Art ish

Art ish theme by Sprett

Download: Art_ish.p3t

http://img338.imageshack.us/img338/2563/previewlu8.jpg
(2 backgrounds)

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

This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!

Download for Windows: p3textractor.zip

Instructions:

Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.

The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.

The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].

For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following:
p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.

Haze #2

Haze theme by PenguinRage

Download: Haze_by_PenguinRage.p3t

Haze Theme 2
(1 background)

Haze over the Mojave Desert from a brush fire in Santa Barbara, California, seen as the Sun descends on the 2016 June solstice, allows the Sun to be photographed without a filter.
Bushfire haze in Sydney, Australia
Haze as smoke pollution over the Mojave from fires in the Inland Empire, June 2016, demonstrates the loss of contrast to the Sun, and the landscape in general.
Haze causing red sky, due to the scattering of light on smoke particles, also known as Rayleigh scattering during Mexico's forest fire season
Haze in Monterrey, Mexico, during grassland fires

Haze is traditionally an atmospheric phenomenon in which dust, smoke, and other dry particulates suspended in air obscure visibility and the clarity of the sky. The World Meteorological Organization manual of codes includes a classification of particulates causing horizontal obscuration into categories of fog, ice fog, steam fog, mist, haze, smoke, volcanic ash, dust, sand, and snow.[1] Sources for particles that cause haze include farming (ploughing in dry weather), traffic, industry, windy weather, volcanic activity and wildfires. Seen from afar (e.g. an approaching airplane) and depending on the direction of view with respect to the Sun, haze may appear brownish or bluish, while mist tends to be bluish grey instead. Whereas haze often is considered a phenomenon occurring in dry air, mist formation is a phenomenon in saturated, humid air. However, haze particles may act as condensation nuclei that leads to the subsequent vapor condensation and formation of mist droplets; such forms of haze are known as "wet haze".

In meteorological literature, the word haze is generally used to denote visibility-reducing aerosols of the wet type suspended in the atmosphere. Such aerosols commonly arise from complex chemical reactions that occur as sulfur dioxide gases emitted during combustion are converted into small droplets of sulfuric acid when exposed. The reactions are enhanced in the presence of sunlight, high relative humidity, and an absence of air flow (wind). A small component of wet-haze aerosols appear to be derived from compounds released by trees when burning, such as terpenes. For all these reasons, wet haze tends to be primarily a warm-season phenomenon. Large areas of haze covering many thousands of kilometers may be produced under extensive favorable conditions each summer.

Air pollution[edit]

Haze often occurs when suspended dust and smoke particles accumulate in relatively dry air. When weather conditions block the dispersal of smoke and other pollutants they concentrate and form a usually low-hanging shroud that impairs visibility and may become a respiratory health threat if excessively inhaled. Industrial pollution can result in dense haze, which is known as smog.

Since 1991, haze has been a particularly acute problem in Southeast Asia. The main source of the haze has been smoke from fires occurring in Sumatra and Borneo which dispersed over a wide area. In response to the 1997 Southeast Asian haze, the ASEAN countries agreed on a Regional Haze Action Plan (1997) as an attempt to reduce haze. In 2002, all ASEAN countries signed the Agreement on Transboundary Haze Pollution, but the pollution is still a problem there today. Under the agreement, the ASEAN secretariat hosts a co-ordination and support unit.[2] During the 2013 Southeast Asian haze, Singapore experienced a record high pollution level, with the 3-hour Pollutant Standards Index reaching a record high of 401.[3]

In the United States, the Interagency Monitoring of Protected Visual Environments (IMPROVE) program was developed as a collaborative effort between the US EPA and the National Park Service in order to establish the chemical composition of haze in National Parks and establish air pollution control measures in order to restore the visibility of the air to pre-industrial levels.[4] Additionally, the Clean Air Act requires that any current visibility problems be addressed and remedied, and future visibility problems be prevented, in 156 Class I Federal areas located throughout the United States. A full list of these areas is available on EPA's website.[5]

In addition to the severe health issues caused by haze from air pollution, dust storm particles, and bush fire smoke, reduction in irradiance is the most dominant impact of these sources of haze and a growing issue for photovoltaic production as the solar industry grows.[6] Smog also lowers agricultural yield and it has been proposed that pollution controls could increase agricultural production in China.[7] These effects are negative for both sides of agrivoltaics (the combination of photovoltaic electricity production and food from agriculture).

International disputes[edit]

Transboundary haze[edit]

Haze is no longer just a confined as a domestic problem. It has become one of the causes of international disputes among neighboring countries. Haze can migrate to adjacent countries in the path of wind and thereby pollutes other countries as well, even if haze does not first manifest there. One of the most recent problems occur in Southeast Asia which largely affects the nations of Indonesia, Malaysia and Singapore. In 2013, due to forest fires in Indonesia, Kuala Lumpur and surrounding areas became shrouded in a pall of noxious fumes dispersed from Indonesia, that brings a smell of ash and coal for more than a week, in the country's worst environmental crisis since 1997.

The main sources of the haze are Indonesia's Sumatra Island, Indonesian areas of Borneo, and Riau, where farmers, plantation owners and miners have set hundreds of fires in the forests to clear land during dry weather. Winds blew most of the particulates and fumes across the narrow Strait of Malacca to Malaysia, although parts of Indonesia in the path are also affected.[8] The 2015 Southeast Asian haze was another major crisis of air quality, although there were occasions such as the 2006 and 2019 haze which were less impactful than the three major Southeast Asian haze of 1997, 2013 and 2015.

Obscuration[edit]

Haze causes issues in the area of terrestrial photography and imaging, where the penetration of large amounts of dense atmosphere may be necessary to image distant subjects. This results in the visual effect of a loss of contrast in the subject, due to the effect of light scattering and reflection through the haze particles. For these reasons, sunrise and sunset colors and possibly the sun itself appear subdued on hazy days, and stars may be obscured by haze at night. In some cases, attenuation by haze is so great that, toward sunset, the sun disappears altogether before even reaching the horizon.[9]

Haze can be defined as an aerial form of the Tyndall effect therefore unlike other atmospheric effects such as cloud, mist and fog, haze is spectrally selective in accordance to the electromagnetic spectrum: shorter (blue) wavelengths are scattered more, and longer (red/infrared) wavelengths are scattered less. For this reason, many super-telephoto lenses often incorporate yellow light filters or coatings to enhance image contrast.[10] Infrared (IR) imaging may also be used to penetrate haze over long distances, with a combination of IR-pass optical filters and IR-sensitive detectors at the intended destination.

See also[edit]

Notes[edit]

  1. ^ "WMO Manual on Codes" (PDF). [dead link]
  2. ^ ASEAN action hazeonline Archived 2005-02-05 at the Wayback Machine
  3. ^ "Singapore haze hits record high from Indonesia fires". BBC News. 21 June 2013. Retrieved 19 January 2014.
  4. ^ "Improve – Interagency Monitoring of Protected Visual Environments". vista.cira.colostate.edu.
  5. ^ "Federal Class 1 Areas".
  6. ^ Sadat, Seyyed Ali; Hoex, Bram; Pearce, Joshua M. (2022). "A Review of the Effects of Haze on Solar Photovoltaic Performance". Renewable and Sustainable Energy Reviews. 167: 112796. doi:10.1016/j.rser.2022.1127

Firey

Firey theme by xomaniac

Download: Firey_theme_for_the_ps3_by_xomaniac.p3t

http://img250.imageshack.us/img250/2811/fireythemefortheps3byxofd9.jpg
(3 backgrounds)

Firey is a surname. Notable people with the surname include:

Final Fantasy VII #2

Final Fantasy VII theme by Jokerdeuce

Download: FinalFantasy7_Jokerdeuce.p3t

Final Fantasy VII Theme #2
(3 backgrounds)

Final Fantasy VII
A man with blond hair wearing black clothing and armor stands with a giant sword on his back, with his back to the camera. In the foreground is a futuristic building shown in monochrome. A logo illustration, showing the game's title and a blue-green stylized depiction of a falling meteorite, is displayed in the top right-hand corner.
North American cover art, featuring the game's protagonist, Cloud Strife
Developer(s)Square
Publisher(s)
Director(s)Yoshinori Kitase
Producer(s)Hironobu Sakaguchi
Programmer(s)Ken Narita
Artist(s)
Writer(s)Yoshinori Kitase
Kazushige Nojima
Composer(s)Nobuo Uematsu
SeriesFinal Fantasy
Platform(s)
Release
January 31, 1997
  • PlayStation
    • JP: January 31, 1997
    • NA: September 7, 1997
    • PAL: November 17, 1997
    International
    • JP: October 2, 1997
    Windows
    Remaster
    • NA/PAL: August 14, 2012
    • JP: May 16, 2013
    • WW: July 4, 2013 (Steam)
    • WW: August 13, 2020 (Microsoft Store)
    iOS
    • WW: August 19, 2015
    PlayStation 4
    • WW: December 5, 2015
    Android
    • WW: July 7, 2016
    Switch, Xbox One
    • WW: March 26, 2019
Genre(s)Role-playing
Mode(s)Single-player

Final Fantasy VII[a] is a 1997 role-playing video game developed by Square for the PlayStation console and the seventh main installment in the Final Fantasy series. Square published the game in Japan, and it was released in other regions by Sony Computer Entertainment, becoming the first game in the main series to have a PAL release. The game's story follows Cloud Strife, a mercenary who joins an eco-terrorist organization to stop a world-controlling megacorporation from using the planet's life essence as an energy source. Ensuing events send Cloud and his allies in pursuit of Sephiroth, a superhuman who seeks to wound the planet and harness its healing power in order to be reborn as a god. Throughout their journey, Cloud bonds with his party members, including Aerith Gainsborough, who holds the secret to saving their world.

Development began in 1994, originally for the Super Nintendo Entertainment System. After delays and technical difficulties from experimenting with several platforms, most notably the Nintendo 64, Square moved production to the PlayStation, largely due to the advantages of the CD-ROM format. Veteran Final Fantasy staff returned, including series creator and producer Hironobu Sakaguchi, director Yoshinori Kitase, and composer Nobuo Uematsu. The title was the first in the series to use full motion video and 3D computer graphics, featuring 3D character models superimposed over 2D pre-rendered backgrounds. Although the gameplay remained mostly unchanged from previous entries, Final Fantasy VII introduced more widespread science fiction elements and a more realistic presentation. The combined development and marketing budget amounted to approximately US$80 million.

Final Fantasy VII received widespread commercial and critical success and remains widely regarded as a landmark title, and it is regarded as one of the greatest and most influential video games ever made. The title won numerous Game of the Year awards and was acknowledged for boosting the sales of the PlayStation and popularizing Japanese role-playing games worldwide. Critics praised its graphics, gameplay, music, and story, although some criticism was directed towards the original English localization. Its success has led to enhanced ports on various platforms, a multimedia subseries called the Compilation of Final Fantasy VII, and a high definition remake trilogy currently comprising Final Fantasy VII Remake (2020), and Final Fantasy VII Rebirth (2024).

Gameplay[edit]

The gameplay of Final Fantasy VII is similar to earlier Final Fantasy titles and Japanese role-playing games.[1] The game features three modes of play: the world map, the field, and the battle screen.[2][3]: 15, 20  At its grandest scale, players explore the world of Final Fantasy VII on a 3D world map.[4] The world map contains representations of areas for the player to enter, including towns, environments, and ruins.[5] Natural barriers—such as mountains, deserts, and bodies of water—block access by foot to some areas; as the game progresses, the player receives vehicles that help traverse these obstacles.[3]: 44  Chocobos can be found in certain spots on the map, and if caught, can be ridden to areas inaccessible on foot or by vehicle.[3]: 46  In field mode, the player navigates fully scaled versions of the areas represented on the world map.[4] VII marks the first time in the series that the mode is represented in a three-dimensional space. In this mode, the player can explore the environment, talk with characters, advance the story, and initiate event games.[3]: 15  Event games are short minigames that use special control functions and are often tied to the story.[3]: 18  While in field mode, the player can also find shops and inns. Shops allow the player to buy and sell items that can aid Cloud and his party, such as weapons, armor, and accessories. Inns restore the hit points and mana points of characters who rest at them and cure abnormalities contracted during battles.[3]: 17 

In a cavern, three people face a dragon. Along the bottom is a blue display showing each character's health, magic energy, and waiting time before their turn in battle.
A battle scene with Cloud, Barret, and Tifa facing a dragon. In this given moment, the player must choose a command for Cloud to perform.

At random intervals on the world map and in field mode, and at specific moments in the story, the game will enter the battle screen, which places the player characters on one side and the enemies on the other. It employs an "Active Time Battle" (ATB) system, in which the characters exchange moves until one side is defeated.[1][2] The damage or healing dealt by either side is quantified on screen. Characters have several statistics that determine their effectiveness in battle; for example, hit points determine how much damage they can take, and magic determines how much damage they can inflict with spells. Each character on the screen has a time gauge; when a character's gauge is full, the player can input a command for them. The commands change as the game progresses, and are dependent on the characters in the player's party and their equipment. Commands include attacking with a weapon, casting magic, using items, summoning monsters, and other actions that either damage the enemy or aid the player characters. Final Fantasy VII also features powerful, character-specific commands called Limit Breaks, which can be used only after a special gauge is charged by taking enemy attacks. After being attacked, characters can be afflicted by one or more abnormal "statuses", such as poison or paralysis. These statuses and their adverse effects can be removed by special items or abilities or by resting at an inn. Once all enemies are defeated, the battle ends and the player is rewarded with money, items, and experience points. If the player is defeated, it is game over and the game must be loaded to the last save point.[3]: 20–27 

When not in battle, the player can use the menu screen, where they can review each character's status and statistics, use items and abilities, change equipment, save the game when on the world map or at a save point, and manage orbs called Materia. Materia are the main method of customizing characters in Final Fantasy VII, and can be added to equipment to provide characters with new magic spells, monsters to summon, commands, statistical upgrades, and other benefits.[6] Materia level up through their own experience point system and can be combined to create different effects.[3]: 30–42 

Synopsis[edit]

Setting and characters[edit]

Final Fantasy VII takes place on a world referred to in-game as the "Planet" and retroactively named "Gaia".[7][8] The planet's lifeforce, called the Lifestream, is a flow of spiritual energy that gives life to everything on the Planet; its processed form is known as "Mako".[9] On a societal and technological level, the game has been defined as an industrial or post-industrial science fiction setting.[10] During Final Fantasy VII, the Shinra Electric Power Company, a world-dominating megacorporation headquartered in the city of Midgar, is draining the Planet's Lifestream for energy, weakening the Planet and threatening its existence and all life.[11] Significant factions within the game include AVALANCHE, an eco-terrorist group seeking Shinra's downfall so the Planet can recover;[8] the Turks, a covert branch of Shinra's security forces;[12] SOLDIER, an elite Shinra fighting force created by enhancing humans with Mako;[13] and the Cetra, a near-extinct human tribe which maintains a strong connection to the Planet and the Lifestream.[14]

The main protagonist is Cloud Strife, an aloof mercenary who claims to be a former 1st Class SOLDIER. Early on, he works with two members of AVALANCHE: Barret Wallace, its brazen but fatherly leader; and Tifa Lockhart, a shy yet nurturing martial artist and his childhood friend. During their journey, they meet Aerith Gainsborough, a carefree flower merchant and one of the last surviving Cetra;[14][15] Red XIII, an intelligent quadruped from a tribe that protects the planet;[16] Cait Sith, a fortune-telling robotic cat controlled by repentant Shinra staff member Reeve;[3][17] and Cid Highwind, a pilot whose dream of being the first human in outer space was unrealized.[18] The group can also recruit Yuffie Kisaragi, a young ninja and skilled Materia thief; and Vincent Valentine, a former Turk and victim of Shinra's experiments.[19] The game's main antagonists are Rufus Shinra, the son of President Shinra and the later leader of the Shinra Corporation;[20] Sephiroth, a former SOLDIER who reappears several years after being presumed dead;[3] and Jenova, a hostile extraterrestrial life-form who the Cetra imprisoned 2,000 years ago and who Sephiroth was created from.[21][22][23] A key character in Cloud's backstory is Zack Fair, a member of SOLDIER and Aerith's first love.[24]

Plot[edit]

AVALANCHE destroys a Shinra Mako reactor in Midgar, but an attack on another reactor goes wrong and Cloud falls into the city's slums. There, he meets Aerith and protects her from Shinra.[25][26] Meanwhile, Shinra finds AVALANCHE's base of operations and intentionally collapses part of the upper city level in retaliation for the Mako reactor being destroyed, killing many AVALANCHE members and innocent bystanders as collateral damage.[27] Aerith is also captured since Shinra believes that as a Cetra, she can potentially reveal the "Promised Land", which they believe is overflowing with Lifestream energy they can exploit.[28][29] Cloud, Barret, and Tifa rescue Aerith, and during their escape from Midgar, discover that Sephiroth murdered President Shinra despite being presumed dead five years earlier.[30] The party pursues Sephiroth across the Planet, with now-President Rufus on their trail; they are soon joined by the rest of the playable characters.

At a Cetra temple, Sephiroth reveals he intends to use a powerful magical artifact known as "Black Materia" to cast the spell "Meteor", which would have a devastating impact on the Planet. Sephiroth claims he will absorb the Lifestream as it attempts to heal the wound caused by Meteor, and become a god-like being in the process.[31] The party retrieves the Black Materia, but Sephiroth manipulates Cloud into surrendering it. Aerith departs alone to stop Sephiroth and follows him to an abandoned Cetra city. While Aerith prays to the Planet for help, Sephiroth attempts to force Cloud to kill her; after this fails, he kills her himself before fleeing, leaving the White Materia behind.[32] The party then learns of Jenova, a hostile alien lifeform who landed on the Planet two thousand years prior to the game's events. Upon arrival on the Planet, Jenova began infecting the Cetra with a virus, and they were nearly wiped out. However, a small group managed to seal away Jenova in a tomb, which Shinra later unearthed. At Nibelheim, Jenova's cells were used in experiments which led to the creation of Sephiroth.[21][32] Five years before the game's events, Sephiroth and Cloud visited Nibelheim, where Sephiroth learned of his origins and was driven insane as a result. He murdered the townspeople, and then vanished after Cloud confronted him.

At the Northern Crater, the party learns that the "Sephiroths" they have encountered are Jenova clones who the insane Shinra scientist Hojo created. Cloud confronts the real Sephiroth as he is killing his clones to reunite Jenova's cells, but is again manipulated into giving him the Black Materia. Sephiroth then taunts Cloud by showing another SOLDIER in his place in his memories of Nibelheim, suggesting that Cloud is a failed clone of Sephiroth.[33] Sephiroth summons Meteor and seals the Crater as Cloud falls into the Lifestream and Rufus captures the party.

After escaping Shinra, the party discovers Cloud at an island hospital in a catatonic state from Mako poisoning, and Tifa decides to stay as his caretaker. When a planetary defense force called Weapon attacks the island, the two fall into the Lifestream,[34] where Tifa helps Cloud reconstruct his memories. Cloud was a mere infantryman who was never accepted into SOLDIER; the SOLDIER in his memories was his friend Zack. At Nibelheim, Cloud ambushed and wounded Sephiroth after the latter's mental breakdown, but Jenova preserved Sephiroth's life. Hojo experimented on Cloud and Zack for four years, injecting them with Jenova's cells and Mako. They managed to escape, but Zack was killed in the process. The trauma of these events triggered an identity crisis in Cloud, and he constructed a false persona based around Zack's stories and his own fantasies.[32][35] Cloud accepts his past and reunites with the party, who learn that Aerith's prayer to the Planet had been successful: the Planet had attempted to summon Holy to prevent Meteor's impact, but Sephiroth prevented it from having any effect.

Shinra fails to destroy Meteor, but manages to defeat a Weapon and puncture the Northern Crater, seemingly killing Rufus and several other personnel. After killing Hojo, who is revealed to be Sephiroth's biological father,[21] the party descends to the Planet's core through the opening in the Northern Crater and defeats both Jenova and Sephiroth. The party escapes and Holy is summoned once again, destroying Meteor with help from the Lifestream.[36] Five hundred years later, Red XIII is seen with two cubs looking out over the ruins of Midgar, which are now covered in greenery, showing that the planet has healed.

Development[edit]

A 43-year-old Japanese man with neck-length black haired, speaking into a microphone and facing slightly to the camera's right.
A 42-year-old Japanese man with trimmed black hair, smiling directly at the camera.
Producer Hironobu Sakaguchi and director Yoshinori Kitase, who together helped create the story and gameplay concepts for Final Fantasy VII.

Initial concept talks for Final Fantasy VII began in 1994 at Square studio, following the completion of Final Fantasy VI. As with the previous installment, series creator Hironobu Sakaguchi reduced his role to producer and granted others a more active role in development: these included Yoshinori Kitase, one of the directors of FFVI. The next installment was planned as a 2D game for Nintendo's Super Nintendo Entertainment System (Super NES). After creating an early 2D prototype of it, the team postponed development to help finish Chrono Trigger.[37] Once Chrono Trigger was completed, the team resumed discussions for Final Fantasy VII in 1995.[37][38]

The team discussed continuing the 2D strategy, which would have been the safe and immediate path just prior to the imminent industry shift toward 3D gaming; such a change would require radical new development models.[37] The team decided to take the riskier option and make a 3D game on new generation hardware but had yet to choose between the cartridge-based Nintendo 64 or the CD-ROM-based PlayStation from Sony Computer Entertainment.[37] The team also considered the Sega Saturn console and Microsoft Windows.[39] Their decision was influenced by two factors: a highly successful tech demo based on Final Fantasy VI using the new Softimage 3D software, and the escalating price of cartridge-based games, which was limiting Square's audience.[37][40][41] Tests were made for a Nintendo 64 version, which would use the planned 64DD peripheral despite the lack of 64DD development kits and the prototype device's changing hardware specifications. This version was discarded during early testing, as the 2000 polygons needed to render the Behemoth monster placed excessive strain on the Nintendo 64 hardware, causing a low frame rate.[37] It would have required an estimated thirty 64DD discs to run Final Fantasy VII properly with the data compression methods of the day.[42] Faced with both technical and economic issues on Nintendo's current hardware, and impressed by the increased storage capacity of CD-ROM when compared to the Nintendo 64 cartridge, Square shifted development of Final Fantasy VII, and all other planned projects, onto the PlayStation.[37]

In contrast to the visuals and audio, the overall gameplay system remained mostly unchanged from Final Fantasy V and VI, but with an emphasis on player control.[43] The initial decision was for battles to feature shifting camera angles. Battle arenas had a lower polygon count than field areas, which made creating distinctive features more difficult.[40] The summon sequences benefited strongly from the switch to the cinematic style, as the team had struggled to portray their scale using 2D graphics.[44] In his role as producer, Sakaguchi placed much of his effort into developing the battle system.[24] He proposed the Materia system as a way to provide more character customization than previous Final Fantasy games: battles no longer revolved around characters with innate skills and roles in battle, as Materia could be reconfigured between battles.[40] Artist Tetsuya Nomura also contributed to the gameplay; he designed the Limit Break system as an evolution of the Desperation Attacks used in Final Fantasy VI. The Limit Breaks served a purpose in gameplay while also evoking each character's personality in battle.[24][40]

Square retained the passion-based game development approach from their earlier projects, but now had the resources and ambition to create the game they wanted. This was because they had extensive capital from their earlier commercial successes, which meant they could focus on quality and scale rather than obsessing over and working around their budget.[37] Final Fantasy VII was at the time one of the most expensive video game projects ever, costing an estimated US$40 million, which adjusted for inflation came to $61 million in 2017.[37][45][46] Development of the final version took a staff of between 100 and 150 people just over a year to complete. As video game development teams were usually only 20 people, the game had what was described as the largest development team of any game up to that point.[37][44] The development team was split between both Square's Japanese offices and its new American office in Los Angeles; the American team worked primarily on city backgrounds.[42]

Art design[edit]

Nine people stand in a group against a white background; the group —made up of seven humans and two animal-like beings— wear a variety of clothing and the human characters carry different weapons.
Promotional artwork of the main cast. The main characters were designed by Tetsuya Nomura; Final Fantasy VII was his first role as character designer.[24][37]

The game's art director was Yusuke Naora, who had previously worked as a designer for Final Fantasy VI. With the switch into 3D, Naora realized that he needed to relearn drawing, as 3D visuals require a very different approach than 2D. With the massive scale and scope of the project, Naora was granted a team devoted entirely to the game's visual design. The department's duties included illustration, modeling of 3D characters, texturing, the creation of environments, visual effects, and animation.[47] The Shinra logo, which incorporated a kanji symbol, was drawn by Naora personally.[48] Promotional artwork, in addition to the logo artwork, was created by Yoshitaka Amano, an artist whose association with the series went back to its inception.[49] While he had taken a prominent role in earlier entries, Amano was unable to do so for Final Fantasy VII, due to commitments at overseas exhibitions.[8][49] His logo artwork was based on Meteor: when he saw images of Meteor, he was not sure how to turn it into suitable artwork. In the end, he created multiple variations of the image and asked staff to choose which they preferred.[50] The green coloring represents the predominant lighting in Midgar and the color of the Lifestream, while the blue reflected the ecological themes present in the story. Its coloring directly influenced the general coloring of the game's environments.[47]

Another prominent artist was Nomura. Having impressed Sakaguchi with his proposed ideas, which were handwritten and illustrated rather than simply typed on a PC, Nomura was brought on as main character designer.[24] Nomura stated that when he was brought on, the main scenario had not been completed, but he "went along like, 'I guess first off you need a hero and a heroine', and from there drew the designs while thinking up details about the characters. After [he'd] done the hero and heroine, [he] carried on drawing by thinking what kind of characters would be interesting to have. When [he] handed over the designs [he'd] tell people the character details [he'd] thought up, or write them down on a separate sheet of paper".[51] Something that could not be carried over from earlier titles was the chibi sprite art, as that would not fit with the new graphical direction. Naora, in his role as an assistant character designer and art director, helped adjust each character's appearance so the actions they performed were believable. When designing Cloud and Sephiroth, Nomura was influenced by his view of their rivalry mirroring the legendary animosity between Miyamoto Musashi and Sasaki Kojirō, with Cloud and Sephiroth being Musashi and Kojirō respectively. Sephiroth's look was defined as "kakkoii", a Japanese term combining good looks with coolness.[40] Several of Nomura's designs evolved substantially during development. Cloud's original design of slicked-back black hair with no spikes was intended to save polygons and contrast with Sephiroth's long, flowing silver hair. However, Nomura feared that such masculinity could prove unpopular with fans, so he redesigned Cloud to feature a shock of spiky, bright blond hair. Vincent's occupation changed from researcher to detective to chemist, and finally to a former Turk with a tragic past.[8][24]

Scenario[edit]

Sakaguchi was responsible for writing the initial plot, which was quite different from the final version.[52] In this draft for the planned SNES version, the game's setting was envisioned as New York City in 1999. Similar to the final story, the main characters were part of an organization trying to destroy Mako reactors, but they were pursued by a hot-blooded detective named Joe. The main characters would eventually blow up the city. An early version of the Lifestream concept was present at this stage.[37][41][52] According to Sakaguchi, his mother had died while Final Fantasy III was being developed, and choosing life as a theme helped him cope with her passing in a rational and analytical manner.[44] Square eventually used the New York setting in Parasite Eve (1998).[41] While the planned concept was dropped, Final Fantasy VII still marked a drastic shift in setting from previous entries, dropping the Medieval fantasy elements in favor of a world that was "ambiguously futuristic".[53]

Final Fantasy VII

Final Fantasy VII theme by m0dus

Download: FF7_m0dus.p3t

http://img527.imageshack.us/img527/3954/ff7tz9.jpg
(1 background)

Final Fantasy VII
A man with blond hair wearing black clothing and armor stands with a giant sword on his back, with his back to the camera. In the foreground is a futuristic building shown in monochrome. A logo illustration, showing the game's title and a blue-green stylized depiction of a falling meteorite, is displayed in the top right-hand corner.
North American cover art, featuring the game's protagonist, Cloud Strife
Developer(s)Square
Publisher(s)
Director(s)Yoshinori Kitase
Producer(s)Hironobu Sakaguchi
Programmer(s)Ken Narita
Artist(s)
Writer(s)Yoshinori Kitase
Kazushige Nojima
Composer(s)Nobuo Uematsu
SeriesFinal Fantasy
Platform(s)
Release
January 31, 1997
  • PlayStation
    • JP: January 31, 1997
    • NA: September 7, 1997
    • PAL: November 17, 1997
    International
    • JP: October 2, 1997
    Windows
    Remaster
    • NA/PAL: August 14, 2012
    • JP: May 16, 2013
    • WW: July 4, 2013 (Steam)
    • WW: August 13, 2020 (Microsoft Store)
    iOS
    • WW: August 19, 2015
    PlayStation 4
    • WW: December 5, 2015
    Android
    • WW: July 7, 2016
    Switch, Xbox One
    • WW: March 26, 2019
Genre(s)Role-playing
Mode(s)Single-player

Final Fantasy VII[a] is a 1997 role-playing video game developed by Square for the PlayStation console and the seventh main installment in the Final Fantasy series. Square published the game in Japan, and it was released in other regions by Sony Computer Entertainment, becoming the first game in the main series to have a PAL release. The game's story follows Cloud Strife, a mercenary who joins an eco-terrorist organization to stop a world-controlling megacorporation from using the planet's life essence as an energy source. Ensuing events send Cloud and his allies in pursuit of Sephiroth, a superhuman who seeks to wound the planet and harness its healing power in order to be reborn as a god. Throughout their journey, Cloud bonds with his party members, including Aerith Gainsborough, who holds the secret to saving their world.

Development began in 1994, originally for the Super Nintendo Entertainment System. After delays and technical difficulties from experimenting with several platforms, most notably the Nintendo 64, Square moved production to the PlayStation, largely due to the advantages of the CD-ROM format. Veteran Final Fantasy staff returned, including series creator and producer Hironobu Sakaguchi, director Yoshinori Kitase, and composer Nobuo Uematsu. The title was the first in the series to use full motion video and 3D computer graphics, featuring 3D character models superimposed over 2D pre-rendered backgrounds. Although the gameplay remained mostly unchanged from previous entries, Final Fantasy VII introduced more widespread science fiction elements and a more realistic presentation. The combined development and marketing budget amounted to approximately US$80 million.

Final Fantasy VII received widespread commercial and critical success and remains widely regarded as a landmark title, and it is regarded as one of the greatest and most influential video games ever made. The title won numerous Game of the Year awards and was acknowledged for boosting the sales of the PlayStation and popularizing Japanese role-playing games worldwide. Critics praised its graphics, gameplay, music, and story, although some criticism was directed towards the original English localization. Its success has led to enhanced ports on various platforms, a multimedia subseries called the Compilation of Final Fantasy VII, and a high definition remake trilogy currently comprising Final Fantasy VII Remake (2020), and Final Fantasy VII Rebirth (2024).

Gameplay[edit]

The gameplay of Final Fantasy VII is similar to earlier Final Fantasy titles and Japanese role-playing games.[1] The game features three modes of play: the world map, the field, and the battle screen.[2][3]: 15, 20  At its grandest scale, players explore the world of Final Fantasy VII on a 3D world map.[4] The world map contains representations of areas for the player to enter, including towns, environments, and ruins.[5] Natural barriers—such as mountains, deserts, and bodies of water—block access by foot to some areas; as the game progresses, the player receives vehicles that help traverse these obstacles.[3]: 44  Chocobos can be found in certain spots on the map, and if caught, can be ridden to areas inaccessible on foot or by vehicle.[3]: 46  In field mode, the player navigates fully scaled versions of the areas represented on the world map.[4] VII marks the first time in the series that the mode is represented in a three-dimensional space. In this mode, the player can explore the environment, talk with characters, advance the story, and initiate event games.[3]: 15  Event games are short minigames that use special control functions and are often tied to the story.[3]: 18  While in field mode, the player can also find shops and inns. Shops allow the player to buy and sell items that can aid Cloud and his party, such as weapons, armor, and accessories. Inns restore the hit points and mana points of characters who rest at them and cure abnormalities contracted during battles.[3]: 17 

In a cavern, three people face a dragon. Along the bottom is a blue display showing each character's health, magic energy, and waiting time before their turn in battle.
A battle scene with Cloud, Barret, and Tifa facing a dragon. In this given moment, the player must choose a command for Cloud to perform.

At random intervals on the world map and in field mode, and at specific moments in the story, the game will enter the battle screen, which places the player characters on one side and the enemies on the other. It employs an "Active Time Battle" (ATB) system, in which the characters exchange moves until one side is defeated.[1][2] The damage or healing dealt by either side is quantified on screen. Characters have several statistics that determine their effectiveness in battle; for example, hit points determine how much damage they can take, and magic determines how much damage they can inflict with spells. Each character on the screen has a time gauge; when a character's gauge is full, the player can input a command for them. The commands change as the game progresses, and are dependent on the characters in the player's party and their equipment. Commands include attacking with a weapon, casting magic, using items, summoning monsters, and other actions that either damage the enemy or aid the player characters. Final Fantasy VII also features powerful, character-specific commands called Limit Breaks, which can be used only after a special gauge is charged by taking enemy attacks. After being attacked, characters can be afflicted by one or more abnormal "statuses", such as poison or paralysis. These statuses and their adverse effects can be removed by special items or abilities or by resting at an inn. Once all enemies are defeated, the battle ends and the player is rewarded with money, items, and experience points. If the player is defeated, it is game over and the game must be loaded to the last save point.[3]: 20–27 

When not in battle, the player can use the menu screen, where they can review each character's status and statistics, use items and abilities, change equipment, save the game when on the world map or at a save point, and manage orbs called Materia. Materia are the main method of customizing characters in Final Fantasy VII, and can be added to equipment to provide characters with new magic spells, monsters to summon, commands, statistical upgrades, and other benefits.[6] Materia level up through their own experience point system and can be combined to create different effects.[3]: 30–42 

Synopsis[edit]

Setting and characters[edit]

Final Fantasy VII takes place on a world referred to in-game as the "Planet" and retroactively named "Gaia".[7][8] The planet's lifeforce, called the Lifestream, is a flow of spiritual energy that gives life to everything on the Planet; its processed form is known as "Mako".[9] On a societal and technological level, the game has been defined as an industrial or post-industrial science fiction setting.[10] During Final Fantasy VII, the Shinra Electric Power Company, a world-dominating megacorporation headquartered in the city of Midgar, is draining the Planet's Lifestream for energy, weakening the Planet and threatening its existence and all life.[11] Significant factions within the game include AVALANCHE, an eco-terrorist group seeking Shinra's downfall so the Planet can recover;[8] the Turks, a covert branch of Shinra's security forces;[12] SOLDIER, an elite Shinra fighting force created by enhancing humans with Mako;[13] and the Cetra, a near-extinct human tribe which maintains a strong connection to the Planet and the Lifestream.[14]

The main protagonist is Cloud Strife, an aloof mercenary who claims to be a former 1st Class SOLDIER. Early on, he works with two members of AVALANCHE: Barret Wallace, its brazen but fatherly leader; and Tifa Lockhart, a shy yet nurturing martial artist and his childhood friend. During their journey, they meet Aerith Gainsborough, a carefree flower merchant and one of the last surviving Cetra;[14][15] Red XIII, an intelligent quadruped from a tribe that protects the planet;[16] Cait Sith, a fortune-telling robotic cat controlled by repentant Shinra staff member Reeve;[3][17] and Cid Highwind, a pilot whose dream of being the first human in outer space was unrealized.[18] The group can also recruit Yuffie Kisaragi, a young ninja and skilled Materia thief; and Vincent Valentine, a former Turk and victim of Shinra's experiments.[19] The game's main antagonists are Rufus Shinra, the son of President Shinra and the later leader of the Shinra Corporation;[20] Sephiroth, a former SOLDIER who reappears several years after being presumed dead;[3] and Jenova, a hostile extraterrestrial life-form who the Cetra imprisoned 2,000 years ago and who Sephiroth was created from.[21][22][23] A key character in Cloud's backstory is Zack Fair, a member of SOLDIER and Aerith's first love.[24]

Plot[edit]

AVALANCHE destroys a Shinra Mako reactor in Midgar, but an attack on another reactor goes wrong and Cloud falls into the city's slums. There, he meets Aerith and protects her from Shinra.[25][26] Meanwhile, Shinra finds AVALANCHE's base of operations and intentionally collapses part of the upper city level in retaliation for the Mako reactor being destroyed, killing many AVALANCHE members and innocent bystanders as collateral damage.[27] Aerith is also captured since Shinra believes that as a Cetra, she can potentially reveal the "Promised Land", which they believe is overflowing with Lifestream energy they can exploit.[28][29] Cloud, Barret, and Tifa rescue Aerith, and during their escape from Midgar, discover that Sephiroth murdered President Shinra despite being presumed dead five years earlier.[30] The party pursues Sephiroth across the Planet, with now-President Rufus on their trail; they are soon joined by the rest of the playable characters.

At a Cetra temple, Sephiroth reveals he intends to use a powerful magical artifact known as "Black Materia" to cast the spell "Meteor", which would have a devastating impact on the Planet. Sephiroth claims he will absorb the Lifestream as it attempts to heal the wound caused by Meteor, and become a god-like being in the process.[31] The party retrieves the Black Materia, but Sephiroth manipulates Cloud into surrendering it. Aerith departs alone to stop Sephiroth and follows him to an abandoned Cetra city. While Aerith prays to the Planet for help, Sephiroth attempts to force Cloud to kill her; after this fails, he kills her himself before fleeing, leaving the White Materia behind.[32] The party then learns of Jenova, a hostile alien lifeform who landed on the Planet two thousand years prior to the game's events. Upon arrival on the Planet, Jenova began infecting the Cetra with a virus, and they were nearly wiped out. However, a small group managed to seal away Jenova in a tomb, which Shinra later unearthed. At Nibelheim, Jenova's cells were used in experiments which led to the creation of Sephiroth.[21][32] Five years before the game's events, Sephiroth and Cloud visited Nibelheim, where Sephiroth learned of his origins and was driven insane as a result. He murdered the townspeople, and then vanished after Cloud confronted him.

At the Northern Crater, the party learns that the "Sephiroths" they have encountered are Jenova clones who the insane Shinra scientist Hojo created. Cloud confronts the real Sephiroth as he is killing his clones to reunite Jenova's cells, but is again manipulated into giving him the Black Materia. Sephiroth then taunts Cloud by showing another SOLDIER in his place in his memories of Nibelheim, suggesting that Cloud is a failed clone of Sephiroth.[33] Sephiroth summons Meteor and seals the Crater as Cloud falls into the Lifestream and Rufus captures the party.

After escaping Shinra, the party discovers Cloud at an island hospital in a catatonic state from Mako poisoning, and Tifa decides to stay as his caretaker. When a planetary defense force called Weapon attacks the island, the two fall into the Lifestream,[34] where Tifa helps Cloud reconstruct his memories. Cloud was a mere infantryman who was never accepted into SOLDIER; the SOLDIER in his memories was his friend Zack. At Nibelheim, Cloud ambushed and wounded Sephiroth after the latter's mental breakdown, but Jenova preserved Sephiroth's life. Hojo experimented on Cloud and Zack for four years, injecting them with Jenova's cells and Mako. They managed to escape, but Zack was killed in the process. The trauma of these events triggered an identity crisis in Cloud, and he constructed a false persona based around Zack's stories and his own fantasies.[32][35] Cloud accepts his past and reunites with the party, who learn that Aerith's prayer to the Planet had been successful: the Planet had attempted to summon Holy to prevent Meteor's impact, but Sephiroth prevented it from having any effect.

Shinra fails to destroy Meteor, but manages to defeat a Weapon and puncture the Northern Crater, seemingly killing Rufus and several other personnel. After killing Hojo, who is revealed to be Sephiroth's biological father,[21] the party descends to the Planet's core through the opening in the Northern Crater and defeats both Jenova and Sephiroth. The party escapes and Holy is summoned once again, destroying Meteor with help from the Lifestream.[36] Five hundred years later, Red XIII is seen with two cubs looking out over the ruins of Midgar, which are now covered in greenery, showing that the planet has healed.

Development[edit]

A 43-year-old Japanese man with neck-length black haired, speaking into a microphone and facing slightly to the camera's right.
A 42-year-old Japanese man with trimmed black hair, smiling directly at the camera.
Producer Hironobu Sakaguchi and director Yoshinori Kitase, who together helped create the story and gameplay concepts for Final Fantasy VII.

Initial concept talks for Final Fantasy VII began in 1994 at Square studio, following the completion of Final Fantasy VI. As with the previous installment, series creator Hironobu Sakaguchi reduced his role to producer and granted others a more active role in development: these included Yoshinori Kitase, one of the directors of FFVI. The next installment was planned as a 2D game for Nintendo's Super Nintendo Entertainment System (Super NES). After creating an early 2D prototype of it, the team postponed development to help finish Chrono Trigger.[37] Once Chrono Trigger was completed, the team resumed discussions for Final Fantasy VII in 1995.[37][38]

The team discussed continuing the 2D strategy, which would have been the safe and immediate path just prior to the imminent industry shift toward 3D gaming; such a change would require radical new development models.[37] The team decided to take the riskier option and make a 3D game on new generation hardware but had yet to choose between the cartridge-based Nintendo 64 or the CD-ROM-based PlayStation from Sony Computer Entertainment.[37] The team also considered the Sega Saturn console and Microsoft Windows.[39] Their decision was influenced by two factors: a highly successful tech demo based on Final Fantasy VI using the new Softimage 3D software, and the escalating price of cartridge-based games, which was limiting Square's audience.[37][40][41] Tests were made for a Nintendo 64 version, which would use the planned 64DD peripheral despite the lack of 64DD development kits and the prototype device's changing hardware specifications. This version was discarded during early testing, as the 2000 polygons needed to render the Behemoth monster placed excessive strain on the Nintendo 64 hardware, causing a low frame rate.[37] It would have required an estimated thirty 64DD discs to run Final Fantasy VII properly with the data compression methods of the day.[42] Faced with both technical and economic issues on Nintendo's current hardware, and impressed by the increased storage capacity of CD-ROM when compared to the Nintendo 64 cartridge, Square shifted development of Final Fantasy VII, and all other planned projects, onto the PlayStation.[37]

In contrast to the visuals and audio, the overall gameplay system remained mostly unchanged from Final Fantasy V and VI, but with an emphasis on player control.[43] The initial decision was for battles to feature shifting camera angles. Battle arenas had a lower polygon count than field areas, which made creating distinctive features more difficult.[40] The summon sequences benefited strongly from the switch to the cinematic style, as the team had struggled to portray their scale using 2D graphics.[44] In his role as producer, Sakaguchi placed much of his effort into developing the battle system.[24] He proposed the Materia system as a way to provide more character customization than previous Final Fantasy games: battles no longer revolved around characters with innate skills and roles in battle, as Materia could be reconfigured between battles.[40] Artist Tetsuya Nomura also contributed to the gameplay; he designed the Limit Break system as an evolution of the Desperation Attacks used in Final Fantasy VI. The Limit Breaks served a purpose in gameplay while also evoking each character's personality in battle.[24][40]

Square retained the passion-based game development approach from their earlier projects, but now had the resources and ambition to create the game they wanted. This was because they had extensive capital from their earlier commercial successes, which meant they could focus on quality and scale rather than obsessing over and working around their budget.[37] Final Fantasy VII was at the time one of the most expensive video game projects ever, costing an estimated US$40 million, which adjusted for inflation came to $61 million in 2017.[37][45][46] Development of the final version took a staff of between 100 and 150 people just over a year to complete. As video game development teams were usually only 20 people, the game had what was described as the largest development team of any game up to that point.[37][44] The development team was split between both Square's Japanese offices and its new American office in Los Angeles; the American team worked primarily on city backgrounds.[42]

Art design[edit]

Nine people stand in a group against a white background; the group —made up of seven humans and two animal-like beings— wear a variety of clothing and the human characters carry different weapons.
Promotional artwork of the main cast. The main characters were designed by Tetsuya Nomura; Final Fantasy VII was his first role as character designer.[24][37]

The game's art director was Yusuke Naora, who had previously worked as a designer for Final Fantasy VI. With the switch into 3D, Naora realized that he needed to relearn drawing, as 3D visuals require a very different approach than 2D. With the massive scale and scope of the project, Naora was granted a team devoted entirely to the game's visual design. The department's duties included illustration, modeling of 3D characters, texturing, the creation of environments, visual effects, and animation.[47] The Shinra logo, which incorporated a kanji symbol, was drawn by Naora personally.[48] Promotional artwork, in addition to the logo artwork, was created by Yoshitaka Amano, an artist whose association with the series went back to its inception.[49] While he had taken a prominent role in earlier entries, Amano was unable to do so for Final Fantasy VII, due to commitments at overseas exhibitions.[8][49] His logo artwork was based on Meteor: when he saw images of Meteor, he was not sure how to turn it into suitable artwork. In the end, he created multiple variations of the image and asked staff to choose which they preferred.[50] The green coloring represents the predominant lighting in Midgar and the color of the Lifestream, while the blue reflected the ecological themes present in the story. Its coloring directly influenced the general coloring of the game's environments.[47]

Another prominent artist was Nomura. Having impressed Sakaguchi with his proposed ideas, which were handwritten and illustrated rather than simply typed on a PC, Nomura was brought on as main character designer.[24] Nomura stated that when he was brought on, the main scenario had not been completed, but he "went along like, 'I guess first off you need a hero and a heroine', and from there drew the designs while thinking up details about the characters. After [he'd] done the hero and heroine, [he] carried on drawing by thinking what kind of characters would be interesting to have. When [he] handed over the designs [he'd] tell people the character details [he'd] thought up, or write them down on a separate sheet of paper".[51] Something that could not be carried over from earlier titles was the chibi sprite art, as that would not fit with the new graphical direction. Naora, in his role as an assistant character designer and art director, helped adjust each character's appearance so the actions they performed were believable. When designing Cloud and Sephiroth, Nomura was influenced by his view of their rivalry mirroring the legendary animosity between Miyamoto Musashi and Sasaki Kojirō, with Cloud and Sephiroth being Musashi and Kojirō respectively. Sephiroth's look was defined as "kakkoii", a Japanese term combining good looks with coolness.[40] Several of Nomura's designs evolved substantially during development. Cloud's original design of slicked-back black hair with no spikes was intended to save polygons and contrast with Sephiroth's long, flowing silver hair. However, Nomura feared that such masculinity could prove unpopular with fans, so he redesigned Cloud to feature a shock of spiky, bright blond hair. Vincent's occupation changed from researcher to detective to chemist, and finally to a former Turk with a tragic past.[8][24]

Scenario[edit]

Sakaguchi was responsible for writing the initial plot, which was quite different from the final version.[52] In this draft for the planned SNES version, the game's setting was envisioned as New York City in 1999. Similar to the final story, the main characters were part of an organization trying to destroy Mako reactors, but they were pursued by a hot-blooded detective named Joe. The main characters would eventually blow up the city. An early version of the Lifestream concept was present at this stage.[37][41][52] According to Sakaguchi, his mother had died while Final Fantasy III was being developed, and choosing life as a theme helped him cope with her passing in a rational and analytical manner.[44] Square eventually used the New York setting in Parasite Eve (1998).[41] While the planned concept was dropped, Final Fantasy VII still marked a drastic shift in setting from previous entries, dropping the Medieval fantasy elements in favor of a world that was "ambiguously futuristic".[53]

Transformers

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Transformers
Transformers franchise logo introduced in 2014
Franchise logo, 2014–present
Created by
Original workTransformers (based on Diaclone and Micro Change)
Years1984–present
Print publications
Book(s)Complete list
ComicsComplete list
Films and television
Film(s)Animated Live-action
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Video game(s)Complete list
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Soundtrack(s)Transformers audio releases
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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.

Although initially a separate and competing franchise started in 1983, Tonka's GoBots became the intellectual property of Hasbro after their buyout of Tonka in 1991. Subsequently, the universe depicted in the animated series Challenge of the GoBots and follow-up film GoBots: Battle of the Rock Lords was retroactively established as an alternate universe within the Transformers multiverse.[3]

Fiction[edit]

Transformers: Generation 1 (1984–1993)[edit]

Classic Transformers franchise logo used until 2014
Spider-Man battles Megatron on the cover of The Transformers #3.

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 Transformers mecha 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]

Transformers: Generation 2 (1993–1995)[edit]

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]

Beast Wars and Beast Machines (1996–2000)[edit]

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.

Beast Wars Megatron attacks Optimus Prime in a clash of generations.

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]

Dreamwave Productions (2001–2005)[edit]

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 Predacon Megatron 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]

G.I. Joe crossovers (2003–present)[edit]

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]

IDW publishing (2005–2022)[edit]

The following year, IDW Publishing rebooted 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]

Alternative stories[edit]

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]

However, IDW and the original publisher Marvel Comics announced a crossover storyline with the Avengers to coincide with the film New Avengers/Transformers.[69] The story is set on the borders of Symkaria and Latveria, and its fictional universe is set between the first two New Avengers storylines, as well in between the Infiltration and Escalation phase of IDW's The Transformers.[70] IDW editor-in-chief, Chris Ryall hinted at elements of it being carried over into the main continuities,[71] and that a sequel is possible.[72] In June 2018 it was announced there would be Star Trek and Transformers Crossover being released in September 2018.[73]

Transformers: Kiss Players (2006–2007)[edit]

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

Ferrari F430

Ferrari F430 theme by Tactica

Download: F430.p3t

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Ferrari F430
Overview
ManufacturerFerrari
Also calledFerrari 430
ProductionAugust 2004–May 2009
Model years2005–2010
AssemblyMaranello, Italy
DesignerFrank Stephenson in collaboration with Pininfarina[1][2]
Body and chassis
ClassSports car (S)
Body style2-door berlinetta
2-door spider
LayoutLongitudinal, Rear mid-engine, rear-wheel drive
RelatedNew Stratos
Powertrain
Engine4.3 L Ferrari F136 E V8
Power output
  • F430 & Spider: 490 PS (360 kW; 483 hp)
  • 430 Scuderia & Scuderia Spider 16M: 510 PS (375 kW; 503 hp)
Transmission
Dimensions
Wheelbase2,601 mm (102.4 in)
Length4,511 mm (177.6 in)
Width1,923 mm (75.7 in)
Height
  • Coupe: 1,214 mm (47.8 in)
  • Spider: 1,234 mm (48.6 in)
Curb weight1,517 kg (3,344 lb)[3]

1,569 kg (3,460 lb) (Spider)[4]
1,497 kg (3,300 lb) (Scuderia Spider 16M)[5]

1,429 kg (3,150 lb) (Scuderia) [6]
Chronology
PredecessorFerrari 360
SuccessorFerrari 458

The Ferrari F430 (Type F131) is a sports car produced by the Italian automobile manufacturer Ferrari from 2004 until 2009 as a successor to the Ferrari 360. The car is an update to the 360 with exterior and performance changes. It was unveiled at the 2004 Paris Motor Show.[7] The F430 was succeeded by the 458 which was unveiled on 28 July 2009.[8]

Overview[edit]

Design[edit]

F430 rear view
F430 Spider front view in a rare white color
F430 Spider interior
The Tipo F136 E V8 engine

Designed by Pininfarina in collaboration with Frank Stephenson (Director of Ferrari-Maserati Concept Design and Development), the body styling of the F430 was revised from its predecessor, the 360, to improve its aerodynamic efficiency. Although the drag coefficient remained the same, the downforce was greatly enhanced. Despite sharing the same basic Alcoa Aluminium chassis, roofline, doors, and glass, the car looked significantly different from the 360. A great extent of Ferrari heritage was included in the exterior design. At the rear, the Enzo's tail lights and engine cover vents were added. The car's name was etched on the Testarossa-styled driver's side mirror. The large oval openings in the front bumper are reminiscent of Ferrari racing models from the 60s, specifically the 156 "shark nose" Formula One car.

Engine[edit]

The F430 features a 4,308 cc (4.3 L) V8 engine of the "Ferrari-Maserati" F136 family. This new power plant was a significant change for Ferrari, as all previous Ferrari V8's were descendants of the Dino racing program of the 1950s. This fifty-year development cycle came to an end with the entirely new engine used in the F430, the architecture of which replaced the Dino-derived V12 in most other Ferrari cars. The engine's output specifications are: 490 PS (360 kW; 483 hp),[9] at 8,500 rpm and 465 N⋅m (343 lb⋅ft) of torque at 5,250 rpm, 80% of which is available below 3,500 rpm. Despite a 20% increase in displacement, engine weight grew by only 4 kg (8.8 lb) along with a decrease in diameter for easier packaging. The connecting rods, pistons and crankshaft were all entirely new, while the 4-valve cylinder head, valves and intake trumpets were directly retained from Formula 1 engines, for ideal volumetric efficiency. The F430 has a top speed in excess of 315 km/h (196 mph)[2] and can accelerate from 0 to 97 km/h (60 mph) in 3.6 seconds, 0.6 seconds quicker than the old model.[10]

Brakes[edit]

The brakes on the F430 were developed in close cooperation with Brembo and Bosch,[11] resulting in a new cast-iron alloy for the discs. The new alloy includes molybdenum which has a better heat dissipation performance. The F430 was also available with the optional Carbon fibre-reinforced Silicon Carbide (C/SiC) ceramic composite brake package. Ferrari claimed the carbon ceramic brakes will not fade even after 300-360 laps at their test track.

Features[edit]

The F430 featured the E-Diff, a computer-controlled limited slip active differential which can vary the distribution of torque based on inputs such as steering angle and lateral acceleration.[7][12]

Other notable features include the first application of Ferrari's manettino steering wheel-mounted control knob.[7] Drivers can select from five different settings which modify the vehicle's ESC system, "Skyhook" electronic suspension, transmission behavior, throttle response, and E-Diff. The feature is similar to Land Rover's "Terrain Response" system.[citation needed]

The F1 automated manual transmission was built by Graziano Trasmissioni.

The Ferrari F430 was available with exclusive Goodyear Eagle F1 GSD3 EMT tires, which have a V-shaped tread design, run-flat capability, and OneTRED technology.[13]

In the US, the company requested an exemption from the airbag design requirements, which was eventually granted, allowing the car to continue to be sold in the US.[14]

Variants[edit]

F430 Spider[edit]

F430 Spider

The F430 Spider is the convertible version of the F430. It was unveiled at the 2005 Geneva Motor Show, making it Ferrari's 21st road-going convertible. The car was designed by Pininfarina with aerodynamic simulation programs used for Formula 1 cars.[15] The conversion from a closed top to an open-air convertible is a two-stage folding-action; the roof panel automatically folds away inside a space above the engine bay. The interior and performance of the Spider are identical to that of the coupé with an increase in the weight and decrease in the top speed by 5 km/h (3 mph).

430 Scuderia[edit]

430 Scuderia

Serving as the successor to the 360 Challenge Stradale, the 430 Scuderia (scuderia meaning "stable", but also used in the context of motor racing teams, including Ferrari's own) was unveiled by Michael Schumacher at the 2007 Frankfurt Auto Show. Aimed to compete with cars like the Porsche 911 GT2 and the Lamborghini Gallardo Superleggera (superleggera meaning super light weight), it is lighter (by 100 kg (220 lb)) and more powerful (510 PS (375 kW; 503 hp) at 8,500 rpm and 471 N⋅m (347 lb⋅ft) of torque at 5,250 rpm) than the standard F430. Increased power comes from a revised intake, exhaust, and an ion-sensing knock-detection system that allows for a higher compression ratio in the engine.[16] Thus the weight-to-power ratio is reduced from 2.96 kg/hp to 2.5 kg/hp. In addition to the weight saving measures, the Scuderia's single-clutch automated manual gained improved "Superfast" software, known as "Superfast2", for faster 60 millisecond shift times. A new traction control system combined the F1-Trac traction from the 599 GTB and stability control with the E-Diff electronic differential. The Ferrari 430 Scuderia accelerates from 0-100 km/h (62 mph) in 3.6 seconds,[17] with a top speed of 319 km/h (198 mph).[18]

Scuderia Spider 16M[edit]

Scuderia Spider 16M with the 16M Stripe

To commemorate Ferrari's 16th victory in the Formula 1 Constructor's World Championship in 2008, Ferrari unveiled the Scuderia Spider 16M at World Finals in Mugello. It is a convertible version of the 430 Scuderia.

The engine is rated at 510 PS (375 kW; 503 hp) at 8,500 rpm and 471 N⋅m (347 lb⋅ft) of torque at 5,250 rpm. The car has a dry weight of 1,340 kg (2,954 lb) (80 kg (176 lb) lighter than the F430 Spider) and a kerb weight of 1,440 kg (3,175 lb). The chassis was stiffened to cope with the extra performance available and the car featured many carbon fibre parts and weight saving measures as standard such as lightened front and rear bumpers. Unique 5-spoke forged wheels were specifically produced for the 16M and helped to considerably reduce unsprung weight with larger front brakes and calipers added for extra stopping power (also featured on 430 Scuderia). It accelerates from 0-100 km/h (62 mph) in 3.7 seconds, with a top speed of 315 km/h (196 mph).[19]

499 cars were produced beginning early 2009 and all were pre-sold to select clients.[20]

Special editions[edit]

F430 Spider Bio Fuel[edit]

A version of the F430 Spider that runs on ethanol, called the F430 Spider Bio Fuel, was on display at the 2008 Detroit Auto Show.[21] It had the same 4.3 litre V8 engine as the standard car, producing 500 hp (373 kW), with a 4% increase in torque and with 5% less carbon dioxide emissions than the standard F430 Spider.[21]

SP1[edit]

Ferrari SP1

The F430-based Ferrari SP1 (Special Project Number 1), was the first one-off special produced by the Ferrari Portfolio Coachbuilding Programme, also known as the Special Projects Programme (SP). The body was designed by former Pininfarina designer Leonardo Fioravanti, at the behest of Junichiro Hiramatsu, a Japanese businessman who was the former president of the Ferrari Club of Japan and an avid collector; he had admired Fioravanti's 1998 F100 prototype.[22]

Racing[edit]

F430 Challenge[edit]

Ferrari F430 Challenge at the Macau Grand Prix event

The F430 Challenge is the track version of the F430, designed for the Ferrari Challenge. The engine remained untouched but the vehicle's weight was reduced, resulting in a top speed of 325 km/h (202 mph). The production model was unveiled at the Los Angeles Auto Show in January 2005.

F430 GTC[edit]

Risi Competizione's Ferrari F430GT
NAC's F430 GTC at the 2011 Pokka GT Summer Special

Built since 2006 by Ferrari Corse Clienti department in collaboration with Michelotto [it; fr], the F430 GTC is a racing car designed to compete in international GT2 class competition, such as in the American Le Mans Series, Le Mans Series, and FIA GT Championship. F430 GTCs also compete at the 24 Hours of Le Mans. The GTC was the fastest and most developed racing version of the F430.

In FIA GT2 championship, in order to render the car performances more uniform, the cars are forced to run with a specific minimum weight and with an engine restrictor that depends on the engine displacement.[23] Hence Ferrari destroked the 4.3 L V8 engine to 4.0 L in order to compete in the 3.8–4.0 L class in GT2 class racing, which is allowed to race with a minimum weight of 1,100 kg (2,425 lb).[23] In this race configuration, the engine produces somewhat less power (445 PS (327 kW; 439 hp)) and by using the 4.0 L engine, the minimum weight of the F430 would increase by 50 kg (110 lb).[23] but this is compensated by the reduced weight of the car, which yields a better power-to-weight ratio.

The F430 GTCs won their class championships in the ALMS and FIA GT, as well as scoring class wins at the 2007,[24] 2009 and 2010 12 Hours of Sebring, at the 2008 and 2009 24 Hours of Le Mans and at the 2008 and 2009 Petit Le Mans.

F430 GT3[edit]

Ferrari F430 GT3

Originally based on the F430 Challenge, the F430 GT3 is a specialised racing car developed in 2006 by JMB Racing for the FIA GT3 European Championship and other national GT championships such as British GT and FFSA GT. It is mechanically similar to the F430 Challenge but has better-developed aerodynamics and more power.

The car uses the same 4.3 L V8 engine, tuned to produce 550 hp (410 kW; 558 PS), making the GT3 more powerful than its GT2 counterpart. However, due to the GT3 regulations stating that the car must have a power-to-weight ratio of around 2.6 kg/hp, the car weighs 1,219 kg (2,687 lb) in race trim (driver and fuel excluded),[25] which is roughly 119 kg (262 lb) more than the GT2 spec car. Despite the higher power, it is significantly slower than the GT2 version; for example, in the 2007 Spa 24 Hours endurance race, in which both models were entered, the GT3 spec vehicles' best qualification time was around 8 seconds slower per lap than that set by the GT2 spec vehicle.

430 GT3 Scuderia[edit]

Developed by Kessel Racing for the 2009 season, the 430 GT3 Scuderia is the successor of the previous F430 GT3.[citation needed]

Recall[edit]

In February 2009, Ferrari recalled about 2,000 (2005–2007) F430 Spiders in the U.S., due to the risk that heat from the engine could cause the convertible top's hydraulic hoses to fracture and leak flammable fluid onto the engine, resulting in a fire.[26]

References[edit]

  1. ^ "Frank Stephenson: The Story". frankstephenson.com. Archived from the original on 17 June 2019. Retrieved 10 June 2019.
  2. ^ a b "Ferrari F430". ferrari.com. Retrieved 10 June 2019.
  3. ^ "2006 Chevrolet Corvette Z06 vs. 2006 Ferrari F430, 2007 Porsche 911 Turbo" (PDF).
  4. ^ "2006 Ferrari F430 Spider F1 vs. Lamborghini Gallardo Spyder" (PDF).
  5. ^ "2009 Ferrari 430 Scuderia Spider 16M Second Drive". 19 June 2009.
  6. ^ "2008 Ferrari 430 Scuderia First Drive Review". December 2007.
  7. ^ a b c "2005 Ferrari F430 Press Release Kit". Ferrari Press Release. Retrieved 2007-04-17.
  8. ^ "2010 Ferrari 458 Italia Press Release Kit". carsuk. 28 July 2009. Retrieved 2009-07-28.
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