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.
In 17,000 B.C., the Primes (the highest ruling Cybertronians) gather their energy, Energon, from star harvesters, machines that consume stars to harness their energy. The Primes have a sacred rule to never deplete a star that sustains life. One Prime violates this rule by building a star harvester on Earth, for which he was defeated by the other six Primes, and becomes "the Fallen", the original Decepticon.
In 2009, two years after the battle of Mission City,[a] the Autobots and the humans have formed NEST (Non-biological Extraterrestrial Species Treaty), a classified joint task force to eliminate the remaining Decepticons. Two of them, Sideways and Demolishor, are defeated in Shanghai, but the latter warns of the Fallen's return before being killed. Meanwhile, the Decepticon Soundwave hacks a military satellite to track and steal the last known piece of the AllSpark shard from a U.S Navy base in Diego Garcia. They use it to resurrect Megatron, and Megatron returns to the Fallen. The Fallen sends Megatron and his second-in-command, Starscream, to capture Sam Witwicky alive and kill Optimus.
Meanwhile, Sam, now attending college at Princeton University, has been seeing Cybertronian symbols since holding a smaller AllSpark shard; Megatron believes the symbols will lead the Decepticons to a new Energon source. The shard brings many of the kitchen appliances to life, which attempt to kill Sam and his parents but Bumblebee rescues them. Sam gives the shard to his girlfriend Mikaela Banes, who later captures the Decepticon Wheelie as he attempts to steal it. After being attacked by Alice, a Decepticon Pretender posing as a college student, Sam, his roommate Leo, and Mikaela are captured by the Decepticon Grindor before the Autobots save them. Optimus fights off Megatron, Starscream, and Grindor before Optimus kills Grindor. Megatron then kills Optimus while he defends Sam, and the Decepticons launch devastating attacks around the world, while Megatron and Soundwave hijack Earth's telecommunications systems, which allows the Fallen to send a message to the humans, demanding that Sam be handed over to him.
Sam, Mikaela, and Leo then find alien expert and former Sector Seven agent, Seymour Simmons, who reveals the Transformers visited Earth for a long time and the most ancient, known as Seekers, remained hidden on Earth. With help from Wheelie, they track down an elderly Decepticon turned Autobot Seeker named Jetfire at the Smithsonian Air and Space Museum. They use their shard to revive Jetfire, who teleports the group to Egypt. Along with Jetfire, Wheelie sides with the Autobots, and Jetfire sends them to locate the Matrix of Leadership, the star harvester's key, which could also be used to revive Optimus. The group finds the Matrix, whom the Primes sacrificed themselves to hide, in Aqaba, but it disintegrates into dust.
Meanwhile, NEST forces and the Autobots land near the Giza pyramid complex and are attacked by the Decepticons. The Constructicons combine to form Devastator, who reveal the star harvester hidden inside a pyramid before he is destroyed. A majority of the Decepticons are annihilated by multiple airstrikes from the Navy and the U.S Air Force, but Megatron manages to kill Sam. The Primes speak to Sam, saying that the Matrix must be earned, not found and that he has the right to bear it by sacrificing himself for Optimus. They resurrect Sam and grant him the Matrix, which he uses to resurrect Optimus. The Fallen steals the Matrix from a weakened Optimus and uses it to activate the star harvester. After a wounded Jetfire sacrifices himself to allow his parts to be used for additional power and flight, Optimus destroys the harvester and kills the Fallen. Heavily damaged and distraught by his master's death, Megatron retreats with Starscream. The Autobots and their allies then return to the United States, and Sam and Leo return to college.
Shia LaBeouf as Sam Witwicky: A recent high school graduate who is unwittingly drawn again into the Autobot cause to unravel an ancient mystery implanted into his mind by the now-destroyed Allspark.
Megan Fox as Mikaela Banes: Sam's girlfriend whom he trusts as the Allspark fragments begin to unravel.
Josh Duhamel as Major William Lennox: A U.S. Army Ranger who establishes NEST to help the Autobots in their battle against the remaining Decepticons.
Tyrese Gibson as Robert Epps: A U.S. Air Force Master Sergeant and Combat Controller in Lennox's team who leads NEST's SWAT unit.
John Turturro as Seymour Simmons: A former agent of the recently terminated Sector 7 who now runs a meat shop in New York City with his mother, Tova Simmons (played by Annie Korzen).
Ramon Rodriguez as Leo Spitz: A college roommate of Sam's who runs an online conspiracy blog and is obsessed with the Transformers. Before Rodríguez was cast, Jonah Hill was in talks to play the role but Seth Rogen advised him to turn it down to focus instead on his own projects. Hill chose to do Night at the Museum: Battle of the Smithsonian instead.[7][8]
Devastator: A massive Decepticon who is the combination of ten construction vehicles. In the Transformers lore, these vehicles are meant to be individual Decepticons called the Constructicons. In the film however, only Mixmaster, Scrapper, Scrapmetal, and Long Haul transform into robots, and they appear separate from Devastator. Concept art was created for the others, but most of them were only featured in the related toy line. The named Constructicons are:
Mixmaster: A black and silver Mack concrete mixer truck that transforms into the head.
Scrapper: A yellow Caterpillar 992G scoop loader that transforms into the right arm.
Scrapmetal: A yellow Volvo EC700C crawler excavator fitted with a Stanley UP 45SV attachment that transforms into the left hand.
Long Haul: A green Caterpillar 773B dump truck that transforms into the right leg.
Scavenger: A red and white TerexO&K RH 400 excavator, like Demolishor, that transforms into the upper torso and shoulders.
Hightower: A yellow Kobelco CKE2500 II crawler crane that transforms into the left arm.
Overload: A red KW Dart D4661 Tractor Truck articulated dump truck that transforms into the lower torso and thighs.
Wheelie: A former Decepticon spy, later turned Autobot, who transforms into a blue radio-controlled toy monster truck, based on a Ford F-350.
Skids: An Autobot infiltrator and Mudflap's twin who first transforms into the front half of a custom-built ice cream truck, and later, a green 2007 Chevrolet Beat.
Reno Wilson as Mudflap: An Autobot infiltrator and Skids' twin who first transforms into the back half of a custom-built ice cream truck, and later, a red 2007 Chevrolet Trax.
Grey DeLisle[c] as Arcee, Chromia, and Elita-One: A trio of female Autobot sisters who transforms into a pink Ducati 848, a blue Suzuki B-King, and a purple MV Agusta F4, respectively.
Calvin Wimmer as Demolishor (credited as "Wheelbot"): A massive Constructicon who transforms into a red and white Terex O&K RH 400 excavator.
John DiCrosta as Scalpel (credited as "Doctor"): A spider-like Decepticon who transforms into a 1938 American Optical 603 lensmeter.
Michael York as Prime #1: One of the seven Primes.
Bumblebee: An Autobot scout and Sam's guardian who transforms into a yellow and black 2009 Chevrolet Camaro. Despite speaking in the previous film, he still communicates through radio broadcasts.
Jolt: An Autobot technician who transforms into a blue 2009 Chevrolet Volt.
Sideways: A Decepticon surveillance agent who transforms into a silver 2009 Audi R8; he hides out in Shanghai alongside Demolishor.
Scorponok: A scorpion-like Decepticon who was a minion of Blackout in the previous film.
Major hurdles for the film's initial production stages included the 2007–08 Writers Guild of America strike as well as the threat of strikes by other guilds. Prior to a potential Directors Guild of America strike, Bay began creating animatics of action sequences featuring characters rejected for the 2007 film. This would allow animators to complete sequences if the Directors Guild of America went on strike in July 2008, which ultimately did not happen.[9][10] When asked about directing a sequel while promoting the first Transformers film, Bay said "you have your baby and you don't want someone else to take it".[11]
Screenwriters Roberto Orci and Alex Kurtzman, who had written the first film, originally passed on the opportunity to write a sequel due to schedule conflicts. The studio began courting other writers in May 2007, but were unimpressed with other pitches and eventually convinced Orci and Kurtzman to return.[9] The studio also hired Ehren Kruger, who had impressed Bay and Hasbro president Brian Goldner with his knowledge of the Transformers mythology.[12] The writing trio were paid $8 million.[9] Screenwriting was interrupted by the 2007–08 Writers Guild of America strike, but to avoid production delays, the writers spent two weeks writing a treatment, which they handed in the night before the strike began.[13] Bay then expanded the outline into a 60-page scriptment,[14] which included more action, humor, and characters.[13][15] The three writers spent four months finishing the screenplay while "locked" in two hotel rooms by Bay; Kruger wrote in his own room and the trio would check on each other's work twice a day.[16]
Orci described the film's theme as "being away from home", with the Autobots contemplating living on Earth as they cannot restore Cybertron, while Sam goes to college.[17] He wanted the focus between the robots and humans "much more evenly balanced",[18] "the stakes [to] be higher", and more focused on the science fiction elements.[19] Orci added he wanted to "modulate" the humor more,[20] and felt he managed the more "outrageous" jokes by balancing them with a more serious plot approach to the Transformers' mythology.[21] Bay concurred that he wanted to please fans by making the tone darker,[22] and that "mums will think it[']s safe enough to bring the kids back out to the movies."[23] Two elements were added late into the film: the Autobot Jolt—as General Motors wanted to advertise the Chevrolet Volt—and the railgun that kills Devastator, a new acquisition by the United States military.[24]
In September 2007, Paramount announced a release date for the sequel to Transformers in late June 2009.[25] The film was given a $200 million budget, which was $50 million more than the first film,[26] although Variety put the budget spend at over $210 million, after rebates.[5][1][27] Some of the action scenes rejected from the first film were written into the sequel.[28] Producer Lorenzo di Bonaventura later stated the studio proposed filming two sequels simultaneously, but he and Bay agreed that the idea was not the right direction for the series.[29]
Prior to the first film's release, producer Tom DeSanto had "a very cool idea" to introduce the Dinobots,[30] while Bay was interested in including a Transformer who transforms into an aircraft carrier, a concept which was dropped from the 2007 film.[31] Orci claimed they did not incorporate these characters into Revenge of the Fallen because they could not think of a way to justify the Dinobots' choice of form,[17] and were unable to fit in the aircraft carrier.[32] Orci later admitted that he was dismissive of the Dinobots because he does not like dinosaurs, saying "I recognize I am weird in that department."[33] However, he became fonder of them during filming because of their popularity with fans.[34] He added "I couldn't see why a Transformer would feel the need to disguise himself in front of a bunch of lizards. Movie-wise, I mean. Once the general audience is fully on board with the whole thing, maybe Dinobots in the future."[35] When asked on the subject, Michael Bay said he hated the Dinobots and they had never been in consideration for being featured in the movies.[36]
During production, Bay attempted to create a misinformation campaign to increase debate over what Transformers would be appearing in the film, as well as to try to throw fans off from the story of the film; however, Orci confessed it was generally unsuccessful.[32] The studio went as far as to censor MTV and Comic Book Resources interviews with Mowry and Furman, who confirmed Arcee and The Fallen would be in the picture.[37] Bay told Empire that Megatron would not be resurrected, claiming his new tank form was a toy-only character,[26] only for Orci to confirm Megatron would return in the film in February 2009.[38] Bay also claimed he faked the leaking of daily call sheets from the first week of filming, that revealed Ramón Rodríguez's casting,[39] and the appearance of Jetfire and the twins.[40]
Principal photography lasted from roughly June to November, 2008. Inspired by its use in Christopher Nolan's The Dark Knight, three action sequences in Revenge of the Fallen were shot using IMAX cameras.[22] Although screenwriter Roberto Orci suggested that the IMAX footage would be 3D,[41] Bay later said he found 3D too "gimmicky". Bay added that shooting in IMAX was easier than using IMAX stereoscopic 3-D cameras.[42]
The production moved to Princeton University on June 22.[48] Filming there angered some students at the University of Pennsylvania, believing Bay had chosen to reshoot scenes at Princeton and script Princeton's name in the film. One shot that was filmed in the University of Pennsylvania was the party scene, filmed at what students call "The Castle". "The Castle" is home to the Psi Upsilon Fraternity. However, neither the University of Pennsylvania nor Princeton gave Bay permission to be named in the film because of a scene that both institutions felt "did not represent the school" in which Sam's mother ingests marijuana-laced brownies.[49]
The game was invented in June 1981 in New Hampshire by Hayes Noel, a Wall Streetstock trader, and Charles Gaines, an outdoorsman and writer.[3] A debate arose between them about whether a city-dweller had the instinct to survive in the woods against a man who had spent his youth hunting, fishing, and building cabins. The two men chanced upon an advertisement for a paint gun in a farm catalogue and were inspired to use it to settle their argument with 10 other men all in individual competition, eventually creating the sport of paintball.[4]
The sport is played for recreation and is also played at a formal sporting level with organized competition that involves major tournaments, professional teams, and players.[5] Games can be played on indoor or outdoor fields of varying sizes. A playing field may have natural or artificial terrain which players use for tactical cover. Game types and goals vary, but include capture the flag, elimination, defending or attacking a particular point or area, or capturing objects of interest hidden in the playing area. Depending on the variant played, games can last from minutes to hours, or even days in "scenario play".
The legality of the sport and use of paintball markers varies among countries and regions. In most areas where regulated play is offered, players are required to wear protective masks, use barrel-blocking safety equipment, and strictly enforce safe game rules.
The paintball equipment used may depend on the game type, for example: woodsball, speedball, or scenario; on how much money one is willing to spend on equipment; and personal preference. However, almost every player will utilize three basic pieces of equipment:
Paintball marker: also known as a "paintball gun", this is the primary piece of equipment, used to mark the opposing player with paintballs. The paintball gun must have a loader or "hopper" or magazines attached to feed paint into the marker, and will be either spring-fed, gravity-fed (where balls drop into the loading chamber), or electronically force-fed. Modern markers require a compressed air tank or CO2 tank. In contrast, very early bolt-action paintball markers used disposable metal 12-gram (0.42 oz) CO2 cartridges also used by pellet guns. In the mid to late 1980s, marker mechanics improved to include constant air pressure and semi-automatic operation.[6][7][8] Further improvements included increased rates of fire; carbon dioxide (CO2) tanks from 100 to 1,180 ml (3.5 to 40 US fluid ounces), and compressed-air or nitrogen tanks in a variety of sizes and pressure capacities up to 34,000 kPa (5,000 psi). The use of unstable CO2 causes damage to the low-pressure pneumatic components inside electronic markers, therefore the more stable compressed air is preferred by owners of such markers.[9]
Paintballs (pellets): Paintballs, the ammunition used in the marker, are spherical gelatincapsules containing primarily polyethylene glycol, other non-toxic and water-soluble substances, and dye. The quality of paintballs is dependent on the brittleness of the ball's shell, the roundness of the sphere, and the thickness of the fill; higher-quality balls are almost perfectly spherical, with a very thin shell to guarantee breaking upon impact, and a thick, brightly colored fill that is difficult to hide or wipe off during the game. Almost all paintballs in use today are biodegradable. All ingredients used in the making of a paintball are food-grade quality and are harmless to the participants and environment. Manufacturers and distributors have been making the effort to move away from the traditional oil-based paints and compressed CO2 gas propellant, to a more friendly water-based formula and compressed air in an effort to become more "eco-friendly". Paintballs come in a variety of sizes, including of 13mm (0.50 in) and 17mm (0.68 in).[10]
Mask or goggles: Masks are safety devices players are required to wear at all times on the field, to protect them from paintballs.[11] The original equipment used by players were safety goggles of the type used in labs and wood shops; today's goggles are derived from skiing/snowboarding goggles, with an attached shell that completely covers the eyes, mouth, ears and nostrils of the wearer. Masks can also feature throat guards. Modern masks have developed to be less bulky compared with older designs. Some players may remove the mouth and/or ear protection for aesthetic or comfort reasons, but this is neither recommended nor often allowed at commercial venues. A good paintball mask will protect the eyes from vision distortion caused by fogging, glare, and scratches. Players who do not wear a paintball mask can suffer serious injury.
Additional equipment, commonly seen among frequent players, tournament participants, and professional players include:
Pods and pod packs: The most common addition to the above "mandatory" equipment, pods are plastic containers, usually with flip-open lids, that store paintballs in a ready-to-use manner. Pods are available in many sizes, including 10, 80, 100 and 140-round sizes, with the larger 140-round pods being most common among tournament players. Pods are carried by the player in pod packs or harnesses which facilitate easy access to the pods during play. There are several designs of pod packs, from belt loops allowing a recreational player to carry one or two extra pods, to harness designs generally designed for either tournament-style or scenario-style players.
Squeegee/swab – From time to time, a paintball will break inside the player's marker. When this happens it coats the inner surfaces of the marker with paint, especially the barrel, which considerably reduces accuracy. While speedball and tournament players generally have no time to clear this obstruction and instead simply "shoot through it", woodsball and scenario players generally carry a tool to allow them to clear the barrel following a break. There are several types of squeegee, most of which are advantageous in two of three areas and disadvantageous in the last: cleaning time, effectiveness, and storage space.
Paintball jerseys and pants: Originally derived from motocross and BMX attire, tournament players commonly wear special outer clothing with integrated padding that allows the player a free range of motion, and helps protect the player both from paintball hits and from incidental contact with rocks and hard ground. Certain designs of jersey and pant even advertise lower incidence of hits, due to increased "bounce-offs" and "breakaways". In indoor fields, where shooting generally happens at very close range, hard-shelled armor is sometimes worn to protect the player from bruising and welts from close-range hits.
Elbow and knee pads: Common among outdoor sports, players can choose to help protect knee, elbow and even hip joints from jarring impact with the use of pads. For paintball, these pads are generally soft foam worn inside a player's pants to prevent abrasion of the pad against the ground.
Gloves: Paintball impacts to the hands, knuckles and fingers can be extremely painful and temporarily debilitating. Outdoors, players are often prone or crawling which can cause scrapes to the hands. Padded or armored gloves help reduce the potential for injury to the hands. These gloves are generally referred to as "tactical gloves" and their purpose is to protect the player's hands while maintaining dexterity.
Athletic supporter: Also called a jockstrap with cup pocket and protective cup. Players generally take care to protect sensitive or vulnerable anatomical areas from painful hits and injury; men commonly wear an athletic supporter with a rigid cup similar to types used in cricket, American football, lacrosse, hockey or baseball, while women often wear a pelvic protector and a padded or hard-shelled sports bra also commonly seen in the aforementioned sports.
Other paint marking equipment: Normally seen in scenario play only, and disallowed at all tournaments, other forms of paint-marking equipment are sold, such as paint-grenades (paint-filled balloons or lengths of surgical hose).
Vehicles: Again normally only seen in scenario play, a variety of vehicles have been devised based on go-karts, pickup trucks, ATVs, small off-road vehicles, etc. to create "armored vehicles", within which players are protected from hits and can move around on the field. Such vehicles may employ a wide range of mounted paint-discharging weaponry.
Hats/Toques/Bandanas: Commonly worn by all levels of players to protect the forehead from direct paintball hits, and stop sweat from running down in to the mask.
Remote lines: Used to increase maneuverability, a remote line is a high- pressure hose connecting the fuel tank to the marker allowing the tank to be stored in a backpack or harness. It is mostly found in Mil-Sim, woodsball and scenario events.
Paintball is played with a potentially limitless variety of rules and variations, which are specified before the game begins. The most basic game rule is that players must attempt to accomplish a goal without being shot and marked with a paintball. A variety of different rules govern the legality of a hit, ranging from "anything counts" (hits cause elimination whether the paintball broke and left a mark or not) to the most common variation: the paintball must break and leave a mark the size of a US quarter or larger. Eliminated players are expected to leave the field of play; eliminations may also earn the opposing team points.[12][13] the player may return to the field and continue playing, or is eliminated from the game completely.
The particular goal of the game is determined before play begins; examples include capture the flag[14] and elimination.[15] Paintball has spawned popular variants, including woodsball, which is played in the natural environment and spans across a large area.[16] Conversely, the variant of speedball is played on a smaller field and has a very fast pace with games as brief as two minutes fifteen seconds in the (NSL) or lasting up to twenty minutes in the PSP (Paintball Sports Promotions).[17] Another variant is scenario paintball, in which players attempt to recreate historical, or fictional settings.
Tournaments are skill based competitions. These are often bracket tournaments with 5 person teams, taking place on Speedball (paintball) fields. Tournaments such as the NXL hold different events throughout the summer months all over the United States with a range of skill divisions. Other series such as the Ultimate Woodsball League (UWL) play tournaments with large teams on large wooded fields. The types of tournaments and applicable skill divisions vary wildly to serve the diverse interest of paintball competitors.
Speedball is played in an open field that could be compared to a soccer field, it is flat with a minimum of natural obstacles, and sometimes artificial turf is used, especially in indoor fields. The first speedball fields were constructed with flat wooden obstacles staked into the ground to provide cover; this concept was further developed into a number of urban-scenario field styles with larger building-like obstacles for casual play, but speedball itself progressed to using smaller obstacles made from plastic drainage pipe, which offered a more variable field layout and some "give" to the obstacles for increased safety. This style of play was often referred to as "Hyperball". Eventually, inflatable fabric "bunkers" were developed based on common obstacle shapes from previous fields, such as "snake" and "can" bunkers. Often referred to as "Airball", the use of these inflatable obstacles both increases player safety by reducing potential injury from collisions with obstacles, and allows them to be easily moved to reconfigure the field or to set up temporary fields.
Woodsball, or "Bushball", is a fairly recent term that refers to what was the original form of the game: teams competing in a wooded or natural environment, in which varying amounts of stealth and concealment tactics can offer an advantage. The term is commonly used as a synonym for specialized scenario-based play, but it technically refers to virtually any form of paintball played in fields primarily composed of natural terrain and cover such as trees and berms, instead of manmade obstacles. Usually the gamemode is team death match although some times it is capture the flag, or protect the president (where one player is chosen as the "president", the president's team must protect the president, the enemy team must eliminate the president).
Commonly referred to as "Big Games" or "Scenario Games". "Big Games" refer to territory control based gameplay, while a "Paintball Scenario" refers to a game where tasks are given to each side at timed intervals. Pioneered by Wayne Dollack, "Scenario Paintball" focus much more heavily on Live Action Roleplaying events, elevating their immersion, storyline, and game play mechanics above the paintball aspect of play. Many variations and combinations of these games are currently played and are unique to each event and event producer. The game uses the entire venue it is at, combining all normal gaming fields into 1 large playing area. Popular examples of the scenario format are Paintball's Grand Finale at Wayne's World (Ocala, Florida), Cousin's Big Game in Coram, New York (on Long Island), Hell Survivor's Monster Game (just outside Pinckney, Michigan), Invasion of Normandy at Skirmish U.S.A in Pennsylvania, Oklahoma D-Day (in Wyandotte, Oklahoma), Fight For Asylum at PRZ Paintball (Picton, Ontario), Battle Royale at Flag Raiders Paintball (Kitchener, Ontario), the Sherwood Classic at Sherwood Forest (La Porte, Indiana), and Free Finale at Low Country Paintball (Ludowici, GA) events which draws in 100 to 5000 players and run at least 6 hours of uninterrupted play, most often averaging 12 hours of play in 2 days. "True24" scenario events run at least 24 hours continuously, the most recent one taking place in May 2019 at Sherwood Forest. These formats vary widely and are frequently historical MilSim, movie, or pop culture themed.
MilSim ("Military Simulation") is a mode of play designed to create an experience closer to military reality, where the attainment of specific objectives is the most important aspect of the game.
MilSim addresses the logistics of combat, mission planning and execution, and dealing with limited resources and ammunition. Players are typically eliminated from the game when struck by paint just like in any traditional game of paintball. MilSim is a popular gamemode also played in Airsoft, which is a similar sport to paintball.
With the advent of shaped projectiles, such as the First Strike, and the resulting development of magazine fed markers, a considerable increase in range, accuracy and MILSIM realism was gained. Functionally speaking, magazine-fed markers are no different from any other paintball marker, with one exception. Instead of paintballs being gravity fed from a bulky hopper, which sits above the marker, shaped projectiles (or paintballs) are fed from a spring-loaded magazine from the bottom of the marker. The caliber of both the gravity fed and magazine fed markers are the same (.68 caliber) and the velocities are also generally the same. The increased range and accuracy of the shaped projectile comes from the higher ballistic coefficient that the shaped projectile has, and the gyroscopic spin imparted onto the projectile from a rifled barrel and fins on the projectile itself. Magazine fed markers and shaped projectiles have allowed marker designs to more closely approximate the styling and functionality of actual (real steel) firearms, which in turn has given paintball a better avenue to compete with Airsoft in the MilSim environment.[18]
Mag-Fed Only Game. An increasingly popular style of game play that forbids bulk loading devices such as the traditional paintball "hopper" or "loader" and under or back mounted bulk loaders such as the Dye BoxRotor, Maxxloader backpack, and AGD Warp Feed. In this style of play all markers must accept a magazine, greatly limiting paint capacities and creating a type of paintball much more similar to popular First Person Shooter video games.
A single player paintball attraction in which participants move through a closed course and shoot at a succession of targets. Runs are timed and competition among players is through a leader board, competing to be the quickest.
A static (or mobile) entertainment attraction. Venue staff are padded up and dressed as zombies. Paintball markers are mounted to a flat bed trailer. Participants are taken on a "Haunted Hay Ride" style attraction, towed through the property, where they defend themselves from the zombie hordes with paintballs. Generally, black lights and glow in the dark paintballs are used as ammo.
Regulated games are overseen by referees or marshals, who patrol the course to ensure enforcement of the rules and the safety of the players.[19] If a player is marked with paint, they will call them out, but competitors may also be expected to follow the honor code; a broken ball means elimination. Field operators may specify variations to this rule, such as requiring a tag to certain body locations only – such as the head and torso only.[20] There are game rules that can be enforced depending on the venue, to ensure safety, balance the fairness of the game or eliminate cheating.[21]
Masks On Even when a game isn't in progress, virtually all venues enforce a masks-on rule while players are within the playing area. More generally, within any given area of the park, either all players'/spectators'/officials' masks must be on, or all players' markers must either have a barrel block in place or be disconnected from their gas source, to ensure that a paintball cannot be fired from any nearby marker and cause eye injury. Some fields encourage players to aim away from opponents' heads during play if possible; splatter from mask hits can penetrate ventilation holes in the goggles and cause eye irritation, close-range hits to the mask can cause improperly maintained lenses to fail, and hits to unprotected areas of the face, head and neck are especially painful and can cause more serious injury.[22]
Minimum distance – When being tagged, depending on the distance from where the shot was fired, a direct paintball impact commonly causes bruises. In certain areas and at close range, these impacts may leave welts, or even break the skin and cause bleeding. To decrease these risks and the severity of associated injuries, commercial venues may enforce a minimum distance, such as 4.5 metres (15 ft), within which players cannot shoot an opponent.[23] Many fields enforce a modified minimum distance surrender rule; a player who advances to within minimum range must offer his opponent the chance to surrender before shooting. This generally prevents injury and discord at recreational games, however it is seldom used in tournaments as it confers a real disadvantage to the attacking player; he must hesitate while his opponent is free to shoot immediately. The act of shooting a player at close range is colloquially called "bunkering"; it happens most often when a player uses covering fire to force his opponent behind the cover of a bunker, then advances on that bunker while still shooting to eliminate the opponent point-blank.[24] A tap of the targeted player with the barrel of a marker, sometimes called a "barrel tag", "Murphy" or "tap-out", is generally considered equivalent to marking them with a paintball and is sometimes used in situations where one player is able to sneak up on an opponent to point-blank range.
Hits - A player is hit if a paintball leaves a solid mark of a specified minimum size (often nickel- or quarter-sized) anywhere on the player's body or equipment. Some variations of paintball don't count hits to the gun or the pod pack, or require multiple hits on the arms or legs. Most professional fields and tournaments, though, count any hit on a person, the equipment on their person, or even objects picked up at random from the field. A grey area of "splatter" often occurs when a paintball breaks on a nearby surface and that paint deflects onto the player; this usually does not count as a hit but it can be difficult to tell the difference between significant splatter and a genuine direct hit.
Overshooting – Fields may discourage players from overshooting (also regarded as bonus balling, "ramping", "overkill", or lighting up), which is to repeatedly shoot an opposing player after he is eliminated from the game.[25] It is also considered overshooting if a player knew the opponent was eliminated but continued to shoot, disregarding the safety of the opposing player and risking dangerous injury to others.
Ramping – Ramping is a feature of many electronic markers, where after a certain number of rapid shots or upon a threshold rate-of-fire being achieved by the player, the gun will begin firing faster than the trigger is being pulled. Ramping of rate of fire is prohibited or sharply limited at most paintball fields, however it is allowed in various tournament formats with specific rules governing when and how the marker may ramp.[26]
Wiping – Players may attempt to cheat by wiping paint from themselves, to pretend they were not hit and stay in the game.[27] If caught, "wipers" are generally called out of the game, and in recreational paintball may be ejected from the field for multiple instances of wiping. Various tournament rules state additional penalties for players or teams caught wiping, such as "3-for-1" (calling the wiping player and the nearest three players out) in PSP capture-the-flag, or a prescribed number of "penalty minutes" in XBall.
Non-contact - While paintball does involve tagging players with paintball projectiles, this is generally considered the sole point of physical contact between members of opposing teams. Players are generally prohibited from physically contacting other players, such as colliding with them, physically restraining them, and especially using fists, feet, protective gear or the markers themselves to hit other players. Fisticuffs in particular are dangerous not only to the participants but to all players on or off the field, and referees are generally trained to respond immediately and aggressively to stop the fight, and to eject and ban instigators of these fights.
Velocity - Though most paintball markers are capable of firing at muzzle velocities of around 300 feet per second (fps), the players' paintball marker is generally limited to a muzzle velocity of 280 fps for safety reasons.[28]
Player and team strategy varies depending on the size and layout of the field and the total number and experience level of players. The most basic strategy is to coordinate with the team to distribute the team members across the field roughly perpendicular to the line between starting stations to cover all potential lines of advance; a team that runs all in the same direction is easily flanked by opponents moving around the field on the opposite side. A second basic goal is to control as much of the field as possible, as early as possible, either by being the first to get to advantageous obstacles on the field or by quickly eliminating one or more opponents to reduce the number of directions each player has to watch for incoming paint. The more territory that the members of a team have behind them, the more options they have for choosing effective cover and changing position to get a good shot at one or more opponents, and because the field is of finite size, the fewer options the opposing team has.
A key element of intermediate and advanced strategy is the concept of "firing lanes". These are clear lines of sight between obstacles on the field and thus potentially between opposing players on the field behind them. A lane is "occupied" if at least one player of the opposing team can fire along it, and it's "active" if any player is firing along it, friend or foe. Occupied and active lanes hinder player movement as the player risks getting hit and eliminated. Open fields with sparse cover often have long open lanes between most or all bunkers on the field, most of which will be occupied if not active. Therefore, players have to keep track of which lanes to and from their bunker become occupied by the other team, so the player can make sure the bunker is between themselves and the opponent(s). This becomes harder the more occupied firing lanes there are; when most available firing lanes on the field are occupied, each team has to create cover in at least one direction using suppressing fire (rounds sent to the opponent's location designed to keep their head down more than to eliminate them). Speedball, which tends to use small open fields with relatively few obstacles, requires each player to use hundreds of paintballs in the course of a game to keep his opponents pinned down, lest he be pinned himself. Conversely, if most firing lanes on the field are clear, players on each team have greater mobility and the use of covering fire to pin an opponent is less useful as the player can stay behind cover while moving long distances, so players tend to fire less and move more to gain clear shots. Urban scenarios and woodsball fields tend to be larger and with more cover, shortening firing lanes and requiring players to move more to get good shots against their opponent.
Typically, strategy is limited for casual walk-on style paintball play. Some teamwork will be seen at the beginning of the games with brief discussions on tactics and strategy, such as distributing players between bunkers and assigning defenders that will stay back and cover attackers that advance. However, mid to late game tactics tend to be limited to groups of players sticking together or doing isolated attacks rather than a coordinated sweep down the field. In team paintball tournaments, more serious planned team tactics and strategy is seen throughout each game from the opening to the endgame. Teams generally practice together and have planned tactics they can use in the tournament, and know what each of their teammates will be trying to do in various situations during the game.
Paintball is played at both commercial venues, which require paid admission, and private land; both of which may include multiple fields of varying size and layout. Fields can be scattered with either natural or artificial terrain, and may also be themed to simulate a particular environment, such as a wooded or urban area, and may involve a historical context.[29] Smaller fields (such as those used for speedball and tournament play) may include an assortment of various inflatable bunkers; these fields are less prone to cause injury as the bunkers are little more than air bags, which can absorb the impact of a player colliding with them. Before these inflatable fields became available and popular, speedball fields were commonly constructed of various rigid building materials, such as plywood and framing timber, shipping pallets, even concrete and plastic drainage pipe.[citation needed] The use of plastic pipe tethered with stakes became common, as it allowed for relatively easy reconfiguration of fields and at least some impact-absorption, and was the precursor to the modern inflatable bunker (in fact, certain common features in inflatable fields, such as "can" and "snake" bunkers, were derived from similar features built with plastic drainage pipe). Recreational fields still commonly use these older materials for their higher durability and novelty; inflatable bunkers are prone to bursting seams or otherwise developing holes and leaks. Other fields have wooden or plastic barriers.[citation needed]
Commercial venues may provide amenities such as bathrooms, picnic areas, lockers, equipment rentals, air refills and food service. Countries may have paintball sports guidelines, with rules on specific safety and insurance standards, and paid staff (including referees) who must ensure players are instructed in proper play to ensure participants' safety. Some fields are "BYOP" (Bring Your Own Paint), allowing players to buy paint at unrelated retail stores or online and use it at their field. However, most fields are FPO (Field Paint Only,) meaning players must buy paint at the venue or at a pro shop affiliated with the park. This is largely for revenue reasons; field and rental fees generally do not cover expenses of a paintball park. However, other reasons relating to player safety are generally cited and have some merit, as poor quality or poorly stored paint can cause gun failures or personal injury to targeted players.[30][31][32] Other times, FPO policies are in keeping with municipal laws for wastewater and runoff; paintballs contain food dyes, and some formulations have metallic flakes and/or cornstarch to make them more visible, all of which can pose problems in water reservoirs and treatment plants. So, fields that must wash paintball paint into municipal wastewater facilities, or that have substantial rain runoff into bodies of water that are used as sources of drinking water, are generally required by the municipality to restrict players to only certain paint formulations; the easiest way to achieve this is to sell only approved paint and require that field paint be used.[33]
Playing on a non-established field is sometimes referred to as renegade or gonzo play or outlaw ball (with the players nicknamed renegade ballers or outlaws).[34] Though less expensive and less structured than play at a commercial facility, the lack of safety protocols, instruction, and oversight can lead to higher incidence of injuries.
The first organized paintball game in record was held by Charles Gaines and his friends in New Hampshire in 1981, with the first paintball field opening approximately a year later in Sutton, New Hampshire.[35][36] In 1983, the first National Survival Game (NSG) championship was held, with a $14,000 cash award for the winning team. As of 2010[update], tournaments are largely organized by paintball leagues.
A Speedball league is an organization that provides a regulated competition for Speedball players to compete. Leagues can be of various sizes (for example, regional, national or international) and offer organized tournaments and or games for professional, semi-professional, and amateur teams, sometimes with financial prizes. The first British national league was the British Paintball League created in 1989 by Gary Morhall, Richard
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
Transformers is a media franchise produced by American toy company Hasbro and Japanese toy company Takara Tomy. It primarily follows the heroic Autobots and the villainous Decepticons, two alien robot factions at war that can transform into other forms, such as vehicles and animals. The franchise encompasses toys, animation, comic books, video games and films. As of 2011, it generated more than ¥2 trillion ($25 billion) in revenue,[1] making it one of the highest-grossing media franchises of all time.
The franchise began in 1984 with the Transformers toy line, comprising transforming mecha toys from Takara's Diaclone and Micro Change toylines rebranded for Western markets.[2] The term "Generation 1" covers both the animated television series The Transformers and the comic book series of the same name, which are further divided into Japanese, British and Canadian spin-offs, respectively. Sequels followed, such as the Generation 2 comic book and Beast Wars TV series, which became its own mini-universe. Generation 1 characters have been rebooted multiple times in the 21st century in comics from Dreamwave Productions (starting 2001), IDW Publishing (starting in 2005 and again in 2019), and Skybound Entertainment (beginning in 2023). There have been other incarnations of the story based on different toy lines during and after the 20th century. The first was the Robots in Disguise series, followed by three shows (Armada, Energon, and Cybertron) that constitute a single universe called the "Unicron Trilogy".
A live-action film series started in 2007, again distinct from previous incarnations, while the Transformers: Animated series merged concepts from the G1 continuity, the 2007 live-action film and the "Unicron Trilogy". For most of the 2010s, in an attempt to mitigate the wave of reboots, the "Aligned Continuity" was established. In 2018, Transformers: Cyberverse debuted, once again, distinct from the previous incarnations.
Generation One is a retroactive term for the Transformers characters that appeared between 1984 and 1993. The Transformers began with the 1980s Japanese toy lines Micro Change and Diaclone. They presented robots able to transform into everyday vehicles, electronic items or weapons. Hasbro bought the Micro Change and Diaclone toys, and partnered with Takara.[4]Marvel Comics was hired by Hasbro to create the backstory; editor-in-chief Jim Shooter wrote an overall story, and gave the task of creating the characters to writer Dennis O'Neil.[5] Unhappy with O'Neil's work (although O'Neil created the name "Optimus Prime"), Shooter chose Bob Budiansky to create the characters.[6]
The Transformersmecha were largely designed by Shōji Kawamori, the creator of the Japanese mecha anime franchise Macross (which was adapted into the Robotech franchise in North America).[7] Kawamori came up with the idea of transforming mechs while working on the Diaclone and Macross franchises in the early 1980s (such as the VF-1 Valkyrie in Macross and Robotech), with his Diaclone mechs later providing the basis for Transformers.[8]
The primary concept of Generation One is that the heroic Optimus Prime, the villainous Megatron, and their finest soldiers crash-land on prehistoric Earth in the Ark and the Nemesis before awakening in 1985, Cybertron hurtling through the Neutral zone as an effect of the war. The Marvel comic was originally part of the main Marvel Universe, with appearances from Spider-Man and Nick Fury, plus some cameos,[9] as well as a visit to the Savage Land.[10]
The Transformers TV series began around the same time. Produced by Sunbow Productions and Marvel Productions, later Hasbro Productions, from the start it contradicted Budiansky's backstories. The TV series shows the Autobots looking for new energy sources, and crash landing as the Decepticons attack.[11] Marvel interpreted the Autobots as destroying a rogue asteroid approaching Cybertron.[12]Shockwave is loyal to Megatron on the TV series, keeping Cybertron in a stalemate during his absence,[13] but in the comic book, he attempts to take command of the Decepticons.[14] The TV series would also differ wildly from the origins Budiansky had created for the Dinobots,[15][16] the Decepticon turned Autobot Jetfire[17] (known as Skyfire on TV[18]), the Constructicons (who combine to form Devastator),[19][20] and Omega Supreme.[19][21] The Marvel comic establishes early on that Prime wields the Creation Matrix, which gives life to machines. In the second season, the two-part episode The Key to Vector Sigma introduced the ancient Vector Sigma computer, which served the same original purpose as the Creation Matrix (giving life to Transformers), and its guardian Alpha Trion.
In 1986, the cartoon became the film The Transformers: The Movie, which is set in the year 2005. It introduced the Matrix as the "Autobot Matrix of Leadership", as a fatally wounded Prime gives it to Ultra Magnus; however, as Prime dies he drops the matrix, which is then caught by Hot Rod who subsequently becomes Rodimus Prime later on in the film. Unicron, a Transformer who devours planets, fears its power and re-creates a heavily damaged Megatron as Galvatron, as well as Bombshell or Skywarp becoming Cyclonus, Thundercracker becoming Scourge and two other Insecticons becoming Scourge's huntsmen, the Sweeps. Eventually, Rodimus Prime takes out the Matrix and destroys Unicron.[22] In the United Kingdom, the weekly comic book interspliced original material to keep up with U.S. reprints,[23] and The Movie provided much new material. Writer Simon Furman proceeded to expand the continuity with movie spin-offs involving the time travelling Galvatron.[24][25] The Movie also featured guest voices from Leonard Nimoy as Galvatron, Scatman Crothers as Jazz, Casey Kasem as Cliffjumper, Orson Welles as Unicron and Eric Idle as the leader of the Junkions (Wreck-Gar, though unnamed in the movie). The Transformers theme tune for the film was performed by Lion with "Weird Al" Yankovic adding a song to the soundtrack.
The third season followed up The Movie, with the revelation of the Quintessons having used Cybertron as a factory. Their robots rebel, and in time the workers become the Autobots and the soldiers become the Decepticons. (Note: This appears to contradict background presented in the first two seasons of the series.) It is the Autobots who develop transformation.[26] Due to popular demand,[27] Optimus Prime is resurrected at the conclusion of the third season,[28] and the series ended with a three-episode story arc. However, the Japanese broadcast of the series was supplemented with a newly produced OVA, Scramble City, before creating entirely new series to continue the storyline, ignoring the 1987 end of the American series. The extended Japanese run consisted of The Headmasters, Super-God Masterforce, Victory and Zone, then in illustrated magazine form as Battlestars: Return of Convoy and Operation: Combination. Just as the TV series was wrapping up, Marvel continued to expand its continuity. It follows The Movie's example by killing Prime[29] and Megatron,[30] albeit in the present day. Dinobot leader Grimlock takes over as Autobot leader.[31] There was a G.I. Joe crossover[32] and the limited series The Transformers: Headmasters, which further expanded the scope to the planet Nebulon.[33] It led on to the main title resurrecting Prime as a Powermaster.[34]
In the United Kingdom, the mythology continued to grow. Primus is introduced as the creator of the Transformers, to serve his material body that is planet Cybertron and fight his nemesis Unicron.[35] Female Autobot Arcee also appeared, despite the comic book stating the Transformers had no concept of gender, with her backstory of being built by the Autobots to quell human accusations of sexism.[36]Soundwave, Megatron's second-in-command, also breaks the fourth wall in the letters page, criticising the cartoon continuity as an inaccurate representation of history.[37] The UK also had a crossover in Action Force, the UK counterpart to G.I. Joe.[38] The comic book features a resurrected Megatron,[39] whom Furman retconned to be a clone[40] when he took over the U.S. comic book, which depicted Megatron as still dead.[41] The U.S. comic would last for 80 issues until 1991,[42] and the UK comic lasted 332 issues and several annuals, until it was replaced as Dreamwave Productions, later in the 20th-Century.
In 2009, Shout! Factory released the entire G1 series in a 16-DVD box set called the Matrix of Leadership Edition.[43] They also released the same content as individual seasons.[44]
It was five issues[45] of the G.I. Joe comic in 1993 that would springboard a return for Marvel's Transformers, with the new twelve-issue series Transformers: Generation 2, to market a new toy line.
This story reveals that the Transformers originally breed asexually, though it is stopped by Primus because it produced the evil Swarm.[46] A new empire, neither Autobot nor Decepticon, is bringing it back, however. Though the year-long arc wrapped itself up with an alliance between Optimus Prime and Megatron, the final panel introduces the Liege Maximo, ancestor of the Decepticons.[47] This minor cliffhanger was not resolved until 2001 and 2002's Transforce convention when writer Simon Furman concluded his story in the exclusive novella Alignment.[48]
The story focuses on a small group of Maximals (the new Autobots), led by Optimus Primal, and Predacons, led by Megatron, 300 years after the "Great War". After a dangerous pursuit through transwarp space, both the Maximal and Predacon factions end up crash landing on a primitive, uncivilized planet similar to Earth, but with two moons and a dangerous level of Energon (which is later revealed to be prehistoric Earth with an artificial second moon, taking place sometime during the 4 million year period in which the Autobots and Decepticons were in suspended animation from the first episode of the original Transformers cartoon), which forces them to take organic beast forms in order to function without going into stasis lock.[49] After writing this first episode, Bob Forward and Larry DiTillio learned of the G1 Transformers and began to use elements of it as a historical backstory to their scripts,[50] establishing Beast Wars as a part of the Generation 1 universe through numerous callbacks to both the cartoon and the Marvel comic. By the end of the first season, the second moon and the Energon are revealed to have been constructed by a mysterious alien race known as the Vok.
The destruction of the second moon releases mysterious energies that make some of the characters "transmetal" and the planet is revealed to be prehistoric Earth, leading to the discovery of the Ark. Megatron attempts to kill the original Optimus Prime,[51] but at the beginning of the third season, Primal manages to preserve his spark. In the two-season follow-up series, Beast Machines, Cybertron is revealed to have organic origins, which Megatron attempts to stamp out.
After the first season of Beast Wars (comprising 26 episodes) aired in Japan, the Japanese were faced with a problem. The second Canadian season was only 13 episodes long, not enough to warrant airing on Japanese TV. While they waited for the third Canadian season to be completed (thereby making 26 episodes in total when added to season 2), they produced two exclusive cel-animated series of their own, Beast Wars II (also called Beast Wars Second) and Beast Wars Neo, to fill in the gap. Dreamwave retroactively revealed Beast Wars to be the future of their G1 universe,[52] and the 2006 IDW comic book Beast Wars: The Gathering eventually confirmed the Japanese series to be canon[53] within a story set during Season 3.[54]
Beast Wars contained elements from both the G1 cartoon series and comics. Attributes taken from the cartoon include Transformers that were female, the appearance of Starscream (who mentions being killed off by Galvatron in The Transformers: The Movie), and appearances of the Plasma Energy Chamber and Key to Vector Sigma. The naming of the Transformer ship, the Ark (and reference to 1984, the year the Transformers on board are revived), the character Ravage being shown as intelligent, and Cybertron having an organic core are elements taken from the comics.
In 2011, Shout! Factory released the complete series of Beast Wars on DVD.[55]
In 2001, Dreamwave Productions began a new universe of annual comics adapted from Marvel, but also included elements of the animated. The Dreamwave stories followe the concept of the Autobots defeating the Decepticons on Earth, but their 1997 return journey to Cybertron on the Ark II[56] is destroyed by Shockwave, now ruler of the planet.[57] The story follows on from there and was told in two six-issue limited series, then a ten-issue ongoing series. The series also adds extra complexities such as not all Transformers believing in the existence of Primus,[58] corruption in the Cybertronian government that first led Megatron to begin his war,[59] and Earth having an unknown relevance to Cybertron.[57][60]
Three Transformers: The War Within limited series were also published. These are set at the beginning of the Great War, and identify Prime as once being a clerk named Optronix.[61]Beast Wars was also retroactively stated as the future of this continuity, with the profile series More than Meets the Eye showing the PredaconMegatron looking at historical files detailing Dreamwave's characters and taking his name from the original Megatron.[52] In 2004, this real life universe also inspired three novels[62] and a Dorling Kindersley guide, which focused on Dreamwave as the "true" continuity when discussing in-universe elements of the characters. In a new twist, Primus and Unicron are siblings, formerly a being known as the One. Transformers: Micromasters, set after the Ark's disappearance, was also published. The real life universe was disrupted when Dreamwave went bankrupt in 2005.[63] This left the Generation One story hanging and the third volume of The War Within half finished. Plans for a comic book set between Beast Wars and Beast Machines were also left unrealized.[64]
Throughout the years, the G1 characters have also starred in crossovers with fellow Hasbro property G.I. Joe, but whereas those crossovers published by Marvel were in continuity with their larger storyline, those released by Dreamwave and G.I. Joe publisher Devil's Due Publishing occupy their own separate real life universes. In Devil's Due, the terrorist organization Cobra is responsible for finding and reactivating the Transformers. Dreamwave's version reimagines the familiar G1 and G.I. Joe characters in a World War II setting, and a second limited series was released set in the present day, though Dreamwave's bankruptcy meant it was cancelled after a single issue. Devil's Due had Cobra re-engineer the Transformers to turn into familiar Cobra vehicles, and released further mini-series that sent the characters travelling through time, battling Serpentor and being faced with the combined menace of Cobra-La and Unicron. During this time, Cobra teams up with the Decepticons. IDW Publishing has expressed interest in their own crossover.[65]
The following year, IDW Publishingrebooted the G1 series from scratch within various limited series and one shots. This allowed long-time writer of Marvel and Dreamwave comics, Simon Furman to create his own universe without continuity hindrance, similar to Ultimate Marvel. This new continuity originally consisted of a comic book series titled The Transformers with a companion series known as The Transformers: Spotlight. The main series was broken up into several story arcs. Eventually, with IDW Publishing losing sales, the series was given a soft reboot. Beginning with All Hail Megatron, the series was set in a new direction, discarding the miniseries and Spotlight format with ongoing comics. By 2012 the series had split into three ongoing series; The Transformers: More Than Meets The Eye, The Transformers: Robots in Disguise (which later changed in 2015 to "The Transformers") and The Transformers: Till All Are One. In 2022, it was announced that IDW lost the publishing rights to Transformers.[66]
In January 2006, the Hasbro Transformers Collectors' Club comic wrote a story based on the Transformers Classics toy line, set in the Marvel Comics universe, but excluding the Generation 2 comic. Fifteen years after Megatron crash-lands in the Ark with Ratchet, the war continues with the characters in their Classics bodies.[67]
IDW Publishing introduced The Transformers: Evolutions in 2006, a collection of mini-series that re-imagine and reinterpret the G1 characters in various ways. To date, only one miniseries has been published, Hearts of Steel, placing the characters in an Industrial Revolution-era setting. The series was delayed as Hasbro did not want to confuse newcomers with too many fictional universes before the release of the live-action film.[68]
Transformers: Kiss Players (トランスフォーマー キスぷれ, Toransufōmā Kisu Pure), shortened to Kiss Players (キスぷれ, Kisu Pure), is a Japanese Transformers franchise which began in 2006 to 2007 as was helmed by artist and writer Yuki Ohshima. By virtue of being the only Transformers toyline and fiction released in Japan by Takara between the conclusion of Cybertron and the live-acti
Kingdom Hearts is a crossover of various Disney properties based in an original fictional universe. The series centers on the main character, Sora, and his journey and experiences with various Disney characters, as well as some from Square Enix properties, such as Final Fantasy, The World Ends with You, and Einhänder, in addition to original characters and locations created specifically for the series.
The series consists of thirteen games available for multiple platforms, and future games are planned. Most of the games in the series have been positively received and commercially successful. As of March 2022, the Kingdom Hearts series has shipped more than 36 million copies worldwide. A wide variety of related merchandise has been released along with the games, including soundtracks, action figures, companion books, light novels, a collectible card game, and a manga series.
Kingdom Hearts is the first game in the series, released in Japan on March 28, 2002, for PlayStation 2.[1][2] Tetsuya Nomura served as game director, his first time in this position. Kingdom Hearts introduced the main characters (Sora, Kairi, and Riku) of the series, and established the plot's framework involving hearts and dark beings known as the Heartless. It also established the role of Disney characters in the series, with character cameos from the Final Fantasy series. Kingdom Hearts was released in North America on September 17, 2002,[1][2] and featured additional content that was not in the original Japanese version. The game was later re-released in Japan as Kingdom Hearts Final Mix on December 26, 2002.[1][2]Final Mix includes the content from the North American release and additional enemies, cutscenes, and weapons.[3]
Kingdom Hearts: Chain of Memories is a direct sequel to the first game. It was released on the Game Boy Advance in Japan on November 11, 2004.[4][5]Chain of Memories was touted as a bridge between the two PlayStation 2 games, introducing and previewing plot elements that would be explored in the next game.[6] The gameplay system is a departure from the original and employs card game mechanics in real time. Players construct decks out of cards that correspond to different actions in battle, such as attacking or using magic. It was remade into a PlayStation 2 game titled Kingdom Hearts Re:Chain of Memories, which contains polygonal graphics instead of the sprites used in the original game. The remake was released in Japan as a second disc packaged with Kingdom Hearts II Final Mix on March 29, 2007, and in North America as a standalone game on December 2, 2008.[7][8]
Kingdom Hearts II takes place one year after the events of Chain of Memories. It was released for the PlayStation 2 in Japan on December 22, 2005.[9][10] The game further explores the "heart" concept by involving a new group of enemies, the Nobodies, which are the cast-off shells of those who have become Heartless. The gameplay is similar to that of the first Kingdom Hearts game, with the addition of the Reaction Command, which performs reflex-sensitive actions in battle. Kingdom Hearts II was revised into Kingdom Hearts II Final Mix, which contains more material than the original release, such as additional cutscenes and bosses. Kingdom Hearts II Final Mix was released with Kingdom Hearts Re:Chain of Memories in a collection titled Kingdom Hearts II Final Mix+, which was released in Japan on March 29, 2007.[11]
Kingdom Hearts Coded is an episodic mobile phone game that picks up directly after Kingdom Hearts II. The "preinstall" episode was released in Japan on November 18, 2008, and eight episodes were released between June 3, 2009, and January 28, 2010.[12] The game was remade for the Nintendo DS as Kingdom Hearts Re:coded, and features updated gameplay combining that of two later entries in the series, 358/2 Days and Birth by Sleep. Unlike the original version, Re:coded was released internationally: October 7, 2010, in Japan;[13] January 11, 2011, in North America;[14] and January 14, 2011, in Europe.[15]
Kingdom Hearts 358/2 Days was released for the Nintendo DS in Japan on May 30, 2009. It is primarily set between Kingdom Hearts and Kingdom Hearts II, focusing on Roxas' time in Organization XIII and his motives for leaving. It is the first game in the series to feature cooperative multiplayer in addition to the traditional use of AI-controlled partners.[16][17] Gameplay is mission-based with optional objectives that yield additional rewards. The game also has a unique panel system which governs character improvement, special abilities, and equipped weapons.
Kingdom Hearts Birth by Sleep is a prequel to the series, released for the PlayStation Portable in Japan on January 9, 2010, and in North America on September 7, 2010, with additional content.[18] The game is set ten years before the events of the first Kingdom Hearts game, revealing the origins of the villain, Xehanort.[19] It consists of four scenarios, three of which focus on one of the game's three protagonists, Terra, Ventus, and Aqua. The game was re-released in Japan under the title Kingdom Hearts Birth by Sleep Final Mix on January 20, 2011, with the content from the English versions as well as new features, such as an additional fifth scenario.
Kingdom Hearts 3D: Dream Drop Distance was released on March 29, 2012, in Japan for the Nintendo 3DS. The game focuses on Sora and Riku's Mark of Mastery exam under Yen Sid in anticipation of Xehanort's return and their subsequent conflicts with enemies from their past.[20] In addition to similar systems inherited from Birth by Sleep, this game features "Dream Eaters" which serve as both enemies and allies. Players may collect and breed friendly Dream Eaters and train them to become more powerful. The English edition came out on July 20, 2012, in Europe while it came out on July 31, 2012, for North America.
Kingdom Hearts χ: At Tokyo Game Show 2012, Square Enix announced Kingdom Hearts χ, previously known as Kingdom Hearts for PC Browsers.[21] It is a browser game for PCs, and is only playable in Japan since July 18, 2013. It features cartoon-like 2D models and is a prequel to the series, detailing the events leading up to the Keyblade War.
Kingdom Hearts: Unchained χ: An international port of Kingdom Hearts χ that was released for Android and iOS devices.[22]Unchained χ was released in Japan on September 3, 2015,[23] in North America on April 7, 2016,[24] and in Europe on June 16, 2016.[25] Later in April 2017, it was rebranded as Kingdom Hearts: Union χ, featuring an all-new story that expanded and diverged from the original.[26] In January 2019, the game was available on the Amazon Appstore for Amazon devices.[27] The app was rebranded once again to Kingdom Hearts: Union χ Dark Road with the release of Kingdom Hearts Dark Road.[28] The game was shut down and converted into a cutscene viewer in May 2021.[29]
Kingdom Hearts Dark Road is a mobile game accessed within Kingdom Hearts Union χ[Cross],[28] which released worldwide on June 22, 2020.[30] The game is set 70 years before Birth by Sleep and explores the origins of Xehanort and his eventual turn to darkness,[31] and was developed by the same team working on Union χ.[32] Following the shutdown of Union χ, Dark Road was converted into an offline game and received its final story update in August 2022.[33]
Kingdom Hearts III: In September 2010, Tetsuya Nomura stated that his team was too busy with other projects such as Final Fantasy XV (known as Final Fantasy Versus XIII at the time) to work on Kingdom Hearts III. He also stated that his team was researching how to create the high-definition graphics of the game, which depended on the technical restrictions of the next generation consoles.[34] On June 10, 2013, at the E3 Sony press conference, after years of rumors and speculations, Nomura introduced a teaser for Kingdom Hearts III, which stated it was in development for the PlayStation 4. It was announced the next day to be in development for the Xbox One as well.[35] In Kingdom Hearts III, the series protagonist Sora embarks on a journey to regain his lost "Power of Waking" while Sora's friends, Riku and King Mickey, search for the Keyblade wielders Aqua, Terra, and Ventus in preparation for their final battle against Xehanort. The game concludes the "Dark Seeker Saga".[36] The game was released on January 25, 2019, in Japan and on January 29 worldwide.[37][38]
Kingdom Hearts III + Re Mind: A port of Kingdom Hearts III with the Re Mind DLC included that was released for Windows and the Nintendo Switch. It was initially released on Windows exclusively via the Epic Games Store on March 30, 2021, followed by a Steam release three years later on June 13, 2024.[39][40] A cloud version for the Nintendo Switch was announced during Sora's reveal as the final DLC fighter for Super Smash Bros. Ultimate on October 5th, 2021, and released as part of the series' 20th anniversary celebration on February 10, 2022.[41]
Kingdom Hearts: Melody of Memory is a rhythm-based game for the Nintendo Switch, PlayStation 4, and Xbox One.[42][43] It released in Japan on November 11, 2020, and worldwide on November 13.[44] Featuring 140 songs, it sees players travel to each stage in a Gummi ship, and features gameplay similar to Theatrhythm Final Fantasy.[42][43][45]Melody of Memory continues Kairi's story from the end of Kingdom Hearts III,[45] with Nomura saying the Kingdom Hearts III Re Mind title screen laid "some of the groundwork for it".[32]
A Kingdom Hearts game was developed for V CAST, Verizon Wireless's broadband service, and was released on February 1, 2005, in the United States.[46][47] It was one of the launch games for the V CAST services.[48] The game, developed by Superscape and published by Disney Mobile with no involvement from Square Enix, features gameplay akin to the first Kingdom Hearts game, modified for the input method of mobile phones.[49] The game's storyline features Sora struggling to free himself from a nightmare induced by Maleficent's magic.
Kingdom Hearts Mobile was a Kingdom Hearts-themed social game in which players could play mini-games together. Unlike Kingdom Hearts for the V CAST and Kingdom Hearts Coded, this game does not have a storyline and focuses more on socializing. The service operated in conjunction with Kingdom Hearts Coded, as new avatar costumes became available after the player completed an episode of Kingdom Hearts Coded. Kingdom Hearts-related media such as wallpapers, ringtones, graphics, and other items could be purchased and downloaded through the service for mobile phones.
Kingdom Hearts VR Experience: Announced in September 2018, Kingdom Hearts VR Experience is a free, 10-minute interactive video "featuring iconic moments [and music] from the Kingdom Hearts games" with the ability to unlock additional content by progressing through the experience.[50] The first part was released in Japan on January 23, 2019, with the second part releasing in early 2019.[51][52] The first part had initially been scheduled to release on January 18, 2019,[52] after initial release dates of December 25, 2018, for the first part, with the second part releasing on January 18, 2019.[53]
Kingdom Hearts HD 1.5 Remix was released for the PlayStation 3 in Japan on March 14, 2013.[54] The collection includes remastered versions of Kingdom Hearts Final Mix and Re:Chain of Memories, which include gameplay enhancements and trophy support. In addition, a "Theater Mode" has been added, consisting of high definition cutscenes from Kingdom Hearts 358/2 Days.[55] The collection was released in North America on September 10, 2013[56] in Australia on September 12, 2013,[57] and in Europe on September 13, 2013.[58]
Kingdom Hearts HD 2.5 Remix: After the announcement of HD 1.5 Remix, Nomura stated that it would be "pretty unnatural" if Kingdom Hearts II did not receive an HD update.[59] In the credits of HD 1.5 Remix, clips of Kingdom Hearts II Final Mix, Kingdom Hearts Birth by Sleep Final Mix, and Kingdom Hearts Re:coded were shown, hinting at another collection.[60] On October 14, 2013, the collection was announced for the PlayStation 3, and included the previously mentioned games, with Re:coded appearing as HD cinematics, similar to 358/2 Days in HD 1.5 Remix.[60] The collection was released in Japan on October 2, 2014,[61] North America on December 2, 2014, Australia on December 4, 2014, and Europe on December 5, 2014.[62]
Kingdom Hearts HD 2.8 Final Chapter Prologue: In the credits of HD 2.5 Remix, clips of Kingdom Hearts 3D: Dream Drop Distance were shown as well as the inclusion of a secret ending related to the game, hinting at a possible additional collection.[63] In September 2015, Square Enix announced Kingdom Hearts HD 2.8 Final Chapter Prologue. The collection features an HD remaster of Dream Drop Distance as well as Kingdom Hearts χ Back Cover, a cinematic telling of the backstory behind the events of Kingdom Hearts χ, and Kingdom Hearts 0.2: Birth by Sleep – A Fragmentary Passage, a new game taking place after the events of the original Birth by Sleep, told from the perspective of Aqua.[64] It was released in Japan on January 12, 2017, and in North America and Europe on January 24, 2017,[65] with a later release on February 18, 2020, for the Xbox One,[66] and on March 30, 2021, and June 13, 2024, for Windows via Epic Games Store and Steam respectively.[39][40] A cloud version for the Nintendo Switch was released on February 10, 2022.[41]
The following are repackaged versions of the above collections:
Kingdom Hearts Starter Pack: HD 1.5 + 2.5 Remix: A collector's pack released in Japan includes Kingdom Hearts HD 1.5 Remix and Kingdom Hearts HD 2.5 Remix.
Kingdom Hearts Collector's Pack: HD 1.5 + 2.5 Remix: A collector's pack released in Japan includes Kingdom Hearts HD 1.5 Remix and Kingdom Hearts HD 2.5 Remix, a code to get an Anniversary Set for Kingdom Hearts χ, music, and a booklet with art from the series.[61]
Kingdom Hearts HD 1.5 + 2.5 Remix: In October 2016, Square-Enix announced a single-disc compilation release of Kingdom Hearts HD 1.5 Remix and Kingdom Hearts HD 2.5 Remix for the PlayStation 4. The compilation was released on March 9, 2017, in Japan; March 28, 2017, in North America; and March 31, 2017, in Europe.[67] It was later released on February 18, 2020, for the Xbox One,[66] and on March 30, 2021, and June 13, 2024, for Windows via Epic Games Store and Steam respectively.[39][40] A cloud version for the Nintendo Switch was released on February 10, 2022.[41]
Kingdom Hearts: The Story So Far: Announced in early October 2018, this bundle collects the Kingdom Hearts HD 1.5 + 2.5 Remix PlayStation 4 collection and Kingdom Hearts HD 2.8 Final Chapter Prologue. It was released in North America on October 30, 2018, for the PlayStation 4.[68]
Kingdom Hearts: All-In-One-Package: This bundle contains everything in The Story So Far, along with Kingdom Hearts III. It was released digitally on the PlayStation 4 in North America on January 29, 2019.[69] The bundle became available physically in North America on March 17, 2020.[70]
Kingdom Hearts Integrum Masterpiece for Cloud: This bundle contains cloud versions of everything in the All-In-One-Package, along with the Kingdom Hearts III Re Mind DLC. It was released on the Nintendo Switch on February 10, 2022.[41] A non-cloud version, simply titled Kingdom Hearts Integrum Masterpiece, was later made available for Steam on June 13, 2024. [71]
Kingdom Hearts Missing-Link: In April 2022, Square Enix revealed Kingdom Hearts Missing-Link was in development for iOS and Android devices. It is set in Scala ad Caelum between the events of Union X and Dark Road. A closed beta was originally set for late 2022.[72][73] However, it was delayed to October 30, 2023 for its closed beta. The game is set for a 2024 launch on mobile devices.
Kingdom Hearts IV: Though Kingdom Hearts III was the end of the "Dark Seeker Saga" which revolved around Xehanort, it had been decided where certain characters end up in order to potentially continue their stories in future games.[74] In January 2020, Nomura said there would need to be "more time" before the next main entry in the series,[32] later noting in September that Yozora would "definitely... be involved" in the future of the series, in an unexpected and surprising way.[75] In April 2022, Square Enix revealed Kingdom Hearts IV was in development, confirmed that Sora, Donald, and Goofy would return, and that the game would be set in Quadratum, a realistic world inspired by Tokyo. Kingdom Hearts IV will be the start of the "Lost Master arc".[72] In March 2023, during a Kingdom Hearts concert breath concert, Nomura vaguely announced something happened that determined the "direction of the series" going forward.[76]
Kingdom Hearts features a mixture of familiar Disney and Square Enix characters, as well as several new characters designed and created by Nomura.[77] In addition to original locations, the Kingdom Hearts series features many worlds from Disney films. Sora must visit these worlds and interact with various Disney characters to protect them from enemies. Often, his actions in these worlds closely follow the storylines of their respective Disney films. The main characters try not to interfere with the affairs of other worlds, as it could negatively affect the universe's order.[78][79] Various Final Fantasy characters also make appearances within several worlds throughout the series. This includes Moogles, small creatures who are another common element in the games. They provide the player with a synthesis shop in order to create and purchase items used in the game. The main cast from The World Ends with You also makes an appearance in the series in Dream Drop Distance, and Kingdom Hearts III features characters from Pixar films such as the Toy Story series and Monsters, Inc., as well as Schwarzgeist, one of the bosses from Einhänder.[80][81][82] Nevertheless, the usage of Disney characters is not without restrictions. For example, Nomura had requested the use of Oswald the Lucky Rabbit in Kingdom Hearts III, but the response from Disney was that the character would be "too difficult" to use, with no further clarification or details from Disney.[83]