Lemmings

Lemmings theme by Sony

Download: Lemmings.p3t

http://img248.imageshack.us/img248/8425/previewzs4.jpg
(3 backgrounds)

Redirect to:

  • From the plural form: This is a redirect from a plural noun to its singular form.
    • This redirect link is used for convenience; it is often preferable to add the plural directly after the link (for example, [[link]]s). However, do not replace these redirected links with a simpler link unless the page is updated for another reason (see WP:NOTBROKEN).
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Street Fighter

Street Fighter theme by Mc_Pee_Pants

Download: StreetFighter_MPP.p3t

Street Fighter Theme
(3 backgrounds)

Street Fighter
Genre(s)Fighting game
Developer(s)Capcom, Dimps (main series)
Arika (Street Fighter EX series)
Publisher(s)Capcom
Creator(s)Takashi Nishiyama
Hiroshi Matsumoto
Platform(s)
First releaseStreet Fighter
August 30, 1987; 36 years ago (August 30, 1987)[1]
Latest releaseStreet Fighter 6
June 2, 2023; 12 months ago (June 2, 2023)
Spin-offsFinal Fight

Street Fighter[a] is a Japanese media franchise centered on a series of fighting games developed and published by Capcom. The first game in the series was released in 1987, followed by six other main series games, various spin-offs and crossovers, and numerous appearances in other media. Its best-selling 1991 release Street Fighter II established many of the conventions of the one-on-one fighting genre.

Street Fighter is one of the highest-grossing video game franchises of all time and one of Capcom's flagship series, with total sales of 54 million units worldwide as of March 2024.[2] It is also one of the highest-grossing media franchises of all time.

Games[edit]

Release timeline
Main series in bold
1987Street Fighter
1988
1989
1990Street Fighter 2010: The Final Fight
1991Street Fighter II
1992Street Fighter II: Champion Edition
Street Fighter II Turbo
1993Super Street Fighter II
1994Super Street Fighter II Turbo
1995Street Fighter Alpha
Street Fighter: The Movie (arcade)
Street Fighter: The Movie (console)
1996Street Fighter Alpha 2
X-Men vs. Street Fighter
Street Fighter EX
1997Street Fighter III
Marvel Super Heroes vs. Street Fighter
Street Fighter III: 2nd Impact
1998Street Fighter EX2
Street Fighter Alpha 3
1999Street Fighter III: 3rd Strike
2000Street Fighter EX3
2001
2002
2003Hyper Street Fighter II
2004Street Fighter Anniversary Collection
2005
2006Street Fighter Alpha Anthology
2007
2008Street Fighter IV
Super Street Fighter II Turbo HD Remix
2009
2010Super Street Fighter IV
Super Street Fighter IV: Arcade Edition
2011Super Street Fighter IV: 3D Edition
2012Street Fighter X Tekken
Street Fighter X Mega Man
2013
2014Ultra Street Fighter IV
2015
2016Street Fighter V
2017Ultra Street Fighter II: The Final Challengers
2018Street Fighter 30th Anniversary Collection
2019
2020
2021
2022Capcom Fighting Collection
2023Street Fighter Duel
Street Fighter 6

Street Fighter (1987)[edit]

A Street Fighter arcade cabinet

Street Fighter, designed by Takashi Nishiyama and Hiroshi Matsumoto, debuted in arcades in 1987.[3][4] The player controls martial artist Ryu to compete in a worldwide martial arts tournament spanning five countries and 10 opponents. A second player can control Ryu's friendly American rival, Ken Masters. The player can perform three punch and kick attacks, each varying in speed and strength, and three special attacks: the Hadōken, Shōryūken, and Tatsumaki Senpūkyaku, performed by executing special joystick and button combinations.[5]

Street Fighter was ported to many popular home computers, including MS-DOS. In 1987, it was released on the TurboGrafx-CD console as Fighting Street.[6] In 2005, Street Fighter was included in Capcom Classics Collection: Remixed for the PlayStation Portable and Capcom Classics Collection Vol. 2 for the PlayStation 2 and Xbox. It is in the Street Fighter 30th Anniversary Collection for eighth-generation consoles and Windows.[citation needed]

Street Fighter II (1991)[edit]

Street Fighter II was released in 1991 following an unsuccessful attempt to brand the 1989 beat 'em up game Final Fight as the Street Fighter sequel. It is one of the earliest arcade games for Capcom's CP System hardware and was designed by Akira Nishitani and Akira Yasuda, who also made Final Fight and Forgotten Worlds.[7]

Street Fighter II: The World Warrior is the first one-on-one fighting game to give players a choice from a variety of player characters with different moves, allowing for more varied matches. Each player character has a unique fighting style with approximately 30 or more moves, including new grappling moves and throws, and two or three special attacks. In the single-player mode, the player character is pitted sequentially against the seven other main characters before confronting the final four bosses, exclusively CPU-controlled. As in the original, a second player can join anytime for competitive matches.[citation needed]

The original Japanese version of Street Fighter II introduced an African-American boxer boss character that shared the physical characteristics and likeness of real-life boxer Mike Tyson. (The character was originally named "Mike Bison". To avoid a likeness infringement lawsuit, Capcom rotated the names of three of the boss characters for international versions of the game. The final boss, named Vega in the Japanese version, was given the M. Bison name, the talon-wielding Spanish warrior, named Balrog in the Japanese version, was renamed Vega and the boxer became Balrog.[8] In a 2019 interview, Mike Tyson himself was asked about the "Mike Bison" character design, and revealed that he was "honored by the impersonation".[9])

Street Fighter II eclipsed its predecessor in popularity, eventually turning Street Fighter into a multimedia franchise.[10] It had an unexpectedly phenomenal impact on gaming. More than $10 billion in inflation-adjusted revenue as of 2017 was grossed from all versions, mostly from arcades.[11] More than 14 million cartridges were sold for the Super Nintendo Entertainment System and Sega Genesis/Mega Drive.[12]

The first official update to the series was Street Fighter II: Champion Edition, pronounced Street Fighter II Dash in Japan, as noted by the prime notation on the logo. The four computer-controlled boss characters are human-playable and two players can choose the same character, leaving one character with an alternate color pattern. It has slightly improved graphics, including differently colored backgrounds and refined gameplay. A second upgrade, Street Fighter II: Hyper Fighting (Street Fighter II Dash Turbo in Japan), was produced in response to the various bootleg editions of the game. Hyper Fighting offers faster gameplay than its predecessors, different character costume colors and new special techniques. Super Street Fighter II: The New Challengers, the third revision, gives the game a complete graphical and musical overhaul and introduces four new playable characters. It is also the first game for Capcom's CP System II arcade hardware. The fifth arcade installment, Super Street Fighter II Turbo, Super Street Fighter II X in Japan, brings back the faster gameplay of Hyper Fighting, a new type of special techniques known as "Super Combos" and a hidden character, Akuma.[citation needed]

Numerous home versions of the Street Fighter II games have been produced following the release of the original game. The original version, Street Fighter II: The World Warrior, was ported to the Super NES in 1992, which is Capcom's best-selling game as of 2008.[12] A Japanese-only port of Street Fighter II Dash for the PC Engine came in 1993. That year, two home versions of Hyper Fighting were released: Street Fighter II Turbo for Super NES and Street Fighter II: Special Champion Edition (Street Fighter II Dash Plus in Japan) for Genesis. The following game, Super Street Fighter II, was also ported to the Super NES and Genesis in 1994. That year, Super Street Fighter II Turbo was released for the 3DO Interactive Multiplayer and for Windows, released by the now-defunct GameTek.[citation needed]

In 1997, Capcom released the Street Fighter Collection for the PlayStation and Sega Saturn. This is a compilation including Super and Super Turbo, and Street Fighter Alpha 2 Gold (Street Fighter Zero 2′ (Dash) in Japan), an updated version of Street Fighter Alpha 2. It was followed by Street Fighter Collection 2 (Capcom Generation Vol. 5 in Japan), also released for the PlayStation and Saturn, which includes the original Street Fighter II, Champion Edition, and Hyper Fighting. In 2000, Capcom released Super Street Fighter II X for Matching Service exclusively in Japan for the Dreamcast. This version of the game features an online two-player versus mode. In 2003, Capcom released Hyper Street Fighter II: The Anniversary Edition for the arcades in Japan and Asia to commemorate the 15th anniversary of the series. As the final arcade installment, the game is a hybrid version of Super Turbo, which allows players to select between versions of characters from all five previous Street Fighter II games. Hyper was released in North America and the PAL region via its ports for the PlayStation 2 and the Xbox, released as part of the Street Fighter Anniversary Collection along with Street Fighter III: 3rd Strike. In 2005, the three games in Street Fighter Collection 2 were included in Capcom Classics Collection Vol. 1 for PlayStation 2 and Xbox. A version of Super Turbo, along with the original Street Fighter, was later included in the 2007 compilation Capcom Classics Collection Vol. 2, also released for the PlayStation 2 and Xbox. Street Fighter II and Super Street Fighter II are also available as downloadable games for select cellular phone services.[citation needed]

An updated version of Super Street Fighter II Turbo came to the PlayStation Network and Xbox Live Arcade services in 2008.[13] The game, Super Street Fighter II Turbo HD Remix, has fully redrawn artwork, including HD sprites 4.5x the original size, drawn by artists from UDON. This is the first time the Street Fighter characters have had new sprites, drawn by Capcom, since Capcom vs. SNK 2 in 2001. The game has several changes which address character balancing issues, but also features the original arcade version gameplay so that players can choose between the two.[14]

Ultra Street Fighter II: The Final Challengers is an updated version of 1994's Super Street Fighter II Turbo for the Nintendo Switch. The game features two graphical styles—classic pixel art and updated high-definition art. New gameplay mechanics and modes have been introduced and tweaks have been made to the game's balance. It has two more characters, who are classic alternate evil form of the classic characters Ryu and Ken, Evil Ryu and Violent Ken, and Akuma is now playable.[citation needed]

Street Fighter Alpha (1995)[edit]

Street Fighter Alpha: Warriors' Dreams (Street Fighter Zero in Asia and Mexico), was released in 1995. It uses the same character designs Capcom previously employed in Darkstalkers and X-Men: Children of the Atom, with settings and character designs heavily influenced by Street Fighter II: The Animated Movie. Alpha expands on the Super Combo system from Super Turbo by extending Super Combo meter into three levels, allowing for super combos to be stored up and introducing Alpha Counters and Chain Combos, also from Darkstalkers. The plot of Alpha is set between the first two Street Fighter games and fleshes out the backstories and grudges held by many of the classic Street Fighter II characters.[15] It has a playable roster of ten immediately playable characters and three unlockable fighters, comprising not only younger versions of established characters, but also characters from the original Street Fighter and Final Fight, such as Adon and Guy.[citation needed]

Street Fighter Alpha 2 has all-new stages, music, and endings for some characters, some of which overlap with those from the original Alpha.[16] It also discards the Chain Combo system in favor of Custom Combos, which requires a portion of the Super Combo meter to be used. Alpha 2 retains all 13 characters from the original and adds five new characters to the roster along with hidden versions of returning characters. Alpha 2 is followed by a slightly enhanced arcade release, Street Fighter Zero 2 Alpha, released in Japan and Brazil, ported to home consoles as Street Fighter Alpha 2 Gold and Zero 2′ Dash in Japan.[citation needed]

The third and final Alpha game, Street Fighter Alpha 3, was released in 1998 following the release of the original Street Fighter III: 2nd Impact and Street Fighter EX. Alpha 3 introduces three selectable fighting styles and further expands the playable roster to 28 characters.[17] Console versions of the three games, including the original Alpha 2 and Alpha 2 Gold, were released for the PlayStation and Sega Saturn, although versions of specific games in the series were also released for the Game Boy Color, Super NES, Dreamcast, and Windows. The home console versions of Alpha 3 further expands the character roster by adding the remaining "New Challengers" from Super Street Fighter II. The Dreamcast version of the game was backported to the arcades in Japan as Street Fighter Zero 3 Upper. A version of Upper, titled Alpha 3 outside Japan, was released for the Game Boy Advance and added three characters from Capcom vs. SNK 2. A PlayStation Portable version, Alpha 3 MAX, or Zero 3 Double Upper in Japan, contains the added characters from the GBA version and Ingrid from Capcom Fighting Jam.[citation needed]

Street Fighter EX (1996)[edit]

In 1996, Capcom co-produced a 3D fighting game Street Fighter EX with Arika, a company founded by Street Fighter II planner Akira Nishitani. It was developed for the PlayStation-based ZN-1 hardware. EX combined the established Street Fighter cast with original characters created and owned by Arika. It was followed by an upgraded version, Street Fighter EX Plus, in 1997, which expanded the character roster. A home version with additional features and characters, Street Fighter EX Plus Alpha, was released for the PlayStation during the same year.[citation needed]

A sequel was released in 1998, Street Fighter EX2, developed for the ZN-2 hardware. Custom combos were reintroduced and the character roster was expanded upon even further. In 1999, EX2 also received an upgraded version, Street Fighter EX2 Plus. A port of EX2 Plus was released for the PlayStation in 1999.[citation needed]

The third game in the series, Street Fighter EX3, was released as a launch game for the PlayStation 2 in 2000. This game included a tag team system, a mode that let a single player fight up to three opponents simultaneously, and another mode that allowed players to give the new character, Ace, a selection of special and super moves after purchasing them with experience points. The cast included many characters from the previous game.[citation needed]

Some of the Arika-owned characters from the series were later featured in other games developed by the company. The Namco-distributed arcade game Fighting Layer featured Allen Snider and Blair Dame from the original EX, while Skullomania would reappear in the PlayStation game Fighter Maker. A spiritual successor to Fighting Layer, featuring an initial roster consisting entirely of Arika-owned EX characters, Fighting EX Layer, was released in 2018.[18]

Crossover series (1996)[edit]

Capcom produced fighting games involving licensed characters from other companies and their own properties. In 1994, Capcom released the Marvel-licensed fighting game X-Men: Children of the Atom, which features Akuma from Super Turbo as a hidden character. It was followed by Marvel Super Heroes in 1995, which features Anita from Night Warriors

Snakeball

Snakeball theme by Sony

Download: Snakeball.p3t

http://img135.imageshack.us/img135/9921/previewbl7.png
(2 backgrounds)

Snakeball
PlayStation Store icon
Developer(s)Gamoola Soft
Ravn Studio
Publisher(s)Sony Computer Entertainment
Producer(s)Tinka Town
Designer(s)Duncan McIntosh
Platform(s)PlayStation 3
Release20 December 2007
Genre(s)Action
Mode(s)Single player, multiplayer

Snakeball is a downloadable PSN game on the PlayStation Store released 20 December 2007. It is a 3D variant of the "Snake" concept.

Snakeball was developed in collaboration between the British Gamoola Soft (the sister studio of Gamoola) and the Norwegian Ravn Studio.[1] It was published by Sony Computer Entertainment.

Gameplay[edit]

The game uses most of the mechanics of the late 1970s game Snake.[2] The goal consists of taking the balls and throwing them into the hole at the center of the stage. While the game has many variations of gameplay, the main goal stays the same.

Snakeball has a flashy disco graphic style, with stages that are taking places on disco floors.[3] The player can also choose between 16 characters with 8 colors each. The PlayStation Eye camera can be used to snap a picture of the player's face and map it onto one of the riders.

Modes[edit]

Snakeball has three main game modes: Snakeball, Challenge and Ball Frenzy. Snakeball is the multiplayer mode, where up to eight players can play online. There are 10 variations of game for this mode:

  • Raindrops: The player has to collect the balls as they appear and shoot them in the goal.
  • Patience: Similar to Raindrops, but here, the balls do not appear immediately.
  • Goal Fever: Similar to Raindrops, but every ball must be put into the goal of matching color.
  • The Ball Ring: Similar to Raindrops, but only with bomb balls that explodes after 10 seconds.
  • Open Season: At the beginning, the balls are launched and do not stop moving. Also, there are now enemies that the player must avoid.
  • Bumper Jam: In this game variation, balls can only be shot at goal.
  • Square Routes: Similar to Raindrops, but taking places in a maze of squares bumpers.
  • Goal Tangle: The player can score balls in goals for shots and normal goals in a stage filled with enemies.
  • Trigger Snappy: Similar to Open Season, but the enemies here are far more. Fortunately, the player can now eliminate them with guns.
  • No balls: The player has no balls to score. The goal of the game is to destroy the ships of other players with guns.

The second game mode is Challenge, where the player must navigate through levels to open the teleporter and go to the next level. 14 levels are available. The last one is Ball Frenzy, which is a remake of the classic game Snake, with 10 levels. The goal of this mode is to get all the 1000 balls that are in the level without crashing and destroying the ship.

Additional Team Mode add-on was released at the PlayStation Store in May 2008. It includes team-based online and offline multiplayer matches up to 8 players.[4]

Reception[edit]

The composite score at review aggregator Metacritic is 65 out of 100.[5]

See also[edit]

References[edit]

  1. ^ "Snakeball: Gamoola & Ravn Studio Talk (PlayStation Network Coverage, Page 5)". Video Games Daily. 22 May 2007. Archived from the original on 28 July 2011. Retrieved 4 July 2010.
  2. ^ "Eurogamer review". Eurogamer.net. Eurogamer. 25 November 2007. Archived from the original on 2011-09-07. Retrieved 2011-05-08.
  3. ^ "IGN review". IGN. 16 January 2008. Archived from the original on 2009-08-08. Retrieved 2011-05-08.
  4. ^ "Team Mode". Official PlayStation site. Archived from the original on 2012-10-15. Retrieved 2011-05-08.
  5. ^ "Snakeball". Metacritic. Archived from the original on 2024-06-13. Retrieved 2011-05-07.

External links[edit]

Singstar

Singstar theme by Sony

Download: singstar.p3t

Singstar Theme
(3 backgrounds)

Redirect to:

  • From other capitalisation: This is a redirect from a title with another method of capitalisation. It leads to the title in accordance with the Wikipedia naming conventions for capitalisation, or it leads to a title that is associated in some way with the conventional capitalisation of this redirect title. This may help writing, searching and international language issues.
    • If this redirect is an incorrect capitalisation, then {{R from miscapitalisation}} should be used instead, and pages that use this link should be updated to link directly to the target. Miscapitalisations can be tagged in any namespace.
    • Use this rcat to tag only mainspace redirects; when other capitalisations are in other namespaces, use {{R from modification}} instead.

Heavenly Sword Official w/ Custom Sounds

Heavenly Sword theme by Sony

Download: HeavenlySwordOfficial.p3t

http://img471.imageshack.us/img471/6658/previewqr9.jpg
(1 background)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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

Tori-Emaki

Tori-Emaki theme by Sony

Download: Tori-Emaki.p3t

http://img405.imageshack.us/img405/7229/previewzf5.jpg
(1 background)

Tori-Emaki
cover
Developer(s)London Studio, Playlogic Entertainment
Publisher(s)Sony Computer Entertainment
Designer(s)Jonathan Alpine
SeriesPlayStation Eye
Platform(s)PlayStation 3
Release
  • EU: November 1, 2007[1]
  • NA: January 17, 2008
Genre(s)Interactive art, Casual game
Mode(s)Single-player

Tori-Emaki (Japanese for "bird picture scroll") is an interactive emakimono developed by London Studio in association with Playlogic Entertainment for the PlayStation 3 platform, which utilizes the PlayStation Eye camera peripheral. It was released on the European PlayStation Store on November 1, 2007 and on the North American PlayStation Store on January 17, 2008.

Art, folklore and possibly history. Use hand gestures and whole body movements seen by the PlayStation Eye to direct your flock of birds from location to location within the panning scroll, left, right, up or down. Every location worthwhile of the flock's touch down has its own ambiance you need to allow to let sink in. Some detailed exploration is in order as you steer your flock. Your flock shall observe human family life, struggle, war, and other worldly happenings in the japanese interpretation. Relaxation and wonder are key words here.

References[edit]

External links[edit]


Ratchet & Clank Future Official w/ Custom Sounds

Ratchet & Clank Future theme by Sony

Download: rcf.p3t

http://img477.imageshack.us/img477/5771/previewlh2.jpg
(1 background)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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

Home

Home theme by evilman278

Download: Home.p3t

Home Theme
(1 background)

Plans for a detached house showing the social functions for each room

A home, or domicile, is a space used as a permanent or semi-permanent residence for one or more human occupants, and sometimes various companion animals. It is a fully- or semi-sheltered space and can have both interior and exterior aspects to it.[vague] Homes provide sheltered spaces, for instance rooms, where domestic activity can be performed such as sleeping, preparing food, eating and hygiene as well as providing spaces for work and leisure such as remote working, studying and playing.

Physical forms of homes can be static such as a house or an apartment, mobile such as a houseboat, trailer or yurt or digital such as virtual space.[1] The aspect of 'home' can be considered across scales; from the micro scale showcasing the most intimate spaces of the individual dwelling and direct surrounding area to the macro scale of the geographic area such as town, village, city, country or planet.

The concept of 'home' has been researched and theorized across disciplines – topics ranging from the idea of home, the interior, the psyche, liminal space, contested space to gender and politics.[2] The home as a concept expands beyond residence as contemporary lifestyles and technological advances redefine the way the global population lives and works.[citation needed] The concept and experience encompasses the likes of exile, yearning, belonging, homesickness and homelessness.[3]

History[edit]

Prehistoric era[edit]

Taíno petroglyphs in a cave in Puerto Rico

The earliest homes that humans inhabited were likely naturally occurring features such as caves. The earliest human fossils found in caves come from a series of caves near Krugersdorp and Mokopane in South Africa. The cave sites of Sterkfontein, Swartkrans, Kromdraai B, Drimolen, Malapa, Cooper's D, Gladysvale, Gondolin and Makapansgat have yielded a range of early human species dating back to between three and one million years ago, including Australopithecus africanus, Australopithecus sediba and Paranthropus robustus. However, it is not generally thought that these early humans were living in the caves, but that they were brought into the caves by carnivores that had killed them.[citation needed]

The first early hominid ever found in Africa, the Taung Child in 1924, was also thought for many years to come from a cave, where it had been deposited after being preyed upon by an eagle. However, this is now debated.[4] Caves do form in the dolomite of the Ghaap Plateau, including the Early, Middle and Later Stone Age site of Wonderwerk Cave; however, the caves that form along the escarpment's edge, like that hypothesized for the Taung Child, are formed within a secondary limestone deposit called tufa. There is numerous evidence for other early human species inhabiting caves from at least one million years ago in different parts of the world, including Homo erectus in China at Zhoukoudian, Homo rhodesiensis in South Africa at the Cave of Hearths (Makapansgat), Homo neanderthalensis and Homo heidelbergensis in Europe at Archaeological Site of Atapuerca, Homo floresiensis in Indonesia, and the Denisovans in southern Siberia.

In southern Africa, early modern humans regularly used sea caves as shelter starting about 180,000 years ago when they learned to exploit the sea for the first time.[5] The oldest known site is PP13B at Pinnacle Point. This may have allowed rapid expansion of humans out of Africa and colonization of areas of the world such as Australia by 60–50,000 years ago. Throughout southern Africa, Australia, and Europe, early modern humans used caves and rock shelters as sites for rock art, such as those at Giants Castle. Caves such as the yaodong in China were used for shelter; other caves were used for burials (such as rock-cut tombs), or as religious sites (such as Buddhist caves). Among the known sacred caves are China's Cave of a Thousand Buddhas[6] and the sacred caves of Crete. As technology progressed, humans and other hominids began constructing their own dwellings. Buildings such as huts and longhouses have been used for living since the late Neolithic.[7]

Ancient era[edit]

Post-classical era[edit]

From the 14th to the 16th century, homelessness was perceived of as a "vagrancy problem" and legislative responses to the problem were predicated upon the threat it may pose to the state.[8]

Modern era[edit]

Industrialization brought mass migration to cities. This one-room worker home from Helsinki is typical to late 19th century and early 20th century, often housing large families.[9]

According to Kirsten Gram-Hanssen, "It can be argued that historically and cross-culturally there is not always [a] strong relation between the concept of home and the physical building, and that this mode of thinking is rooted in the Enlightenment of the seventeenth century".[10] Before, one's home was more public than private; traits such as privacy, intimacy and familiarity would proceed to achieve greater prominence, aligning the concept with the bourgeoisie.[11][12] The connection between home and house was reinforced by a case law declaration from Edward Coke: "The house of everyman is to him as his castle and fortress, as well as his defense against injury and violence, as for his repose". Colloquially, this was adapted into the phrase "The Englishman's home is his castle" which popularised the notion of home as house.[13]

A result of the longstanding association between home and women, 18th century English women, of upper-class status, were scorned for pursuing activities outside of the home, thus seen to be of undesirable character.[14] The concept of home took on unprecedent prominence by the 18th century, reified by cultural practice.[15]

The concept of a smart home arose in the 19th century in turn with electricity having been introduced to homes in a limited capacity.[10] The distinction between home and work formulated in the 20th century, with home acting as sanctuary.[16] Modern definitions portray home as a site of supreme comfort and familial intimacy, operating as a buffer to the greater world.[14]

Common types[edit]

The concept of home is one with multiple interpretations, influenced by one's history and identity.[17] People of differing ages, genders, ethnicities and classes may have resultingly different meanings of home.[18] Commonly, it is associated with various forms of abodes such as wagons, cars, boats or tents although it is equally considered to extend beyond the space, in mind and emotion.[8][19][20] The space of a home need not be significant or fixed though the boundaries of home are often tied to the space.[19][20] There have been multiple theories regarding one's choice of home with the residential conditions of their childhood often reflected in their later choice of home.[11] According to Paul Oliver, the vast majority of abodes are vernacular, constructed in accordance with the residents' needs.[21]

House[edit]

House at 8A, Bulevardul Aviatorilor, Bucharest, Romania

A house is a single-unit residential building. It may range in complexity from a rudimentary hut to a complex structure of wood, masonry, concrete or other material, outfitted with plumbing, electrical, and heating, ventilation, and air conditioning systems.[22][23]

The social unit that lives in a house is known as a household. Most commonly, a household is a family unit of some kind, although households may also be other social groups, such as roommates or, in a rooming house, unconnected individuals. Some houses only have a dwelling space for one family or similar-sized group; larger houses called townhouses or row houses may contain numerous family dwellings in the same structure. A house may be accompanied by outbuildings, such as a garage for vehicles or a shed for gardening equipment and tools. A house may have a backyard or a front yard or both, which serve as additional areas where inhabitants can relax or eat. [citation needed] Houses may provide "certain activities, which gradually accumulate meaning until they become homes".[20]

Joseph Rykwert distinguished between home and house in their physicality; a house requires a building whereas a home does not.[24] Home and house are often used interchangeably, although their connotations may differ: house being "emotionally neutral" and home evoking "personal, cognitive aspects".[20][25] By the mid-18th century, the definition of home had extended beyond a house.[15] "Few English words are filled with the emotional meaning of the word home".[14]

Moveable structures[edit]

A houseboat on Lake Union in Seattle, Washington, US
A traditional Kazakh yurt on a wagon

Home as constitutionally mobile and transient has been contended by anthropologists and sociologist.[26] A mobile home (also known as a house trailer, park home, trailer, or trailer home) is a prefabricated structure, built in a factory on a permanently attached chassis before being transported to site (either by being towed or on a trailer). Used as permanent homes, or for holiday or temporary accommodation, they are often left permanently or semi-permanently in one place, but can be moved, and may be required to move from time to time for legal reasons.

A houseboat is a boat that has been designed or modified to be used primarily as a home. Some houseboats are not motorized, because they are usually moored, kept stationary at a fixed point and often tethered to land to provide utilities. However, many are capable of operation under their own power. Float house is a Canadian and American term for a house on a float (raft); a rough house may be called a shanty boat.[27] In Western countries, houseboats tend to be either owned privately or rented out to holiday-goers, and on some canals in Europe, people dwell in houseboats all year round. Examples of this include, but are not limited to, Amsterdam, London, and Paris.[28]

A traditional yurt or ger is a portable round tent covered with skins or felt and used as a dwelling by several distinct nomadic groups in the steppes of Central Asia. The structure consists of an angled assembly or latticework of wood or bamboo for walls, a door frame, ribs (poles, rafters), and a wheel (crown, compression ring) possibly steam-bent. The roof structure is often self-supporting, but large yurts may have interior posts supporting the crown. The top of the wall of self-supporting yurts is prevented from spreading by means of a tension band which opposes the force of the roof ribs. Modern yurts may be permanently built on a wooden platform; they may use modern materials such as steam-bent wooden framing or metal framing, canvas or tarpaulin, plexiglass dome, wire rope, or radiant insulation.

Management[edit]

Housing cooperative[edit]

999 N. Lake Shore Drive, a co-op–owned residential building in Chicago, Illinois

A housing cooperative, or housing co-op, is a legal entity, usually a cooperative or a corporation, which owns real estate, consisting of one or more residential buildings; it is one type of housing tenure. Typically housing cooperatives are owned by shareholders but in some cases they can be owned by a non-profit organization. They are a distinctive form of home ownership that have many characteristics that differ from other residential arrangements such as single family home ownership, condominiums and renting.[29]

The cooperative is membership based, with membership granted by way of a share purchase in the cooperative. Each shareholder in the legal entity is granted the right to occupy one housing unit. A primary advantage of the housing cooperative is the pooling of the members' resources so that their buying power is leveraged; thus lowering the cost per member in all the services and products associated with home ownership.

Repair[edit]

A person making these repairs to a house after a flood

Home repair involves the diagnosis and resolution of problems in a home, and is related to home maintenance to avoid such problems. Many types of repairs are "do it yourself" (DIY) projects, while others may be so complicated, time-consuming or risky as to require the assistance of a qualified handyperson, property manager, contractor/builder, or other

God of War #3

God of War theme by Shadowbladex

Download: GoW_Shadowbladex.p3t

GOW Theme 3
(1 background)

A god of war is a deity associated with war.

God of War or Gods of War may also refer to:

Books[edit]

  • The Gods of War, a 1985 novel by historical author John Toland
  • The Gods of War, a 2005 novel by Conn Iggulden and the fourth in the Emperor series
  • The God of War, a 2008 novel by Marisa Silver
  • Gods of War, a 2009 science fiction novel by Ashok Banker
  • God of War (DC Comics), a 2010–2011 limited six-issue comic book series published by WildStorm and DC Comics, based around the Greek era of the video game series.
  • God of War, a 2010 novelization of the 2005 video game, God of War, written by Matthew Stover and Robert E. Vardeman
  • God of War II, a 2013 novelization of the 2007 video game, God of War II, written by Robert E. Vardeman.
  • God of War – The Official Novelization, a 2018 novelization of the 2018 video game, God of War, written by James Barlog.
  • God of War (Dark Horse Comics), a 2018–2021 limited two-volume eight-issue comic book series published by Dark Horse Comics, based around the Norse era of the video game series.

Film and television[edit]

Video games[edit]

Music[edit]

Albums[edit]

Songs[edit]

See also[edit]