been high, the series as a whole has sold over one million copies worldwide as of April 2014. Multiple Japanese media adaptations have been made, including manga and a 2014 live-action feature film.
As of 2014, the series consists of five mainline video games, not counting remakes, re-releases and spin-offs.[1]Fatal Frame: Mask of the Lunar Eclipse was originally only released in Japan. While a European release was planned, it was eventually cancelled, and no North American release was planned.[2] A fan translation of the fourth game was released in 2010, which enabled the game to be played on any Wii system.[3] Outside their international releases, the Fatal Frame games are not numbered. This was due to the series' creators considering each entry to be a standalone game, with minimal connections to previous titles.[4] Since the fourth game, new Fatal Frame titles have been funded and co-developed by Nintendo, resulting in new series titles since the fourth game originally only appearing on Nintendo consoles.[5] Koei Tecmo would later purchase Nintendo's publishing rights for multi platform rereleases of Fatal Frame: Mask of the Lunar Eclipse and Fatal Frame: Maiden of Black Water.
The first two titles have received expanded re-releases. An expanded port of the original game was released for the Xbox in 2002 in Japan and 2003 in Western territories. It featured additional story elements, gameplay refinements and a new difficulty setting.[8][21][22] For Crimson Butterfly, a "Director's Cut" for the Xbox was released in 2004 in Japan and North America, and 2005 in Europe.[11][23][24] A new expanded remake for the Wii was released in Japan and Europe in 2012.[25][26]
A mobile title, Real Zero, was released in 2004 for FOMA and DoCoMo mobile devices. The game involves users taking pictures of their environments and superimposing ghost images somewhere in the frame. Seventy different ghosts were available to collect, with each new ghost triggering the sending of an email to provide clues for finding the next ghost or other messages.[27][28] The game's service was terminated in 2011.[29] A spin-off for the Nintendo 3DS, Spirit Camera,[g] was released in all regions in 2012.[30][31][32] The story follows a girl named Maya, who is trapped in a haunted house controlled by a mysterious woman in black, and seeks to escape the woman's control.[31]
In May 2020, a pachislot machine simply titled Pachislot Zero was announced by Yamasa Group. Set to be released in Japan for pachinko parlors in July 2020, the game recreates scenes from the first game in the series with updated graphics, along with additions like new characters and a third ending.[33]
To commemorate the release of Crimson Butterfly, a special interactive attraction titled Zero4D opened in 2004. It featured movie scenes designed by the same team behind the CGI movies for Crimson Butterfly.[27] A manga based on the series written by Shin Kibayashi, Fatal Frame: Shadow Priestess,[h] was released in both Japanese and English through DeNA's website in July 2014.[34] A Japanese live-action movie directed by Mari Asato for Kadokawa Pictures was released in cinemas in 2014. The novel it was based on, Fatal Frame: A Curse Affecting Only Girls by Eiji Ohtsuka, was released a few months prior to the movie.[35][36]
A Hollywood film adaptation of the first game was announced in 2003. Robert Fyvolent and Mark R. Brinker were hired as the project's writers, and John Rogers was hired as its producer. The title was being produced by DreamWorks.[37] Later that year, Steven Spielberg was helping Rogers to polish the game's script, and that sessions to find a director and cast the movie would follow.[38] In 2014 alongside the formal announcement of Maiden of Black Water, it was confirmed that the Hollywood film was still planned. Now produced by Samuel Hadida, it was set to begin production after the completion and release of the game.[35] Christophe Gans said in an interview that the movie will take place in Japan in an attempt to capture its Japanese haunted house setting.[39]
The gameplay has remained consistent through the series' lifetime. Each environment is filled with ghosts, with separate games having different attack behaviors for them.[40][41] While navigating these environments, the main character's only means of defense is the Camera Obscura, which can be used to damage ghosts, capturing them on film and pacifying them. When using the camera, the view switches from a third-person to a first-person perspective. The camera locks onto a ghost, with the amount of damage dealt depending on how much of a focus the Camera Obscura has on the ghost, but ghosts fade in and out of existence, making focusing more challenging. Shots of varying closeness and angles also affect how much damage the ghost takes. The most damaging is a "Fatal Frame", which is performed by taking a photo just before a ghost's attack lands, dealing massive damage and allowing a combo if subsequent shots are timed correctly. A ghost's captured spirit energy is converted into points, which can be used to buy items to upgrade the Camera Obscura and obtain more powerful film.[42][43][44]
In addition to hostile ghosts, there are passive ghosts encountered in parts of the environment: if they are not caught on film at once, they vanish from the rest of the game. Ghosts captured on film are added to a list, which reveals a ghost's past.[40] For the first three games, navigation is done using semi-fixed third-person view of environments, with characters moving at a slow pace through them. For Mask of the Lunar Eclipse and later entries, the camera perspective was altered to a third-person over-the-shoulder view and character movement was increased a little to speed up gameplay. The ability to either dodge or break free from a ghost's grip was added in Maiden of Black Water.[1][4][42][43]
The Fatal Frame / Project Zero series is set in the 1980s, before mobile phones were commonly used in Japan. Aside from a few recurring characters, each game has a self-contained story focusing on a different supernatural threat. The main unifying factor is navigating through haunted locations struck by a supernatural catastrophe, with a recurring setting being abandoned Japanese mansions.[4] Recurring characters include Dr. Kunihiko Asou, an occultist who lived in the 1800s and created objects such as the Camera Obscura;[40] and Miku Hinasaki, the protagonist of Fatal Frame and one of three protagonists in The Tormented, who also appears in Maiden of Black Water as one of the main characters' missing mother. A second recurring feature is the exclusive or frequent use of female characters in the leading role. This was explained as being due to the overall tone of the series: since traditional violence was not used, it was better to use a female character to convey this. It was also felt that women were more spiritually aware than men.[45] Another recurring concept is a pseudo-physical location bridging the physical and spiritual worlds, inspired by a tanka written by Japanese poet Taeko Kuzuhara: these were represented by the Hellish Abyss in Crimson Butterfly and the lake in Maiden of Black Water.[46]
The first chronological entry in the series, Mask of the Lunar Eclipse, takes place in 1980. The story revolves around three girls who travel back to the fictional Rougetsu Island to recover memories of being kidnapped while they lived there ten years before. On the island, they must investigate the secrets behind a local ritual dance and an ancient mask related to the ritual.[4]Fatal Frame is set in 1986, with Crimson Butterfly being set in 1988 The Tormented is set two months after the second game's events.[45]Maiden of Black Water is set at an unspecified date after the third game. It takes place around the fictional Mount Hikami, a site infamous for suicides and rituals associated with local bodies of water. The main protagonists are each drawn to the mountain intent on rescuing someone, confronting hostile ghosts along the way.[17][47]
The concept for Fatal Frame / Project Zero first occurred by Makoto Shibata. The idea occurred after the development of Tecmo's Deception: Invitation to Darkness. Inspired by his own experiences of supernatural events, and heartened by the success of the Silent Hill series, Shibata and Keisuke Kikuchi set to work on creating the basics for the game. Shibata was in charge of the majority of game and scenario development, while Kikuchi was in charge of general oversight.[48] When creating the atmosphere, the team watched both high and low-budget Japanese horror films, and war films. One of their goals was to make the game as scary as possible.[4][49][50] The Camera Obscura was not in the initial discussions between Shibata and Kikuchi, with the original idea being that ghosts would be avoided and repelled by light. Ultimately, they decided to have a type of offensive power, which resulted in the Camera's creation. Kikuchi was initially opposed to the idea, but saw that it fitted very well into the game's context as development progressed.[4][49] The first game was marketed in the West as being based on a true story, and while this was not accurate, the story of Fatal Frame was inspired by both real locations noted for apparent haunting and local ghost-related folklore.[51]
For Crimson Butterfly, the team toned down the frightening aspects so players would be willing to complete a playthrough, alongside creating a stronger story. The story was inspired by a dream Shibata had, with the interpretive nature of the game's events being inspired by his feelings about the dream.[52] For The Tormented, they decided to focus on horror elements emerging out of everyday life, focusing on the effects of dreams upon reality.[53]Mask of the Lunar Eclipse was co-produced by Koei Tecmo, Nintendo and Grasshopper Manufacture, with Grasshopper Manufacture's Goichi Suda acting as a co-director with Shibata.[4][54] The gameplay was constructed around the Wii hardware, with the main concept being for players to feel the fear physically. The entire concept occurred by Kikuchi when he saw the specifications for the Wii.[4][47]Maiden of Black Water originated when Kikuchi saw the Wii U hardware, and was co-produced by Koei Tecmo and Nintendo. As they wanted to bring more people into the series, they included a stronger narrative and new gameplay elements to make the experience easier for newcomers.[47][55]
Since Crimson Butterfly, theme songs have been created for each title, primarily performed by Japanese singer Tsuki Amano. The development team wanted an image song for Crimson Butterfly, and Shibata found the then-newly debuted Amano in the Japanese independent community. Amano created the song using documents on the game's story, themes and setting.[56] Amano returned multiple times to create theme songs for The Tormented, Mask of the Lunar Eclipse, and a new theme song for the Wii remake of Crimson Butterfly.[57] She again returned for Maiden of Black Water, and a second new singer AnJu contributed a second theme song to the title.[1]
In Japan, each title in the Fatal Frame / Project Zero series has seen modest success: the first game's lifetime sales are the lowest in the series, while Mask of the Lunar Eclipse currently stands as the best-selling title in the series to date.[2][75] Since its debut in 2001, the Fatal Frame series has sold 1.3 million copies worldwide.[76]
Multiple video game journalists have singled out the series. IGN's Clara Barraza, in an article on the evolution of the survival horror genre, said that the first game "broke away from the use of weapons like guns and planks of wood to switch it up and try something completely different", praising the use of the Camera Obscura in evoking a sense of fear and calling the game "[a] unique spin on the genre".[77] In a different article for IGN on the history of survival horror, editor Travis Fahs stated that the series gave a much-needed boost to the genre during a period of decline in the early 2000s, highlighting the Japanese horror aesthetic as a selling point that attracted players in tandem with the popularity of The Ring.[78] As part of an interview with the series' creators in 2006, GameSpy writer Christian Nutt referred to it as one of the three best-known horror video game series alongside Resident Evil and Silent Hill.[45] Similarly, as part of a review of Maiden of Black Water, Dennis Scimeca of The Daily Dot ranked the Fatal Frame series alongside Resident Evil and Silent Hill.[79] In an article on the series, Kotaku writer Richard Eisenbeis said that Fatal Frame succeeded in drawing his attention when most other horror games did not, generally praising the settings and the "master stroke" of the Camera Obscura in gameplay.[80] In an interview, F.E.A.R. 2: Project Origin art leader Dave Matthews stated that the gameplay of F.E.A.R. 2 was influenced by the Fatal Frame series.[81] In multiple articles, Crimson Butterfly has been singled out by video game publications and industry developers as one of the scariest games of the horror genre in general.[82][83][84][85]
^Titled 零 〜zero〜 (零) in Japan and Project Zero in Europe.
^Titled Zero 〜Akai Chō〜 (零 〜紅い蝶〜) and Project Zero 2: Crimson Butterfly in Europe.
^Titled Zero: Shisei no Koe (零〜刺青ノ聲〜, lit. Zero: Voice of the Tattoo.) and Project Zero 3: The Tormented in Europe.
^Titled Zero: Tsukihami no Kamen (零〜月蝕の仮面〜, lit. Zero: Mask of the Lunar Eclipse) in Japan and Project Zero: Mask of the Lunar Eclipse in Europe.
^Titled Zero: Nuregarasu no Miko (零 〜濡鴉ノ巫女〜, lit. Zero: The Raven-haired Shrine Maiden) in Japan and Project Zero: Maiden of Black Water in Europe.
^Titled Spirit Camera: The Possessed Notebook (心霊カメラ 〜憑いてる手帳〜, Shinrei Camera ~Tsuiteru Techou~) in Japan and Spirit Camera: The Cursed Memoir in Western territories.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.