Washington Wizards

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Washington Wizards Theme
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Washington Wizards
2024–25 Washington Wizards season
Washington Wizards logo
ConferenceEastern
DivisionSoutheast
Founded1961
HistoryChicago Packers
1961–1962
Chicago Zephyrs
1962–1963
Baltimore Bullets
1963–1973
Capital Bullets
1973–1974
Washington Bullets
1974–1997
Washington Wizards
1997–present[1][2]
ArenaCapital One Arena
LocationWashington, D.C.
Team colorsNavy blue, red, silver, white[3][4][5]
       
Main sponsorRobinhood[6]
PresidentMichael Winger
General managerWill Dawkins
Head coachBrian Keefe
OwnershipMonumental Sports & Entertainment (Ted Leonsis)[7]
Affiliation(s)Capital City Go-Go
Championships1 (1978)
Conference titles4 (1971, 1975, 1978, 1979)
Division titles8 (1969, 1971, 1972, 1973, 1974, 1975, 1979, 2017)
Retired numbers5 (10, 11, 25, 41, 45)
Websitewww.nba.com/wizards
Association jersey
Team colours
Association
Icon jersey
Team colours
Icon
Statement jersey
Team colours
Statement

The Washington Wizards are an American professional basketball team based in Washington, D.C. The Wizards compete in the National Basketball Association (NBA) as a member of the Southeast Division of the Eastern Conference. The team plays its home games at Capital One Arena, in the Chinatown neighborhood of Washington, D.C. an arena they share with the Washington Capitals of the National Hockey League (NHL) and the Georgetown University men's basketball team. The team is owned by Ted Leonsis through Monumental Sports & Entertainment.

The franchise was established in 1961 as the Chicago Packers in Chicago, Illinois; they were renamed the Chicago Zephyrs in the following season. In 1963, they moved to Baltimore, Maryland, and became the Baltimore Bullets, taking the name from a previous team of the same name. In 1973, the team moved to the Washington metropolitan area and changed its name first to the Capital Bullets, then the following season to Washington Bullets. In 1997, they rebranded themselves as the Wizards.

The Wizards have played in four NBA Finals; they won in 1978. They have appeared in 28 playoffs, won four conference titles (1971, 1975, 1978, 1979), and won eight division titles (1969, 1971, 1972, 1973, 1974, 1975, 1979, 2017). Their best season record, in 1975, was 60–22. Wes Unseld is the only player in franchise history to be named NBA MVP (1969) and Finals MVP (1978). Four players (Walt Bellamy, Terry Dischinger, Earl Monroe, and Unseld) have won the Rookie of the Year award.

Franchise history[edit]

Team creation[edit]

Bellamy (No. 8) averaged 31.6 points per game and 19.0 rebounds per game during his rookie season

The Wizards began playing as the Chicago Packers in 1961, as the NBA's first expansion team, an expansion prompted by Abe Saperstein's American Basketball League. Rookie Walt Bellamy was the team's star, averaging 31.6 points per game, 19.0 rebounds per game, and leading the NBA in field goal percentage. During the All-Star Game, Bellamy represented the team while scoring 23 points and grabbing 17 rebounds. Bellamy was named the league Rookie of the Year,[8] but the team finished with the NBA's worst record at 18–62.[9]

The team's original name was a reference to Chicago's meatpacking industry; their home arena, the International Amphitheater, was next door to the Union Stock Yards. However, it was extremely unpopular since it was the same name used by the NFL's Green Bay Packers, bitter rivals of the Chicago Bears. After only one year, the organization changed its name to the Chicago Zephyrs and played its home games at the Chicago Coliseum (Saperstein's ABL Majors prevented the team from playing in the larger Chicago Stadium). In their only season as the Zephyrs, former Purdue star Terry Dischinger was on the roster, and went on to win Rookie of the Year honors.[10] In 1963 the franchise moved to Baltimore, Maryland, and became the Baltimore Bullets, taking their name from a 1940s–1950s Baltimore Bullets BAA/NBA franchise and playing their home games at the Baltimore Civic Center. The NBA returned to Chicago in 1966 when the Chicago Bulls began play. In their first year in Baltimore, the Bullets finished fourth in a five–team Western Division.[11]

Prior to the 1964–65 season the Bullets pulled off a blockbuster trade, sending Dischinger, Rod Thorn and Don Kojis to the Detroit Pistons for Bailey Howell, Don Ohl, Bob Ferry and Wali Jones.[12] The trade worked out well; Howell proved to be a hustler and a fundamentally sound player. He helped the Bullets reach the playoffs for the first time in franchise history. In the 1965 NBA playoffs, the Bullets stunned the St. Louis Hawks 3–1, and advanced to the Western Conference finals.[13] In the finals, Baltimore managed to split the first four games with the Los Angeles Lakers before losing the series 4–2.[14]

Within the first two months of that season, the Bullets were purchased from original franchise managing partner Dave Trager by Abe Pollin, Earl Foreman and real estate investor and former NBA referee Arnold Heft for $1.1 million, on November 23, 1964.[15][16]

1967–1981: The Wes Unseld era[edit]

Wes Unseld, who won the NBA Rookie of the Year, NBA Regular Season MVP, and NBA Finals MVP awards, played all 13 seasons of his career with the Bullets.

In the late 1960s, the Bullets drafted two future Hall of Fame members: Earl Monroe, in the 1967 draft, number two overall, and Wes Unseld, in the following year's draft, also number two overall.[17][18] The team improved dramatically, from 36 wins the previous season to 57 in the 1968–69 season, and Unseld received both the rookie of the year and MVP awards.[19] The Bullets hosted the 1969 NBA All-Star Game and reached the playoffs with high expectations, but they were eliminated by the New York Knicks in the first round.[20] The next season the two teams met again in the first round, and although this one went to seven games, the Knicks emerged victorious again.[21]

In the 1970–71 season, the 42–40 Bullets again met the Knicks, this time though in the Eastern Conference finals. With the Knicks team captain Willis Reed injured in the finals, the injury-free Bullets took advantage of his absence, and in game seven, at New York's Madison Square Garden, the Bullets' Gus Johnson made a critical basket late in the game to lift the Bullets over the Knicks 93–91 and advance to their first NBA Finals.[22] They were swept in four games by the powerful Milwaukee Bucks led by future Hall of Fame members Kareem Abdul-Jabbar (known in 1971 as Lew Alcindor) and Oscar Robertson.[23]

Even after the trades of Earl Monroe (to the Knicks) and Gus Johnson (to the Suns), the Bullets remained a playoff contender throughout the 1970s. Following a less than spectacular 1971–72 season, Baltimore acquired Elvin Hayes from the Houston Rockets and drafted Kevin Porter in the third round of the 1972 NBA draft, out of St. Francis.[24][25]

After a slow start in 1972–73, Baltimore made their charge in December, posting a 10–4 record on the way to capturing the Central Division title for the third straight year. The Bullets again faced the Knicks in the 1973 NBA playoffs, losing for the fourth time in five series against New York.[26]

In February 1973, the team announced its pending move 30 miles (50 km) southwest to the Capital Centre in Landover, a Washington, D.C. suburb, and became the Capital Bullets.[27] After that 1973–74 season, they changed their geographic identifier name to the Washington Bullets.[28][29] The Bullets would return to Baltimore to play a few home games per season during the late 1980s and 1990s.[30]

During November 1973, while waiting for the completion of their new arena in Landover, the Bullets played their home games at Cole Field House on the campus of the University of Maryland in College Park. The Capital Centre (later known as the US Airways Arena) opened on December 2, 1973, with the Bullets defeating the SuperSonics.[31]

During his nine seasons with the Bullets, Elvin Hayes averaged 21.3 points per game and 12.7 rebounds per game. He led the NBA in rebounding in the 1973–74 season with an average of 18.1 rebounds per game.

The 60–22 Bullets made it back to the 1975 NBA playoffs. In the regular season, Washington posted a 36–5 home record at the Capital Centre.[32] In the first round of the playoffs, they survived a seven-game series against the Buffalo Braves as both teams won all of their games at home.[33] In the Eastern Conference finals, they beat the defending NBA champion Boston Celtics in six games to advance to the NBA Finals.[34] The Bullets were favorites to win the NBA championship, but were swept by the Al Attles-led Golden State Warriors in four games, losing games one and four at the Capital Centre.[35]

The loss at the NBA Finals lingered into the 1975–76 season, as they won 12 fewer games than last year, and in the playoffs they were eliminated by the Cleveland Cavaliers in seven games.[36] After the season, the Bullets fired head coach K.C. Jones, despite having a career 62 percent winning percentage as the Bullets head coach.[37]

In 1976–77, under new head coach Dick Motta, the Bullets again fell short of the Central Division title for the second straight year. Elvin Hayes finished sixth in the league in rebounds with 12.5 rebounds per game. After opening the 1977 NBA playoffs with a three-game series victory over the Cleveland Cavaliers, the Bullets took a 2–1 series lead in the second round against the Houston Rockets. With a chance to take a 3–1 series lead at home, the Bullets lost 107–103, and the Rockets took the series in six games.[38]

1977–78: NBA championship season[edit]

Although they had future hall of famers Elvin Hayes and Wes Unseld on the team, the Bullets finished the 1977–78 season 44–38 and were a longshot to win the NBA Finals, but San Antonio journalist Dan Cook coined the famed phrase "It ain't over 'til the fat lady sings".[39] This became the rallying cry for the Bullets as they finished a playoff run that led to the NBA Finals, defeating the Seattle SuperSonics in seven games to bring a professional sports championship to Washington, D.C. for the first time in 36 years.[40] It remains the only NBA title won by the team as of 2024.

1978–79: Finalists[edit]

In the 1978–79 season the Bullets moved to the Atlantic Division, capturing the title in their first season there.[41] They entered the 1979 NBA playoffs having lost eight of the final 11 games to finish the regular season at 54–28. In the playoffs the Bullets nearly blew a 3–1 series lead against the Atlanta Hawks, but managed to hold off the Hawks in seven games.[42]

In the Eastern Conference finals, they trailed the San Antonio Spurs 3–1, but they mounted a comeback by winning two straight games to force a game seven at the Capital Centre. The Bullets rallied again, overcoming a fourth–quarter deficit to beat George Gervin and the Spurs 107–105 in one of the NBA's all-time greatest games and advance to the NBA Finals and a rematch with the Seattle SuperSonics.[43]

In Game 1 of the finals, the Bullets defeated the SuperSonics, 99–97, on two game-winning free throws. They lost the next four games, and the series, to Seattle. The Bullets were the only team to play in the NBA Finals four times during the 1970s.[44]

1979–1988: Playoff disappointments[edit]

In August 1979, the Bullets became the first NBA team to visit China, where they defeated the Bayi Rockets and the Shanghai Sharks.[45]: 156 

Age and injuries finally caught up with the Bullets. In the 1979–80 season, they barely made the playoffs as they captured the sixth and final playoff spot via a tiebreaker despite posting a 39–43 record. In the playoffs, they were swept by the Philadelphia 76ers in a two-game playoff series.[46] The following year the Bullets failed to make the playoffs for the first time in 13 years.[47] Wes Unseld retired[48] and Elvin Hayes was traded back to the Houston Rockets the following season.[49]

A ticket for a 1988–89 game between the Bullets and the Hornets.

In 1981–82, Washington played strong under the coaching of Gene Shue and Don Moran, finishing the regular season with a 43–39 record, and although they advanced to the Eastern Conference semifinals in the playoffs, they had clearly lost the power of the late 1970s.[50] The 1983 Bullets continued to play with the same talent they had in the previous year. They finished with a winning record, but in a highly competitive Atlantic Division they finished last and missed the playoffs.[51]

The next two years saw the Bullets continue to play mediocre basketball as they finished with losing records but they made the playoffs in the new expanded NBA Playoffs format that involved the 16 best teams to make the playoffs; the Bullets were eliminated in both years in the first round.[52][53]

In 1985, the Bullets acquired Manute Bol in the 1985 NBA draft, whose specialty was blocking shots.[54] That year, he blocked 397 shots (a Bullets record), part of a team that blocked 716 shots (a Bullets team record).[55] However, the Bullets finished with a disappointing 39–43 record, and were eliminated by the 76ers in the first round of the NBA Playoffs.[56] The Bullets acquired center Moses Malone from the Philadelphia 76ers for center Jeff Ruland the following season for hope of improvement.[57] Malone would lead the team in scoring with a 24.1 points per game as he would be joined by Jeff Malone who averaged 22.0 points per game.[58] The Bullets' 42–40 record would be their last winning season until 1996–97. Washington was eliminated by the Detroit Pistons in three games in the playoffs.[59]

Twelfth overall in the 1987 NBA draft, the Bullets selected Muggsy Bogues, who at 5 feet 3 inches (160 cm) is the shortest player in NBA history.[60] The Bullets would get off to a slow start as coach Kevin Loughery was fired 27 games into the season with the Bullets holding an 8–19 record. To replace Loughery, the Bullets hired former MVP Wes Unseld.[61] Under Unseld, the Bullets improved as they were able to reach the playoffs again with a record of 38–44. After losing the first two games on the road in the first round of the 1988 NBA playoffs to the Detroit Pistons, the Bullets fought back and forced a fifth game with two home wins. They would lose game 5 by 21 points.[62] It would be nine seasons before Washington would return to the NBA Playoffs.

1989–1997: End of the Bullets[edit]

The Bullets got off to a 5–1 start in 1988–89, but they lost 16 of 18 games from mid-December to mid-January. On January 6, 1989,[63] the Bullets franchise played its first regular season game in Baltimore since 1973; this would be the first of 35 regular season "home" games the Bullets played in Baltimore from 1989 to 1997.[30] They finished with a 31–51 record despite stellar seasons by Jeff Malone and Bernard King, who averaged 24.3 and 22.3 points per game respectively to lead the team.[64]

The lone highlight of the Bullets' 30-win 1990–91 season was the successful comeback effort by Bernard King as he recovered from knee surgery he suffered while playing for the Knicks in the 1984–85 season to finish third in the NBA in scoring with a 28.4 points per game.[65] In 1990, the team named Susan O'Malley as its president, the first female president of a franchise in the history of the NBA, who is the daughter of Peter O'Malley, the prominent lawyer from Maryland and former president of the Washington Capitals.[66]

The Bullets continued to struggle due to injuries and inconsistent play. They posted a 25–57 record in the 1991–92 season.[67] Pervis Ellison was named 1992 Most Improved Player of The Year, averaging 20.0 points, 11.2 rebounds, and 2.7 blocks per game. Undrafted rookie Larry Stewart became the first undrafted player in NBA history to make an All-Rookie Team, being selected to the All-Rookie Second Team.[68] The Bullets drafted Tom Gugliotta with their sixth overall pick in the 1992 NBA draft.[69] They finished the 1992–93 season with a 22–60 record.

Paul Pierce

Paul Pierce theme by xstat32x

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Paul Pierce Theme
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Paul Pierce
Pierce with the Boston Celtics in 2008
Personal information
Born (1977-10-13) October 13, 1977 (age 46)
Oakland, California, U.S.
Listed height6 ft 7 in (2.01 m)
Listed weight235 lb (107 kg)
Career information
High schoolInglewood (Inglewood, California)
CollegeKansas (1995–1998)
NBA draft1998: 1st round, 10th overall pick
Selected by the Boston Celtics
Playing career1998–2017
PositionSmall forward / shooting guard
Number34
Career history
19982013Boston Celtics
2013–2014Brooklyn Nets
2014–2015Washington Wizards
20152017Los Angeles Clippers
Career highlights and awards
Career NBA statistics
Points26,397 (19.7 ppg)
Rebounds7,527 (5.6 rpg)
Assists4,708 (3.5 apg)
Stats Edit this at Wikidata at NBA.com
Stats Edit this at Wikidata at Basketball-Reference.com
Basketball Hall of Fame as player
College Basketball Hall of Fame
Inducted in 2021

Paul Anthony Pierce (born October 13, 1977) is an American former professional basketball player. He played 19 seasons in the National Basketball Association (NBA), predominantly with the Boston Celtics. As of March 2024, he is a contributor to the FS1 sports talk show Undisputed.

Pierce was a high school McDonald's All-American and earned consensus first-team All-America honors in his junior year at Kansas. After being chosen by the Boston Celtics with the 10th overall pick in the 1998 NBA draft, Pierce spent the first 15 years of his career with Boston. Pierce's nickname, "The Truth," was given to him by Shaquille O'Neal in 2001. He starred as captain of the Celtics, earning 10 All-Star selections and becoming a four-time All-NBA team member. Pierce combined with Kevin Garnett and Ray Allen in 2007 to form a "Big Three" that led Boston to two NBA Finals and an NBA championship in 2008. Pierce was named NBA Finals Most Valuable Player in 2008. In 2021, Pierce was honored by being named to the NBA 75th Anniversary Team and was inducted into the Naismith Memorial Basketball Hall of Fame. Along with Larry Bird and John Havlicek, Pierce is one of only three players to have scored more than 20,000 career points with the Celtics.

In July 2013, Pierce was traded to the Brooklyn Nets along with teammates Kevin Garnett and Jason Terry. He signed with the Washington Wizards as a free agent in 2014. After one season with the Wizards, Pierce signed with the Los Angeles Clippers, reuniting him with former Celtics head coach Doc Rivers. He spent two seasons with the Clippers before retiring in 2017. On July 17, 2017, the Celtics signed Pierce to a contract, enabling him to retire as a member of the organization with which he spent his first 15 NBA seasons.

Early life[edit]

Pierce was born in Oakland, California. His family later moved to Inglewood, California, where he attended Inglewood High School. He was cut from Inglewood High's varsity basketball team during his freshman and sophomore years and seriously thought about transferring before spending extra time in the gym and becoming the "best player on the team" by the end of his junior year.[1] In his senior year, he averaged 27 points, 11 rebounds, and 4 assists per game.[2] Pierce went on to participate in the 1995 McDonald's All-American Game alongside future NBA stars Kevin Garnett, Vince Carter, Stephon Marbury, and Antawn Jamison, and was a contestant in the game's Slam Dunk Contest, which was won by Carter. He grew up a Los Angeles Lakers fan and dreamed of playing for the team.[3]

In 2012, Pierce was honored as one of the 35 Greatest McDonald's All-Americans.[4]

College career[edit]

Pierce spent three years at Kansas between 1995 and 1998. He earned honorable mention All-Big Eight honors and was selected second team Freshman All-American by Basketball Weekly. He was also honored as the Big Eight Co-Freshman of the Year with Colorado's Chauncey Billups. During the summer of 1996, Pierce earned a spot on the roster of the USA's Under 22 team and helped the United States go undefeated in the World Championship-qualifying tournament in Puerto Rico. As a sophomore, Pierce captured the first of two Big 12 Conference tournament Most Valuable Player awards after averaging 21.7 points and guiding Kansas to the inaugural tournament championship.[5]

As a junior in 1997–98, Pierce won Most Valuable Player honors in both the Preseason NIT and the Big 12 Conference tournament. He was selected First Team All-Big 12 Conference by both the AP and Coaches, and was named Associated Press First Team All-American and a finalist for the 1998 John Wooden and Naismith awards. He scored 777 points as a junior—the fifth-most single-season point total in Jayhawks history. He ranks as the fifth-leading scorer in Kansas history (1,786 points) and 11th on the all-time rebounds list (676).[5]

Pierce left the University of Kansas following his junior season and entered the 1998 NBA draft.

Professional career[edit]

Boston Celtics (1998–2013)[edit]

Pierce attempting a dunk in January 2000.

Early years and breakthrough (1998–2007)[edit]

Pierce was selected with the 10th overall pick in 1998 NBA draft by the Boston Celtics, a team he "despised" growing up.[6] He scored 19 or more points in 10 of his first 11 contests. For that year, he averaged 16.5 points and finished third in the voting for Rookie of the Year honors. In his second season, he raised his scoring average to 19.5 points per game.[7] In the 2000–01 season, Pierce appeared in 82 games (all starts), averaging 25.3 points, 6.4 rebounds, 3.1 assists and 1.68 steals in 38.0 minutes. He led the Celtics and finished eighth in the league in points per game and fourth in total points (2,071). He was named NBA Player of the Month for March 2001 after averaging 30.3 points, 7.2 rebounds, 3.4 assists, and 1.60 steals for the month.[5]

In the 2001–02 season, Pierce was named Eastern Conference Co-Player of the Month twice, for December and April.[5] That season, Pierce led the Celtics to the playoffs for the first time in seven years and on to the Eastern Conference Finals. In Game 3 of the conference finals, the Celtics pulled off the greatest fourth-quarter comeback in NBA playoff history, with Pierce scoring 19 of his 28 points in the final 12 minutes as Boston overcame a 21-point deficit to beat the New Jersey Nets 94–90.[8] The win gave the Celtics a 2–1 advantage in the series; however, the Nets went on to win the series in six games.

From 2002 to 2006, Pierce made the All-Star team every season.[5] He led the league in total points (2,144) in 2002[9] and was an All-NBA Third Team selection in 2002 and 2003.[10]

NBA champion and Finals MVP (2007–2008)[edit]

Prior to the 2007–08 season, the Celtics acquired the services of fellow NBA All-Stars Ray Allen and Kevin Garnett. The pair combined with Pierce to form a "Big Three". The Celtics completed the largest single-season turnaround in NBA history, with the "Big Three" leading Boston to 66 wins in the regular season, a 42-game improvement. However, the team struggled initially in the playoffs. The Atlanta Hawks took them to seven games in the first round, as did the Cleveland Cavaliers in the conference semifinals. In Game 7 of their series against the Cavaliers, Pierce racked up the second most Game 7 points in franchise history with 41 as the Celtics edged the Cavaliers to advance to the Eastern Conference Finals.[11] The Celtics went on to defeat the Detroit Pistons in six games in the Eastern Conference Finals, winning two road games.

Pierce at the Celtics' 2008 championship parade.

On June 5, 2008, in Game 1 of the 2008 NBA Finals against the Los Angeles Lakers, Pierce was injured in the third quarter and was carried off the court in serious pain.[12] However, he came back to the court only a few minutes later to spark the Celtics with 15 points in the third quarter en route to a 98–88 victory.[13][14] He went on to lead the Celtics to their 17th championship with a 4–2 series victory over the Lakers. Pierce was named the NBA Finals Most Valuable Player after averaging 22 points per game over the six-game series.[15]

Coming up short (2008–2012)[edit]

Pierce being defended by LeBron James in October 2008.

Pierce and the Celtics looked to repeat as world champions during the 2008–09 NBA season. Pierce missed only one game the entire season and led the team in scoring. He was named to the 2009 NBA All-Star Game and for the first time to the All-NBA Second Team. Despite Pierce's success, with Kevin Garnett injured, the Celtics lost in the second round of the 2009 NBA Playoffs.

At the 2010 NBA All-Star Game at Cowboys Stadium in Arlington, Texas, Pierce became the first Celtic since Larry Bird to win the Three-Point Contest.[16]

In Game 3 of the first round between the Celtics and Miami Heat in the 2010 NBA Playoffs, Pierce hit a 21-foot jumper at the buzzer to beat Miami 100–98 and give the Celtics a 3–0 series lead.[17] The Celtics went on to win that series, and also defeated the heavily favored Cavaliers in the second round. They faced the Orlando Magic in the Eastern Conference Finals and beat them in 6 games to advance to their second Finals appearance in the Big 3 era. They faced off against the Lakers in a rematch of the 2008 NBA Finals and took a 3–2 lead heading back to Los Angeles. However, in spite of Rasheed Wallace more than making up for the loss of injured center Kendrick Perkins, the Celtics were blown out in Game 6 and lost a 13-point second-half lead in Game 7, losing the deciding game 83–79.

On June 29, 2010, Pierce opted out of his contract and invoked his early termination clause to become an unrestricted free agent on July 1, 2010.[18] However, on July 2, Pierce and the Celtics verbally agreed to a four-year extension keeping him in Boston through the 2013–14 season.[19]

On November 3, 2010, during a game against the Milwaukee Bucks, Pierce scored his 20,000th career point on a free throw, becoming the third player in Celtics history to reach that milestone solely in a Celtics uniform.[20] The Celtics finished the season with the number 3 seed in the Eastern Conference and swept the New York Knicks in the first round of the playoffs. In the second round, the Celtics took on the Miami Heat and their big three of LeBron James, Dwyane Wade, and Chris Bosh. The Celtics lost to Miami, who eventually moved on to the NBA Finals, in five games.

On February 7, 2012, during a game against the Charlotte Bobcats, Pierce scored 15 points to pass Larry Bird for second place on the Boston Celtics' all-time scoring list. He was named to his tenth NBA All-Star appearance on February 9, 2012. He then played his 1,000th career game with the Celtics on March 9, 2012, against the Portland Trail Blazers; only Pierce, John Havlicek, and Robert Parish have played in over 1,000 career games for the Celtics. For the 2011–12 season, Pierce averaged 19.4 points, 4.5 assists, and 5.2 rebounds per game as the Celtics finished the season 39–27 during the shortened lockout season.

In the playoffs, the Celtics beat the Hawks in six games in the first round, as Pierce averaged 21.2 points per game during the series. In the conference semifinals, the Celtics faced the Philadelphia 76ers led by Doug Collins. They pushed the Celtics into a full seven game series, but the Celtics won the final game 85–75. The Celtics then played the Miami Heat in the conference finals. Pierce hit a crucial 3-pointer over LeBron James in game 5 to take a series lead of 3–2, but the Celtics lost the last two games, and the Heat advanced to the NBA Finals. Pierce finished the playoffs averaging 18.9 points per game while shooting only 38.6 percent from the field and 31 percent from three.

Final season in Boston (2012–2013)[edit]

The 2012–13 season did not go as planned for the Celtics, with All-Star point guard Rajon Rondo out with a torn ACL injury. On January 27, 2013, against the Miami Heat, Pierce recorded his first triple-double of the season with 17 points, 13 rebounds, and 10 assists. On February 10, 2013, against the Denver Nuggets, Pierce recorded his second triple-double of the season with 27 points, 14 rebounds, and 14 assists becoming the oldest player, in a game of any length, to record at least 20 points, 12 rebounds, and 12 assists (previously held by Larry Bird). On March 29, 2013, against the Atlanta Hawks, Pierce recorded his third triple-double of the season with 20 points, 10 rebounds, and 10 assists. Pierce finished the 2012–13 season with season averages of 18.6 points, 6.3 rebounds, and 4.8 assists per game while the Celtics managed to clinch the 7th seed in the playoffs with a 41–40 season record (with one game not played because of the Boston Marathon bombing). The Celtics lost to the New York Knicks in the 1st round in six games. Pierce averaged 19.2 points per game while shooting a poor 36.8 percent from the field and 26.8 percent from three-point range along with 5.7 rebounds and 5.3 assists in the playoff series loss.

Brooklyn Nets (2013–2014)[edit]

Pierce in his lone season with the Brooklyn Nets

On June 28, 2013, the day of the NBA draft, the Boston Celtics and Brooklyn Nets reached a deal to trade Pierce, Kevin Garnett, and Jason Terry for future first-round picks in the 2014, 2016, and 2018 drafts and Kris Humphries, Gerald Wallace, Kris Joseph, MarShon Brooks, and Keith Bogans.[21] The deal was completed on July 12, 2013. Brooklyn also received D. J. White and the Celtics also received the right to swap first-round picks in the 2017 draft.[22] Pierce convinced Garnett to waive his no-trade clause so that the deal could come to fruition.[23] At an introductory press conference with Garnett and Terry following the trade, Pierce stated, "We are championship driven... We made a lot of money in our careers. We have won a number of awards. At this point right now, we are about winning a championship. Brooklyn gives us the best opportunity."[24]

In 2013–14, Pierce appeared in 75 games (including 68 starts), averaging 13.5 points, 4.6 rebounds and 2.4 assists in 28.0 minutes. He scored 1,000 points for the 15th straight season, becoming the only active NBA player and the sixth player in NBA history (along with Kareem Abdul-Jabbar, Karl Malone, John Havlicek, Elvin Hayes, Robert Parish) to score 1,000 points in 15 straight seasons.[25] He passed Allen Iverson and Patrick Ewing on the NBA's all-time scoring list (moving up to 18th in NBA history), moved into fifth place in all-time NBA history with 1,935 career three-pointers made, and had his most steals (86) in a season since 2007–08.[26] On April 11, 2014, against Atlanta, Pierce became the fourth active player (along with Kobe Bryant, Dirk Nowitzki and Garnett) and the 18th player in NBA history to score 25,000 career points.[27]

Prior to the season, the Nets were thought to be contenders to win the Eastern Conference. Pierce and Garnett were set to be the supporting cast to Deron Williams, Joe Johnson, and Brook Lopez. After scraping past the Toronto Raptors in the first round of the playoffs thanks to a last-second block from Pierce in Game 7, their attempt to get past the Heat and win a championship fell short. They lost to Miami in five games in the second round.[28]

Washington Wizards (2014–2015)[edit]

Pierce with the Wizards in 2014

On July 17, 2014, Pierce signed a two-year, $11 million contract with the Washington Wizards.[29][30] With 14 points against the Atlanta Hawks on November 25, 2014, Pierce passed Jerry West for 17th place on the NBA's career scoring list.[31] Two weeks later, Pierce passed Reggie Miller for 16th place on the NBA's career scoring list with a season-high 28 points against the Boston Celtics.[32] On January 14, 2015, Pierce passed Jason Kidd for fourth all-time in three-pointers made in a 105–99 win over the Chicago Bulls.[33] Eleven days later, he recorded his 2,000th career three-pointer in a 117–115 overtime win over the Denver Nuggets.[34][35] On February 2, 2015, he passed Alex English for 15th place on the NBA's career scoring list with 11 points against the Charlotte Hornets.[36] Pierce finished the regular season averaging 11.9 points per game, a career low.

On May 9, 2015, Pierce made a two-point shot with three defenders on him at the buzzer to defeat the Atlanta Hawks 103–101 and take a 2–1 series lead in the Eastern Conference semi-finals. He finished the game with 13 points and 7 rebounds.[37] In Game 6 of the series on May 15, the Wizards were down 94–91 with seconds remaining when Pierce launched a three-pointer, hoping to extend the Wizards' season by forcing overtime. The shot swished, apparently tying the score at the buzzer, but the play was reviewed, showing the clock expired before Pierce released the basketball.[38]

On June 27, 2015, Pierce opted out of the second year of his contract with the Wizards to become a free agent.[39]

Los Angeles Clippers (2015–2017)[edit]

On July 10, 2015, Pierce signed a three-year, $10 million contract with the Los Angeles Clippers.[40][41] He made his debut for the Clippers in the team's season opener against the Sacramento Kings on October 28, recording 12 points and 7 rebounds off the bench in a 111–104 win.[42] With Lance Stephenson starting at small forward, Pierce began the season as a role player off the bench for the first time in his career.[43] On December 16, Pierce scored six points against the Milwaukee Bucks. In the game, he hit a buzzer-beater to end the first quarter and became the fifth active player and 16th in NBA history to reach 26,000 points.[44]

On September 26, 2016, Pierce announced that the 2016–17 season would be his last in the NBA.[45] In what would be his last game in Boston, on February 5, 2017, Pierce started and played the first five minutes before heading to the bench—it was his first appearance for the Clippers since New Year's Eve. Although the crowd chanted his name in the final minutes, Pierce did not re-enter the game until there was 19 seconds left; he hit a three-pointer to finish the game for his only points of the contest.[46] On April 10, 2017, he scored all of his 10 points in the final five minutes of the Clippers' 125–96 win over the Houston Rockets.[47] He subsequently moved into 15th on the NBA career scoring list with 26,397 points.[48] The Clippers finished the regular season with a 51–31 record and entered the playoffs as the No. 4 seed. They went on to lose their first-round playoff series to the Utah Jazz in seven games, as Pierce's 19-year NBA career came to an end at the final buzzer of Game 7 on April 30, 2017. In his final game, he had six points and three rebounds in 21 minutes and averaged 11.1 minutes in the series.[49][50] On June 28, 2017, he was waived by the Clippers.[51]

Retirement[

New Orleans Hornets

New Orleans Hornets theme by xstat32x

Download: NewOrleansHornets.p3t

New Orleans Hornets Theme
(15 backgrounds)

Boston Celtics Champions

Boston Celtics Champions theme by xstat32x

Download: BostonCelticsChampions.p3t

Boston Celtics Champions Theme
(16 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.

Jak and Daxter #2

Jak and Daxter theme by JaKhris

Download: JakandDaxter_2.p3t

Jak and Daxter Theme 2
(2 backgrounds)

Jak and Daxter
Genre(s)
Developer(s)
Publisher(s)Sony Interactive Entertainment
Creator(s)
Platform(s)
First releaseJak and Daxter: The Precursor Legacy
December 3, 2001
Latest releaseJak and Daxter Bundle
December 7, 2017

Jak and Daxter is an action-adventure video game franchise created by Andy Gavin and Jason Rubin and owned by Sony Interactive Entertainment. The series was originally developed by Naughty Dog with a number of installments being outsourced to Ready at Dawn and High Impact Games. The first game, Jak and Daxter: The Precursor Legacy, released on December 3, 2001, was one of the earliest titles for the PlayStation 2, and is regarded as a defining franchise for the console.

The games are story-based platformers that feature a mixture of action, racing and puzzle solving. The series is set in a fictional universe that incorporates science fantasy, steampunk, cyberpunk, and mystical elements, while centering on the eponymous characters as they try to uncover the secrets of their world, and unravel the mysteries left behind by an ancient race called the Precursors. The games are inspired by a combination of Eastern and Western culture, a decision made among the team members at Naughty Dog and related stakeholders while developing the first title.

The first three games in the series were re-released on the PlayStation 3 and PlayStation Vita as part of the remastered Jak and Daxter Collection that includes support for the PlayStation Network and the PlayStation Suite.[1] The original three Jak and Daxter games, along with Jak X: Combat Racing, were released for the PlayStation 4 as Jak and Daxter Bundle in August 2017, alongside the release of Uncharted: The Lost Legacy. In December that year, Jak II, Jak 3 and Jak X: Combat Racing were released. The series has also produced various forms of extended media and merchandise, and has sold over 12 million copies worldwide.

Games[edit]

Release timeline
2001Jak and Daxter: The Precursor Legacy
2002
2003Jak II
2004Jak 3
2005Jak X: Combat Racing
2006Daxter
2007–2008
2009Jak and Daxter: The Lost Frontier
2010–2011
2012Jak and Daxter Collection
2013–2016
2017Jak and Daxter Bundle

Main installments[edit]

Jak and Daxter: The Precursor Legacy was first released in North America on December 3, 2001, for the PlayStation 2. After Daxter falls into a Dark Eco silo at the forbidden Misty Island, he is transformed from a human into an ottsel, a fictional hybrid of an otter and weasel. In a quest to return Daxter to human form, he and Jak set out to find the Dark Eco sage Gol Acheron. However, the duo find Acheron corrupted by Dark Eco, choosing to use the elusive Light Eco to defeat him and save the world at the cost of Daxter remaining in his ottsel form.[2] A Flash game was published online in 2001 to promote The Precursor Legacy.[3]

Jak II was first released in North America on October 14, 2003, for the PlayStation 2. Its narrative takes place directly after the events of The Precursor Legacy. Jak, Daxter, Samos, and Keira are thrust into the industrious Haven City after using the rift gate, with Jak being imprisoned by the Krimzon Guard upon his arrival in the city. Jak is subjected to experiments with Dark Eco and is subsequently capable of using Dark Eco powers. With the help of Daxter, Jak escapes the prison and is now in search of vengeance against the Krimzon Guard.[4]

Jak 3 was first released in North America on November 9, 2004, for the PlayStation 2. After being blamed by the residents of Haven City for its destruction, Jak and Daxter are exiled to the Wasteland by Count Veger. Ashelin gives Jak a beacon in hopes that he'll be tracked down, with Damas, the king of nearby Spargus, rescuing him. In exchange, Jak and Daxter must now prove their worth to Damas and the city or risk being banished and thrown back into the desert.[5]

Other games[edit]

Jak X: Combat Racing was first released in North America on October 18, 2005, for the PlayStation 2. Its narrative takes place following the events of Jak 3, with Jak and his allies inadvertently being poisoned while attending the reading of Krew's last will. Jak and his allies must partake and win the Kras City Grand Championship, a championship of the fictional sport of "combat racing", in Krew's name in order to obtain an antidote for the poison.[6]

Daxter was first released in North America on March 14, 2006, for the PlayStation Portable. The game primarily focuses on Daxter, taking place during the two-year gap introduced in the opening of Jak II. Daxter is now employed as a pest exterminator by the Kridder Ridder company, in which he works to mitigate the incoming metal bug invasion. Alongside this work, Daxter is on a quest to find and free Jak from his imprisonment by the Krimzon Guard.[7]

Jak and Daxter: The Lost Frontier was first released in North America on November 3, 2009, for the PlayStation 2 and PlayStation Portable. Its narrative takes place an undisclosed amount of time after the events of the original trilogy. When their world begins to run low on Eco, Jak, Daxter, and Keira travel to the Brink, the edge of the world, in search of ancient Precursor machinery that can reverse this decline of Eco.[8]

Collections and remasters[edit]

Jak and Daxter Collection was first released in North America on February 7, 2012, for the PlayStation 3—the franchise's first appearance on the platform. It is a remastered port of the original trilogy—Jak and Daxter: The Precursor Legacy, Jak II, and Jak 3.[9] The games were ported by Mass Media Games and feature 720p graphics at 60 frames per second and trophies.[10] Mass Media Games later ported the collection to the PlayStation Vita and it was released in June 2013—the franchise's only appearance on this platform.[11]

Jak and Daxter Bundle was first released in North America on December 7, 2017, for the PlayStation 4—the franchise's first appearance on the platform.[12] The bundle features emulations of Jak and Daxter: The Precursor Legacy, Jak II, Jak 3, and Jak X: Combat Racing, in addition to retaining trophy support.[12] Prior to the release of the bundle, The Precursor Legacy was released on the PlayStation 4 as a pre-order bonus for Uncharted: The Lost Legacy.[13] Between 2019 and 2020, Limited Run Games released a limited amount of physical copies of both standard and collector's editions of the games.[14]

Gameplay[edit]

The series consists of four single-player-only games, and two that include multiplayer. The series is primarily a story-based platformer presented in the third-person perspective. The player can explore a multitude of different areas in an open world environment and can perform several melee attacks. A substance called Eco can also be manipulated to enhance the player's abilities, with differently-colored Eco having different effects. Red Eco enhances the damage dealt and yields one impervious to damage from Dark Eco crates. Blue Eco allows the player to move faster, jump slightly higher, move slightly farther using attacks, attract Green Eco and Precursor orbs, and operate certain color coded machines. Green Eco is used to restore health, while Yellow Eco allows the player to shoot fire from the character's hands, which can be done “from the hip,” or using a scope. A hover bike called a "Zoomer" and a large bird known as a "Flut-Flut" are also available for transportation and to gain access to hard-to-reach places. “Flut-Flut” also has the ability to attack. Power Cells and Precursor Orbs are required to advance the story in The Precursor Legacy, while completing story-related missions and collecting Precursor Orbs unlocks new locations and allows the player to unlock certain “Secrets” in all subsequent entries.

Shooting elements are briefly introduced in The Precursor Legacy, becoming fully implemented in Jak II. Jak II features customizable weapons and other varied forms of combat, expanding upon features present in The Precursor Legacy. For example, Jak has many different gun mods. Each one is a certain color, either Red, Blue, Yellow, or Dark. Red gun mods make the gun similar to a shotgun. Blue lets it fire as a machine gun. Yellow mods are for long-range shooting, and Dark mods are for utmost power. Daxter is also a playable character and features in several Crash Bandicoot-esque missions. Dark Eco powers also become available, which is countered by the introduction of Light Eco powers in Jak 3. Guns can be upgraded twice through accomplishing certain story missions, and several abilities to use in both Light and Dark Jak forms are unlocked as well. Driving becomes a core ingredient and is further expanded upon in Jak 3. In The Lost Frontier aerial combat is integrated into the series. Precursor orbs can be collected in each game to unlock cheats.

Jak X deviates from the series' more traditional style of gameplay, adapting into the racing genre, and is based on the driving mechanics developed for Jak 3. Several extras can be unlocked for Jak X and Daxter by linking up the save files from the two respective games, and several player skins can be unlocked if the player has save files from The Precursor Legacy, Jak II, Jak 3 and Insomniac Games' Ratchet: Deadlocked.

With the exception of The Precursor Legacy, each installment offers "Hero Mode", which allows a player to replay the game at a higher level of difficulty with all or most of their previous acquisitions. This mode, in addition to other bonus content, can be unlocked by finishing the game and purchasing said content in the secrets menu with Precursor Orbs.

Development[edit]

Main series[edit]

Naughty Dog began work on a new game shortly after the release of the sixth generation of consoles. Only two programmers were originally allocated to the project, as the rest of the department was still developing Crash Team Racing. They began by building a new graphics engine that would be capable of rendering a seamlessly connected, open world environment. They then developed a fully articulated character to examine the engine's efficiency, before presenting the idea to Sony Computer Entertainment following the completion of Crash Team Racing.[15] The aim of their new title was to break away from the linear approach taken in the Crash Bandicoot series, with minimal story and character development, and individually loaded levels.[16] In a behind-the-scenes special by Naughty Dog it was revealed that a new blend animation had been utilised for the game, allowing for a smoother frame rate and animation process.[17] The engine for Jak and Daxter was created from the ground up specifically for the game. Unusually for most games, Naughty Dog invented a new programming language, GOAL, which was only ever used for the Jak and Daxter series.[18]

Jak and Daxter: The Precursor Legacy was revealed at E3 in June 2001. The game had a budget of $14 million and a development cycle that lasted nearly three years.[19] At that time, they managed to create a fully interactive world and conceived a narrative that would allow for more meaningful character development. The two central characters also went through a rigid design process that took inspiration from both manga and Disney animation. They had initially planned on introducing a third character who would evolve as the game progressed in a Tamogotchi-style fashion. However, this idea was scrapped as it led to several unnecessary complications. The game's soundtrack was recorded at Mutato Muzika Studios, and was produced by Mark Mothersbaugh with Josh Mancell composing the score.

Side games[edit]

PlayStation Portable[edit]

Following the release of the PlayStation Portable, Naughty Dog took interest in developing a new Jak and Daxter title for the system. Producer Sam Thompson helmed the production of the game, while Neil Druckmann was responsible for much of the design.[20] The team ultimately produced a tech demo, and had plans to allow players the ability to "create your own airships and cobble together all these things with these different stat bonuses and actually have meaningful engagements in the air".[20] However, Evan Wells revealed that they were unable to sustain the game's development alongside Uncharted: Drake's Fortune and made the decision to pass the project onto High Impact Games, ultimately being fleshed out as Jak and Daxter: The Lost Frontier.[20] Following the lackluster success of the game, Thompson expressed the company's disappointment with the execution of The Lost Frontier, commenting "I'm not happy with that being Jak's swan song. I think we could have done a lot better".[20]

Common elements[edit]

Setting[edit]

Jak and Daxter is set in a fictional universe. The first game takes place in a world brimming with various natural environments that are encompassed by village settlements, and ancient Precursor ruins and elements can be found riddled throughout the landscape. An elemental substance called Eco is prominent throughout the game and is considered the world's life source. Eco comes in several forms, Red Eco, Blue Eco, Yellow Eco, Green Eco, Light Eco and Dark Eco, each with different prospective effects. Subsequent entries/games are set in a future setting that has witnessed large advancements in both society and technology, mainly taking place in cities and other larger settlements and affecting both hand-to-hand combat and available weaponry. Beyond cities in subsequent games lies natural environments with many platforming segments, akin to the first game. Overall, there are many distinct and differing environments available to discover and explore. All three main titles take place in an open world with little to no load times - a goal emphasized heavily since the first game.

Characters[edit]

Render of the series' titular protagonists from PlayStation All-Stars Battle Royale

The Jak and Daxter universe is populated primarily by a humanoid elfish species. Jak is the main protagonist of the series, and is playable in every game with the exception of Daxter. In The Precursor Legacy, he accidentally turned Daxter from a human into an ottsel (a fictional hybrid of an otter and weasel) after accidentally bumping him into a reservoir of Dark Eco and sets out on a quest in attempts to undo the transformation. In Jak II, he is infused with Dark Eco due to experimentations performed by Baron Praxis, and in Jak 3 he is blessed with Light Eco by the Precursors. Both Light and Dark Eco abilities are expanded upon during the course of the story in “Jak 3.” In Jak X, he is forced to race in the Kras City Grand Championship in order to save his life. He later travels to The Brink to investigate the Eco shortage that is ravaging his world in The Lost Frontier.

Daxter is Jak's sidekick, and is often found getting into trouble. Daxter was once a human but fell into a pit of Dark Eco in the opening cutscene of the first game in the series, which mutated him into an ottsel. He rescues Jak at the beginning of Jak II, and becomes playable intermittently for the first time in the series. In Jak 3 his role is expanded, and he gets a pair of pants as a reward for his efforts as an ongoing gag in the game. In Daxter, he details his adventures in the two-year time span before he managed to break Jak out of prison.[21] In Jak X, he accompanies Jak and his friends to Kras City, and assists them as they compete in the Kras City Grand Championship. He later travels with Jak and Keira to The Brink in The Lost Frontier.

Music[edit]

Five Jak and Daxter soundtracks have been commercially released and have featured several composers, including Mark Mothersbaugh, Josh Mancell, Larry Hopkins, Billy Howerdel, and James Dooley. The compositions were inspired by world music, with Mancell commenting that he intended "to create something other than an expected orchestral flavoured fantasy soundtrack. I ended up using a lot of non-Western instruments and traditional, Western orchestral instruments such as the French Horn and Cello. Additionally, I feel the Jak games have both an ancient and futuristic vibe about them — I wanted the music to evoke both qualities."[22] The soundtracks for Jak and Daxter: The Precursor Legacy, Jak II, Jak 3, and Jak X: Combat Racing were all commercially released in 2019 by Limited Run Games as part of the Collector's Edition of each respective game.[14]

On November 2, 2009, Jak and Daxter: The Lost Frontier Original Soundtrack was released on the iTunes Store by SIE.[23]

Critical reception[edit]

Aggregate review scores
Game Metacritic
Jak and Daxter: The Precursor Legacy 90/100[24]
Jak II 87/100[25]
Jak 3 84/100[26]
Jak X: Combat Racing 76/100[27]
Daxter 85/100[28]
Jak and Daxter: The Lost Frontier 71/100 (PSP)[29]
72/100 (PS2)[30]
Jak and Daxter Collection 81/100 (PS3)[31]
67/100 (VITA)[32]

With physical and digital copies combined, the Jak and Daxter franchise has sold over 15 million games worldwide (as of April 2017).[33] Jak and Daxter: The Precursor Legacy received critical acclaim from several reviewers as compiled by review aggregator Metacritic, with the game having the highest score in the franchise at 90/100. Jak II, Jak 3, Daxter, and Jak and Daxter Collection (PS3) all received generally favorable reception, while Jak X: Combat Racing only received mixed reception. The Lost Frontier also only had mixed reception and, not including the PlayStation Vita port of Jak and Daxter Collection, it has the lowest score in the series from Metacritic (71/100).

The series has received critical acclaim for its innovation in the platform genre. The series holds seven records in the Guinness World Records Gamer's Edition, 2008, with The Precursor Legacy holding a record for including the First Seamless 3D World in a Console Game.[34] Jack DeVries of IGN referred to the series as "the best action platformers of [that] generation," praising the "huge worlds, memorable characters, action packed stories, and great gameplay".[35] Jeffrey Matulef of Eurogamer stated that "the Jak and Daxter series may not be as solid a platformer as Sly Cooper and its gunplay isn't as refined as Ratchet & Clank's – but in terms of ambition, invention and grandiosity, it remains leagues above its last-gen platforming brethren".[36]

The series has also received praise for its diverse gameplay styles. Matt Helgeson of Game Informer noted that the "series was driven by a restless sense of innovation," praising "Naughty Dog's work in this franchise [for creating] great characters, finely tuned gameplay, and a unceasing inventiveness".[37] Helgeson also declared that the Jak games "stand up as epic adventures".[37] Matulef further stated that "the Jak and Daxter series remains a fascinating document of the evolution of the action adventure; its heroes are unstuck in time, without a genre to call home. No series has been so willing to switch gameplay styles with such reckless abandon, and The Jak and Daxter Trilogy represents a shining example of what happens when a capable developer takes a huge risk."[36] GameSpot stated that the franchise's "tight execution and heavy action elements ensure that things never become dull," adding that the franchise "manages to provide a rewarding gameplay experience that shouldn't be missed".[38]

Merchandise[edit]

Naughty Dog have released various forms of merchandise since the series' inception. These include strategy guides for each game, several forms of clothing and collectible figures.[39] A limited edition Precursor orb was also released to celebrate the series' 10th anniversary.[40]

Miscellaneous media[edit]

The Jak and Daxter series has been featured in a variety of other media.

Themeophobic

Themeophobic theme by roger

Download: Themeophobic.p3t

Themeophobic Theme
(no 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.

AnalogHype

AnalogHype theme by Hydro

Download: AnalogHype.p3t

AnalogHype 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.

Celtics 2008 Champs

Celtics 2008 Champs theme by DKGBOSTON

Download: Celtics2008Champs.p3t

Celtics 2008 Champs 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.

Invader Zim

Invader Zim theme by Jeff Leezer (punchjeff)

Download: InvaderZim.p3t

Invader Zim Theme
(5 backgrounds)

Invader Zim
Genre
Created byJhonen Vasquez
Directed by
Voices of
Theme music composerKevin Manthei
Mark Tortorici
Composers
Country of originUnited States
South Korea
Original languageEnglish
No. of seasons2
No. of episodes27 (46 segments) (+1 pilot) (list of episodes)
Production
Executive producers
  • Jhonen Vasquez
  • Mary Harrington[10]
Producers
  • Monique Beatty
  • Christine Griswold
  • Steve Ressel
AnimatorSunwoo Entertainment
Running time24 minutes
Production companies
Original release
NetworkNickelodeon
ReleaseMarch 30, 2001 (2001-03-30)[11] –
December 10, 2002 (2002-12-10)
NetworkNicktoons
ReleaseJune 10 (2006-06-10) –
August 19, 2006 (2006-08-19)
Related
Invader Zim (comics)
Invader Zim: Enter the Florpus

Invader Zim is an American animated science fiction dark comedy television series created by comic book writer and cartoonist Jhonen Vasquez for Nickelodeon. The series centers on an extraterrestrial named Zim (voiced by Richard Steven Horvitz), from the planet Irk, and his mission is to conquer Earth and enslave the human race along with his malfunctioning robot servant GIR (Rosearik Rikki Simons). He is antagonized by Dib (Andy Berman), a young paranormal investigator who is determined to stop Zim from succeeding.

Nickelodeon contacted Jhonen Vasquez about pitching ideas for an animated series for their older demographic[12][13][14] and Invader Zim was the first thing he pitched. In Vasquez's words "it went from pitch to series without hardly any waiting".[15] As the series went on, ratings declined and budgetary issues became more frequent.[16] Before the second season was completed, Nickelodeon cancelled the series, leaving several episodes unfinished.[17] The show originally aired on Nickelodeon from 2001 to 2002,[16][11] with six of the completed second-season episodes initially going unreleased. These episodes were first made available on DVD in 2004 and later made their television debut on the Nicktoons Network in 2006.[16][18]

Invader Zim received positive reviews from critics and audiences,[16] with praise primarily directed at its humor, writing, animation, art-style, and the way it pushed the boundaries of what was considered acceptable on children's television. In the years following its cancellation, Invader Zim has often been listed as one of Nickelodeon's best shows.[19][20][21][22][23] The series won an Annie Award, an Emmy Award and a World Animation Celebration Award, and received nominations for seven additional Annie Awards and two Golden Reel Awards. Invader Zim has spawned its own fan convention called InvaderCON and a plethora of official merchandise,[16] including video games, toys, clothing and accessories, among many other products. Despite its early cancellation and short run, due to increasing popularity and above-average merchandise sales[9][24][25] it has been widely regarded as a cult classic.[9][25][26][27][28][29]

A monthly comic book series of the same name was released on July 8, 2015, as a continuation of the television series and published by Oni Press until August 4, 2021.[30][31] A film based on the television and comic series[32][33] titled Invader Zim: Enter the Florpus, premiered on Netflix on August 16, 2019, marking Invader Zim's first new animated production since its Nickelodeon airing.[34]

Plot[edit]

From left to right. Top: Zim, Zim in his human disguise, GIR, GIR in his dog disguise, Dib, and Gaz.
Bottom: Professor Membrane, Ms. Bitters, Almighty Tallest Red, and Almighty Tallest Purple.

The series centers on Zim (voiced by Richard Steven Horvitz),[35] a member of the extraterrestrial Irken species and the Irken Empire from the planet Irk. The empire's goal is universal conquest and has a social hierarchy based solely on physical height. The empire's leader is called The Almighty Tallest; at the beginning of the series the position is jointly held by two equally tall individuals (Wally Wingert and Kevin McDonald). Zim is an outcast; he is delusional, very short, overzealous, narcissistic, and megalomaniacal.

An absentminded Zim nearly destroyed Irk and the Irkens during the empire's first invasion, Operation Impending Doom I. He was punished by exile to the Irken food court planet Foodcourtia, although he failed to recognize the reason for his banishment. After learning that Operation Impending Doom II was being planned, Zim unilaterally "quits being banished" to attend the Great Assigning on the convention center planet Conventia. At the Great Assigning, The Tallest appoints Irkens as Invaders, advance scouts tasked with infiltrating and preparing target planets for conquest by the Irken Armada. Zim successfully pleads to be made an Invader, and receives a "secret mission" intended to prevent interference with the invasion; the target "mystery planet" is on the outskirts of the known universe and is not confirmed to exist. He is issued GIR (Rosearik Rikki Simons), an ineffective and erratic Standard Issue Information Retrieval (SIR) unit hastily made from spare parts found in a trash can.

After a six-month journey across the universe, Zim arrives at the "mystery planet" which turns out to be a dark, dystopian, and satirical version of Earth centuries into the future, with rampant mindless consumerism, although it appears that humans have abolished all wars. A delighted Zim quickly goes to work and sets up his base in a random suburb; The Tallest are dismayed by his success. A short-statured Zim disguises himself as a human child with a green complexion (which he claims is caused by a "skin condition"). The show follows his attempts to conduct espionage by attending a local school (spelled "Skool") and planning to conquer and enslave the world at his base. Opposing Zim is his classmate Dib (Andy Berman), a paranoid young boy who is obsessed with the paranormal and supernatural and the only human (besides his sister) who sees through Zim's disguise. Dib is determined to expose and thwart Zim, despite the hostility and mockery he receives from his oblivious peers for doing so.

Supporting characters include Dib's cynical and apathetic sister Gaz (Melissa Fahn); Zim and Dib's demonic teacher Ms. Bitters (Lucille Bliss); and Dib and Gaz's famous, but neglectful father Professor Membrane (Rodger Bumpass). Later in the series, other alien characters begin to appear, including Tak (Olivia d'Abo), a fellow Irken seeking revenge against Zim; Lard Nar (Fred Tatasciore), the leader of a resistance group called The Resisty who wants to overthrow the Irken Empire; and Sizz-Lorr (Jim Wise), Zim's former employer from Foodcourtia who attempts to recapture him.

Episodes[edit]

SeasonEpisodesSegmentsOriginally aired
First airedLast airedNetwork
PilotMay 11, 2004 (2004-05-11) (DVD)
December 24, 2011 (TV)
Nicktoons
12036March 30, 2001 (2001-03-30)July 12, 2002 (2002-07-12)Nickelodeon
2711December 10, 2002 (2002-12-10)[n 1]Nickelodeon[n 1]
69June 10, 2006 (2006-06-10)August 19, 2006 (2006-08-19)Nicktoons
Enter the FlorpusAugust 16, 2019 (2019-08-16)Netflix

Production[edit]

Conception and early development[edit]

Invader Zim creator Jhonen Vasquez

There was no way I was gonna say 'no'. The fact that they took a chance on someone a lot of people wouldn't have given a kids show to is one of the coolest things that ever happened to me in my life. — Jhonen Vasquez[15]

Prior to the creation of Invader Zim, Nickelodeon desired a series to suit its 11–15 year old demographic.[36][37] Nickelodeon producer Mary Harrington was searching for something that had a similar "edge" to The Ren & Stimpy Show, when she came across a comic book called Johnny the Homicidal Maniac and was impressed with the art-style and character designs in the series. Harrington contacted the creator of JtHM, then-22-year-old Jhonen Vasquez, who had zero experience in animation at the time, and asked him if he would like to pitch an animated series to Nickelodeon. Vasquez accepted the offer.[38][39][40]

Vasquez knew from the start that his previous works were definitely not suitable for Nickelodeon, so instead of adapting something he had already done, he decided to make something new. Since he was creating a show for a children's network, Vasquez compiled together many things he loved during his own childhood, including robots, monsters, horror films, science fiction films, paranormal investigators, Monty Python, the works of Douglas Adams, and aliens.[39] Before settling on the darker concept of an alien invader, Vasquez briefly considered doing a more light-hearted show along the lines of Mork & Mindy, with a zany alien misunderstanding Earth customs and ultimately, learning a lesson at the end. Vasquez said that while this idea probably would have found more success on Nickelodeon, he quickly dropped the idea, believing it would not fit his style of writing.[40] Vasquez came up with the entire premise for Invader Zim in about an hour, while sitting in bed when he could not sleep. He was inspired by the idea of an alien who came from an incredibly advanced race and has access to such powerful and advanced technology that he could easily take over or destroy the Earth single-handedly, but instead he decides to stay in school all day, never even thinking to sneak out.[41]

A pilot for Invader Zim was pitched to Nickelodeon in 1999,[40][42] which led to the series being green-lit. Vasquez indicated that very little of his writing style was changed over the course of Invader Zim, other than restricting certain language and visuals that may not be suitable for children. Vasquez cited that the biggest change for himself was going from working alone on a comic to working with thousands of people at Nickelodeon, saying "it's an absolute misery".[4] However, he said the experience of working on Invader Zim was "incredibly gratifying", but also "fiendishly frustrating".[4][43]

Animation[edit]

Invader Zim was produced by Nickelodeon Animation Studios in Burbank, California with Nick Digital providing the CGI animation services and Sunwoo Entertainment in South Korea providing the 2D animation services. Salami Studios provided the post-production and sound services for most episodes of the series, and Encore and Hollywood Digital provided the post-production services for a few episodes in season one. In season two, the animation style became slightly more stylized and pronounced in motion than in season one.[44] Invader Zim's art style is stylized with sharp edges, thick black outlines, big heads, small or elongated bodies, and big eyes for the characters. Invader Zim's art-style was initially difficult for the animators to learn. Director Steve Ressel even admitted that it was the hardest style he had ever worked on, citing the characters' heads as the most complicated aspect of their designs.[43]

Invader Zim was one of the first animated television shows to merge 2D animation with CGI animation.[43] When the development on Invader Zim was first getting started, Steve Ressel consulted with the crew of Futurama to figure out how to integrate 2D animation with CGI animation, since they were one of the first animated television shows that merged the two mediums. When the Futurama crew saw the show they were very impressed by how seamlessly the Invader Zim crew integrated both mediums, specifically in the episode "The Wettening".[43]

While the average episode of an eleven-minute animated television show usually has around 80–120 pages of storyboards per episode, Invader Zim's storyboards were around 250–350 pages per episode. This is because Invader Zim has a very dedicated attention to detail outlining every ounce of a character's movements and method of acting, which is something Nickelodeon was very impressed by.[43]

The episode "Zim Eats Waffles" was originally supposed to be one long shot, panning between Dib's reaction and his computer screen. This was because the animators wanted to try to have the longest single shot in animation history. However, this idea was scrapped, due to it limiting the episode's storytelling capabilities and it being too difficult to animate. Despite this decision, the majority of "Zim Eats Waffles" still ended up being one continual scene.[43]

Voice acting[edit]

Richard Steven Horvitz was the third and final casting choice for Zim.

When casting voice actors for Invader Zim, Vasquez did not want actors who were just capable of doing zany voices because it sounded less natural to him. He made a point to cast people with speaking voices that were naturally distinct and out of the ordinary so that the cast did not have to do unnatural voices, but could instead just speak naturally.[43][45]

Mark Hamill was originally hired to do the voice of Zim for the pilot episode, but was replaced before the pilot was shown to Nickelodeon executives because Vasquez felt his voice did not feel right for the character.[43] Hamill was replaced by voice acting professional Billy West, who remained the voice of Zim for the pilot. After the show was picked up for a full series, Vasquez decided to replace West with Richard Steven Horvitz (who was already voicing the character of Daggett on fellow Nickelodeon series, The Angry Beavers), saying that West was "too well known" and that he wanted all of the voices for the main characters to be unique and not voices people had heard before. Also, due to Futurama still being on the air at the time, Vasquez did not want the same voice actor to be the lead in two contemporaneous sci-fi comedies.[46]

Vasquez wanted someone with no experience in voice acting to play the part of GIR, as a reflection of how broken and messed up GIR really is.[43] Vasquez wanted someone who sounded unprofessional, but all of the actors who auditioned for GIR were "good actors" who just did a "stock crazy robot voice", which he found dissatisfying. Vasquez then asked his friend, Rosearik Rikki Simons, who was working with him on his comic called I Feel Sick at the time, to try to audition for GIR, saying he "couldn't screw it up anymore than anyone else".[47] Simons did a few different voices for his audition for GIR, including one where he was trying to imitate his mother-in-law, but decided it was too "shrieky". He then remembered when he used to play with hand puppets with his father as a kid and tried to do one of those voices. Simons was also a colorist on Invader Zim and in November 1998, the same month he auditioned for GIR, he also helped color the pilot episode.[43] Vasquez said he gave Simons the part of GIR because he was "bad at it", and that fit the character.[48] When voicing GIR, Simons' voice was edited to make it sound higher-pitched and metallic. While Simons eventually learned to perform the voice without the high-pitch editing, the metallic quality still had to be added. Unedited versions of Simons' voice-overs can be heard in voice recordings for the unfinished episodes.[46]

Music[edit]

Kevin's music wasn't just an addition to the show, it was crucial for the show to be what it was. Without his intense sounds lending a sense of urgency and seriousness to the ridiculous proceedings within Zim, I could never have given the good little children of the Earth as many nightmares as I did. — Jhonen Vasquez[49]

Vasquez asked his friend Mark Tortorici to come up with the theme music for Invader Zim. Vasquez said all he really wanted for the theme music was military music to represent Zim mixed with futuristic electric orchestral music. Once the direction for the music was settled on, Tortorici produced the theme music on an Alesis QS8 very quickly and it did not go through many changes, but they did reorchestrate it for the TV series and stuck with it from that point on.[50][51]

Vasquez's team selected Michael Tavera, who is known for composing the music for The Land Before Time, An American Tail, and Stitch! The Movie, to compose the music for the pilot episode of Invader Zim. Vasquez said that he asked for several of the tracks that Tavera produced to be discarded and that ultimately the team had less than half of the number of tracks that they planned to submit.[51] According to Vasquez, he and Tavera were not "a great fit" for one another creatively. Vasquez described the pilot music as having a "more 'children's television' sound," with a "much more traditional and not as surprising" theme as he wanted, but added that the music "worked for the pilot."[51] Tavera's cover version of Tortorici's theme music did not appear in the pilot as there was no opening credits sequence.[51] Vasquez said that members of the Invader Zim crew laughed at Tavera's version of the theme because it was "cheesy," adding that the reaction was not mean-spirited and that Tavera had received little information about the series before submitting the music.[46][51]

Tavera did not become a part of the regular Invader Zim crew, and was replaced with Kevin Manthei, who is also known for composing the music for Generator Rex, The Sims 2 (PSP), and Robot Chicken, to compose the series' music.[51] Manthei's music for the series is industrial and techno in nature.

The anime internet radio station "Anime Stuff R" produced a radio broadcast special titled "The Kevin Manthei Invader Zim-phony Special" which featured a majority of the music Kevin Manthei composed for Invader Zim. The broadcast special was hosted by Kevin Manthei, DJ Richard Rae and Tom Mitchell (DJ Tomzer1) and was broadcast from September 13, 2002, to October 15, 2002. The entire broadcast is 5 hours, 26 minutes, and 28 seconds long and includes music from every episode of Invader Zim, except for "The Most Horrible X-mas Ever". The broadcast was extremely popular, so Anime Stuff R (temporarily renamed "Anime Stuff Z" for the special) decided to release a CD of the broadcast. However, due to financial reasons, they only made 100 copies of this CD. There are 325 tracks on the CD and the interior of the CD cover features messages from both Kevin Manthei and Richard Rae.[52][46]

Kevin Manthei's message says:

When I was approached by Richard E. Rae about the possibility of an internet radio show featuring hours and hours of my "Invader Zim" music, I was thrilled. What a great opportunity to let the fans of "Invader Zim" hear the music!

Richard went way beyond what I thought the show was going to be, and he poured his heart and soul into producing the "Zim-phony". Richard is not just a fan, he's a professional who uses his passion for music and his willingness to work hard at it to produce great shows. I am honored that he and Tom took the time to put the "Zim-phony" and this "Special Edition" together.

Happy listening!

Richard Rae's message says:

We took chances with the "Zim-phony Special".

I took a chance by approaching Kevin Manthei with the idea. Kevin took a chance in trusting his music to someone he only knew from e-mail. My friend Tom took a chance too, okaying a show with music from an American cartoon series instead of a Japanese Anime. These chances definitely paid off! The "Zim-phony Special" broke every Anime Stuff R ratings record, thanks to the overwhelming response to this show from you, the "Invader Zim" fans. Of course, the "Zim-phony" is all about the excellent music of the remarkable Kevin Manthei. I certainly owe Kevin more thanks than I can ever hope to articulate for his terrific support during this once-in-a-lifetime experience.

This Mini CD you're holding is proof that some chances are definitely worth taking. Thank you for listening!

Challenges and censorship[edit]

Invader Zim would frequently find itself at odds with network censorship. In The Medium-Sized Book of Zim Scrips Vol. 1, series writer Eric Trueheart would characterize the relationship between the Zim staff and the executives at Nickelodeon as "a little dysfunctional", and that "the executive assigned by Nickelodeon to oversee our show - who was, and still is, a decent guy, by the way - probably felt like he had to keep a lid on an inexperienced show creator, and as a result clamped down harder than he should have."[53]: 70  Trueheart also speculated that the channel's other programming also had an effect on how the executives treated the show, stating that "Nickelodeon probably looked to Rugrats as the model of what a cartoon should be ... Invader Zim was none of these things."[53]: 77  Ultimately, "There was a just a conflict in personalities, intentions, and modus operandi ... The reality was just not a great fit, and yes, it was a problem."[53]: 71 

In some episodes, it was originally intended for certain characters (such as Keef and Iggins) to be killed off at the end of an episode, but Nickelodeon would not allow any characters to be killed off and demanded the crew add certain details suggesting that they survived or in some cases, rewrite the episodes to where they would not die. They complied but did so in an intentionally forced and sarcastic way to purposely convey their disagreement and reluctance toward the decision, such as the sarcastic "No animated characters were harmed in the filming of