Legend of Mana

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Legend of Mana
North American box art
Developer(s)Square[Note 1]
Publisher(s)
Director(s)Koichi Ishii
Producer(s)Akitoshi Kawazu
Designer(s)Akihiko Matsui
Programmer(s)Tomoki Anazawa
Artist(s)
  • Shinichi Kameoka
  • Kouji Tsuda
  • Nao Ikeda
Writer(s)Nobuyuki Inoue
Composer(s)Yoko Shimomura
SeriesMana
Platform(s)
ReleasePlayStation
  • JP: July 15, 1999
  • NA: June 6, 2000
Nintendo Switch, PlayStation 4, Windows
  • WW: June 24, 2021
Android, iOS
  • WW: December 7, 2021
Genre(s)Action role-playing game
Mode(s)Single-player, multiplayer

Legend of Mana[Note 2] is a 1999 action role-playing game developed and published by Square (now Square Enix) for the PlayStation. It was the fourth game released in the Mana series, following 1995's Trials of Mana. Set in a high fantasy universe, the game follows an unnamed hero as they restore the land of Fa'Diel by creating the world around them and completing a number of interrelated quests in order to restore the Tree of Mana.

While incorporating action role-playing elements from the prior games in the series, such as real-time battles, Legend of Mana has its own distinct style of gameplay. Most notably, it gives the player the ability to shape the world's structure through the Land Make system, generating regions and quests in a non-linear gameplay system rather than a strong main plotline. Legend of Mana was directed by series creator Koichi Ishii, designed by Akihiko Matsui, and produced by veteran Square director and producer Akitoshi Kawazu.

The game had high sales, selling 400,000 copies in its first week of release and 700,000 by the end of 1999. Reviews were less positive than for prior games in the series. Critics gave considerable acclaim to its vibrant and colorful hand-drawn graphics and soundtrack by Yoko Shimomura, but were critical of the lack of a clear main storyline, stating that it left the game feeling disjointed. The game was re-released as a part of both the PlayStation's and Square Enix's best-sellers lines. It was released as a PSOne Classic in Japan and North America. A remastered version was released for Nintendo Switch, PlayStation 4 and Windows on June 24, 2021 and for Android and iOS on December 7, 2021. An anime adaptation by Yokohama Animation Laboratory and Graphinica titled Legend of Mana: The Teardrop Crystal aired from October to December 2022.

Gameplay[edit]

A boss battle featuring the protagonist and a Rabite pet. The party's health and special move meter is shown in the gauges at the top, and the enemy's health is shown in the bar at the bottom.

Like previous games in the Mana series, Legend of Mana displays an angled top-down perspective, in which the player characters navigate the terrain and fight off hostile creatures. The player controls the unnamed main character, and is assisted by up to two companions. One of these companions is an optional support character, which depends on what quest the player is performing, while another companion can be chosen by the player out of a roster of monsters, pets, and golems. Both companions are typically controlled by the game's AI, though a second player can take control of the support character, or load in their own character from a different save file, if present.[1] The main character and companions each have their own set of numerical attributes including hit points and strength, which represent the amount of damage the player can take or cause. These stats grow whenever the player advances a level, after gaining enough experience points from battle with enemies.[2]

Battles occur when the player character encounters an enemy while traversing the world. Combat takes place in real-time, and in the location the player found the enemy rather than a separate battle screen. The main character can equip a variety of weapons, armors, and accessories. Weapons let the player perform abilities in combat. Referred to as Special Techs, these abilities are powerful attacks by the main characters and support characters that can be used when the special move meter is full. This meter fills as the player damages enemies. Each weapon, such as a sword or spear, has a set number of special attacks to learn, which can hit single or multiple targets and can be assigned to different buttons on the controller.[2]

Legend of Mana, unlike previous games in the Mana series, does not feature a set journey through a fixed world. Instead, it features a unique "Land Make" system where the player generates the structure of the game world by placing objects, named Artifacts, on empty square plots on a map. This map takes the form of a grid of spaces presented in an isometric viewpoint on a map screen. When an Artifact is placed in a space on the map, it creates a Land, and the player can enter that Land by selecting the position on the map. Adjacent Lands are not connected; to move from one land to another the player must first return to the map screen. Different Lands are generated from different Artifacts, each containing a quest which upon completion usually gives the player another Artifact to place.[3] Lands can also contain additional quests. Each Land is ranked from 0 (no presence) to 3 (strong presence) in its strength in each Spirit of Mana; this in turn causes magic of that element to be stronger in that Land.[4] The strength of the rankings is dependent on the Artifact, its position on the Map, and the rankings of adjacent Lands. Many locations have non-player characters who give quests and information or sell equipment. Other areas feature enemies and bosses with which the player can battle.[1]

In addition to the main game, after certain quests are completed Legend of Mana gives the player the option to delve into optional gameplay aspects centered around the hero or heroine's house. The player can forge or improve weapons and armor using raw materials found throughout the game, or combine equipment with items to change their power or add special effects. They can grow different types of fruit in the orchard, raise pets to use as adventuring companions, create items, and build golems.[4] Pets can also be raised with the Japan-only PocketStation peripheral, and two players can battle each other in an arena.[5][6]

Plot[edit]

The world map as presented in the Land Make system. Eight locations are shown; the rankings for each Spirit of Mana for the selected artifact are shown below the map.

Setting[edit]

Legend of Mana is set in the fictional world of Fa'Diel. The Mana Tree, the giver of mana and life for the world, burned down almost entirely nine centuries prior to the events of the game. A war erupted between faeries, human, and others seeking the scarce power of mana that was left. When the war concluded, the burnt Mana Tree slept as it regrew and the many lands of the world were stored in ancient artifacts.[7] A hero, controlled by the player, is self-charged with restoring the world, and mana, to its former self. The Lands of Fa'Diel are populated with a large number of different creatures, including humans, faeries, demons, the jewel-hearted Jumi race, plant-like Sproutlings and Flowerlings, miner bears called Dudbears, and shadowy beings of the Underworld known as Shadoles. Fa'Diel is also the home of a host of anthropomorphic animals and objects, as well as monsters from other Mana titles such as Rabites, Chobin Hoods, and Goblins. The player controls the protagonist of the game, who is either a male or female silent protagonist. The character is unnamed and no information is given about their past; their history and personality is meant to be determined by the player.[8]

Characters and story branches[edit]

Rather than a single, overarching plot, the story of Legend of Mana is composed of a multitude of quests split into three main quest arcs, numerous other quests, and a final quest arc. Each main quest arc contains optional side-quests in addition to the main quests. Whenever the player completes the required portions of one of the quest arcs they are allowed to begin the final arc and finish the game, even if the other arcs have not yet been started or completed. The three main quest arcs prior to the final arc are: the Jumi arc, the Larc and Sierra arc, and the Matilda and Irwin arc.[9]

The first main arc is the story of the Jumi, a dying race of people who have external jewel hearts which are considered valuable. The Jumi have long been a persecuted people, and many magic characters in this game refer to them as "dirt" as a pejorative on their jewel cores. This branch focuses on Elazul and Pearl, who are among the few survivors of the Jumi. Elazul is a Jumi Knight, and the mission of his life is to protect the Jumi Guardian Pearl at any cost, even in the face of the jewel hunter, Sandra. The player assists them in helping the Jumi.[10][11]

The second arc is the story of Larc and Sierra—brother and sister dragoons who serve different dragon masters and fight on opposite sides of the same war for power. Larc serves the dragon Drakonis, who wants to kill the other three dragons so that he can rule the world. Larc blackmails the game's protagonist to help him in this quest. Sierra, a dragoon for Vadise the White Dragon, wants to stop Drakonis without hurting her brother Larc. In the end, Drakonis is defeated again and banished to the underworld, and Larc is freed from Drakonis' rule.

The third arc is the complicated love story of four childhood friends: Matilda, Irwin, Daena and Escad. Irwin is a half-demon who is angry that society prevents him from a relationship with the holy leader Matilda, and seeks to destroy the world in retribution. Escad seeks to destroy Irwin, and Daena tries to act as a mediator between all parties while keeping Matilda away from Irwin. The conflict eventually escalates into a war between humans and faeries. Depending on the choices of the player, either Daena or Escad will die, while the player helps bring an end to the conflict.

Regardless of which path(s) the hero decides to take, they begin the game's final story, titled "Legend of Mana". This arc concerns the re-appearance of the Mana Tree. The player journeys to the Mana Tree and scales it, but upon reaching the top they find that the Mana Goddess has become corrupted and the tree is rotten. The player is forced to fight the Mana Goddess, and after winning a Sproutling plants itself in the Mana Tree's rotten trunk. Calling upon the other Sproutlings to join them, they restore the Mana Tree.

Development and release[edit]

Producer Akitoshi Kawazu

Legend of Mana was directed by Mana series creator Koichi Ishii, who had worked on the three previous games in the series. Many of the other developers were new to the series, including producer Akitoshi Kawazu, the director and producer of many games in Square's SaGa series, and designer Akihiko Matsui, who had been the director for Chrono Trigger. The game's character designs and illustrations were done by Shinichi Kameoka. Retro Gamer, in 2011, stated that although Ishii kept the game tied to previous titles in the series by reusing gameplay elements, Kawazu had a heavy influence on the gameplay design of the game.[12]

Legend of Mana was designed as a 2D game, despite the PlayStation's 3D-focus, as the console could not handle the full 3D world Ishii envisioned where one could interact with natural shaped objects.[13] Kawazu initially let Ishii have a relaxed schedule and budget, as Ishii had a great number of ideas he wanted in the game, but when the project began to get out of control and out of time Kawazu tightened down the rest of the development schedule and convinced the Square executives to delay the game by two months—even though it had already been announced to the public—to allow it to be completed as Ishii envisioned. Content such as numerous character sprites and item game mechanics had to be scrapped for the sake of fitting the whole game on one CD-ROM.[14] Kawazu has said that this experience taught him that his true skill in game development lay in working as a producer.[15]

Legend of Mana was first announced by Square in March 1999 just before its debut at the Tokyo Game Show.[16] The game was released in Japan in July 1999 with considerable hype, packaged with demos of Square's future releases Vagrant Story, Chrono Cross, Front Mission 3, and Threads of Fate.[17] It was planned to be released in North America alongside the July and August 2000 releases of Chrono Cross and Threads of Fate, but was instead released early on June 6.[18][19]

Music[edit]

Composer Yoko Shimomura
Seiken Densetsu / Legend of Mana Original Soundtrack
Soundtrack album by
Yoko Shimomura
ReleasedJuly 23, 1999
October 20, 2004 (reprint)
GenreVideo game soundtrack
Length2:10:37
LabelDigiCube
Square Enix (reprint)

The original score for Legend of Mana was composed, arranged, and produced by Yoko Shimomura.[20] Shimomura was a newcomer to the series; the previous two Mana games were scored by Hiroki Kikuta, and the first by Kenji Ito.[21] Shimomura said in 2002 that she considered the soundtrack to Legend of Mana to be the one that best expresses herself.[22] She claims that she prefers "passionate music that comes from the heart", and that she has to "feel the emotions of a piece in the extreme before I am able to write" the music by putting herself in the same mood as the piece is supposed to be in. Legend of Mana featured the first vocal track of any Mana game, "Song of Mana", which also serves as the game's opening theme. It was sung by Swedish vocalist Annika Ljungberg, who was chosen by Shimomura because she "wanted to stay away from working with someone popular that everyone already knows". After hearing a sample of Ljungberg's music, she flew to Sweden "straight away" to do an analog recording of the song.[20]

The 1999 soundtrack album Seiken Densetsu / Legend of Mana Original Soundtrack collects 55 tracks of music from Legend of Mana on two discs. The music covers many styles including piano, hard rock, and electronic music. The soundtrack was published by DigiCube, and was reprinted by Square Enix in 2004.[23] The album reached #65 on the Japanese Oricon music charts and stayed on the charts for two weeks.[24] "Song of Mana" was later made available on the Square Vocal Collection album in 2001.[23] Four of the game's tracks were released as part of Drammatica: The Very Best Works of Yoko Shimomura, an album of arrangements highlighting the composer's work.[25]

Merchandise[edit]

Upon the game's Japanese release, several promotional items were made available from Square, including stuffed toy dolls of the rabite enemy and mascot of the series, a necklace, and lighters.[26][27] As a promotion for Square's "Summer of Adventure" release schedule in 2000, which the North American release of the game was a part of, those who preordered the game were given a free music CD with select tracks from the game.[28] Legend of Mana was re-released in Japan late in 2000 as part of the Square Millennium Collection at a budget price along with a special music box and two character figurines.[29] A companion book titled Seiken Densetsu: Legend of Mana Ultimania including artwork and interviews was released as part of Square's Ultimania series. It was published by DigiCube in 1999 and later reprinted by Square Enix in 2004 after the subsidiary's closing.[30] An artbook, Legend of Mana: Making of Mana, was published in 2000 by ASCII.[31] A five-volume manga series, created by Shiro Amano, was published between 2000 and 2002.[32]

Reception[edit]

In Japan, Legend of Mana was a bestseller at the time of release,[41] and sold over 400,000 units in its first week alone as the highest-selling release that week in Japan.[42] By the end of the year, it had sold over 700,000 copies in Japan.[43][44] Legend of Mana was also the top selling PlayStation game during the week of its release in North America.[45]

Legend of Mana received mixed reviews from critics.[33] The game's presentation was almost universally praised, especially its use of vibrant and colorful hand-drawn graphics. David Smith of IGN claimed that the graphics were one of the game's best points, and RPGamer's Andrew P. Bilyk noted that the visuals "may be the most impressive two-dimensional graphics ever to grace an RPG".[2][38] Andrew Pfister of Electronic Gaming Monthly praised them even more, calling them "the most impressive 2D artwork ever seen on a console".[46] Damian Thomas's RPGFan review likened the graphics to Disney animation for having "a very storybook, cutesy cartoony feel to them", while Andrew Vestal of GameSpot said that the graphics were some of the most lush and ornate 2D graphics ever made.[3][47] The game won an award for best graphics at the 4th Japan Game Awards from the Computer Entertainment Supplier's Association.[48] The music in Legend of Mana was also a high point in many reviews; the reviewers for Electronic Gaming Monthly called it "fantastic" and "wonderful".[46] Smith of IGN's review stated that the soundtrack is "as good as any you'll hear today" with a good mix of intensity, suspense, and subtle nuance, and Vestal of GameSpot termed it "excellently orchestrated" and a perfect fit for the game in each environment.[3][38]

Much of the game's criticism stemmed from its substitution of mostly unrelated quests over a main storyline. GamePro, while praising the Land Make system, found that the "focus of Legend of Mana is obscured by the over-abundance of subplots".[4] Similarly, Game Revolution's Johnny Liu commented that the game lacked depth and felt like a collection of short quests rather than a single game, while Vestal of GameSpot noted that the game's use of miniquests will likely disappoint those seeking an action-RPG classic, and said that, although fun, the gameplay had a "schizophrenic and disjointed nature".[3][49] Next Generation agreed, saying that the Land Make system was an "innovative feature" but that it left the game disjointed without a solid plot to keep everything together.[39] The Japanese Weekly Famitsu reviewers felt that the system was ambitious, but left the game feeling disconnected, and that the divided plotlines kept the beginning of the game from having the charm of the end.[37]

Gary Steinman of Official U.S. PlayStation Magazine said that the lack of a plotline gave the player no incentive to keep playing through what he felt was a poor combat system.[50] Both of those criticisms were repeated by Electronic Gaming Monthly's Sam Kennedy in his review.[46] RPGamer's Bilyk felt that the smaller plots, while sometimes simplistic and not focused on the player, were enjoyable experiences.[2] IGN's Smith concluded that while he enjoyed the game, he felt that it was not a complete game like Secret of Mana, but instead a collection of fun experiences.[38]

Legacy[edit]

In November 2000, Legend of Mana was ranked number 48 on Weekly Famitsu's list of top 100 PlayStation games of all time.[51] The game was re-released on February 21, 2002 as part of the PSone Books best-sellers series in Japan,[52] in 2006 as part of Square Enix's Ultimate Hits collection,[53] and re-released on the PlayStation 3 PlayStation Network store as part of the PSone Classics series on March 22, 2011.[54] A remastered version was released on June 24, 2021 for the Nintendo Switch, PlayStation 4, and PC.[55] This version of the game was later released for Android and iOS on December 7, 2021.[56] An anime adaptation by Yokohama Animation Laboratory and Graphinica titled Legend of Mana: The Teardrop Crystal aired from October to December 2022.[57] The series premiered in October 2022.[58]

Notes[edit]

Roma
Full nameAssociazione Sportiva Roma S.p.A.
Nickname(s)I Giallorossi (The Yellow and Reds)
La Lupa (The She-Wolf)
La Magica (The Magic One)
Capitolini (Capitoline)
Lupetti (Little Cubs)
Lupi (Wolves)
Founded7 June 1927; 97 years ago (1927-06-07) (as Italo Foschi)
GroundStadio Olimpico
Capacity70,634[1]
OwnerThe Friedkin Group (95.97%)
PresidentDan Friedkin
Head coachDaniele De Rossi
LeagueSerie A
2023–24Serie A, 6th of 20
WebsiteClub website
Current season

Associazione Sportiva Roma (Rome Sport Association; Italian pronunciation: [ˈroːma]) is a professional football club based in Rome, Italy. Founded by a merger in 1927, Roma has participated in the top tier of Italian football for all of its existence, except for the 1951–52 season. Roma has won Serie A three times, in 1941–42, 1982–83 and 2000–01, as well as nine Coppa Italia titles and two Supercoppa Italiana titles. In European competitions, Roma won the Inter-Cities Fairs Cup in 1960–61 and the UEFA Europa Conference League in 2021–22, while they finished runners-up in the 1983–84 European Cup, the 1990–91 UEFA Cup and the 2022–23 UEFA Europa League.

Sixteen players have won the FIFA World Cup while playing at Roma: Attilio Ferraris and Enrique Guaita (1934); Guido Masetti and Eraldo Monzeglio (1934 and 1938); Aldo Donati and Pietro Serantoni (1938); Bruno Conti (1982); Rudi Völler and Thomas Berthold (1990); Aldair (1994); Vincent Candela (1998); Cafu (2002); Daniele De Rossi, Simone Perrotta and Francesco Totti (2006); Paulo Dybala (2022).

Since 1953, Roma has played home matches at the Stadio Olimpico, a venue the club shares with city rivals Lazio. With a capacity of over 72,000, the stadium is the second-largest of its kind in Italy, with only the San Siro able to seat more. The club plans to move to a new stadium, though it is yet to start construction. Having a strong local rivalry, Roma and Lazio contest the Derby della Capitale.

The club's home colours are carmine red and golden yellow, which gives Roma its nickname "I Giallorossi" ("The Yellow and Reds"). These colours have often been combined with white shorts. The club badge features a she-wolf, an allusion to the founding myth of Rome.

History[edit]

Foundation[edit]

Attilio Ferraris, Roma captain during their formative years

AS Roma was founded in the spring of 1927 when Italo Foschi[2] initiated the merger of three older Italian Football Championship clubs from the city of Rome: Roman FC, SS Alba-Audace and Fortitudo-Pro Roma SGS.[2] Foschi was an important Roman representative of the ruling National Fascist Party.[3][4]

The purpose of the merger was to give the Italian capital a strong club to rival that of the more dominant Northern Italian clubs of the time.[2] The only major Roman club to resist the merger was Lazio because of the intervention of the army General Vaccaro, a member of the club and executive of Italian Football Federation (FIGC). All three founding clubs were relegated, but the fascist-aligned FIGC bet over the capacity of the new team to give a stronger representation to the capital of Italy, and they were awarded a wild card for the Divisione Nazionale, the Serie A forerunner. The club played its earliest seasons at the Motovelodromo Appio stadium,[5] before settling in the working-class streets of Testaccio, where it built an all-wooden ground Campo Testaccio; this was opened in November 1929.[6] An early season in which Roma made a large mark was the 1930–31 championship, where the club finished as runners-up behind Juventus.[7] Captain Attilio Ferraris, along with Guido Masetti, Fulvio Bernardini and Rodolfo Volk, were highly important players during this period.[8]

First title victory and decline[edit]

The Roma of the first scudetto in 1942

After a slump in league form and the departure of high key players, Roma eventually rebuilt their squad, adding goalscorers such as the Argentine Enrique Guaita.[9] Under the management of Luigi Barbesino, the Roman club came close to their first title in 1935–36, finishing just one point behind champions Bologna.[10]

Roma returned to form after being inconsistent for much of the late 1930s. Roma recorded an unexpected title triumph in the 1941–42 season by winning their first scudetto title.[11] The 18 goals scored by local player Amedeo Amadei were essential to the Alfréd Schaffer-coached Roma side winning the title. At the time, Italy was involved in World War II and Roma were playing at the Stadio Nazionale PNF.[12]

In the years just after the war, Roma were unable to recapture their league stature from the early 1940s. Roma finished in the lower half of Serie A for five seasons in a row, before eventually succumbing to their only ever relegation to Serie B at the end of the 1950–51 season,[7][13] around a decade after their championship victory. Under future Italy national team manager Giuseppe Viani, promotion straight back up was achieved.[14]

After returning to the Serie A, Roma managed to stabilise themselves as a top-half club again with players such as Egisto Pandolfini, Dino da Costa and Dane Helge Bronée.[7] Their best finish of this period was under the management of Englishman Jesse Carver, when in 1954–55, they finished as runners-up after Udinese, who originally finished second, were relegated for corruption.[7] Although Roma were unable to break into the top four during the following decade, they did achieve some measure of cup success. Their first honour outside of Italy was recorded in 1960–61 when Roma won the Inter-Cities Fairs Cup by defeating Birmingham City 4–2 in the finals.[15] A few years later, Roma won their first Coppa Italia trophy in 1963–64 after defeating Torino 1–0.[16]

Their lowest point came during the 1964–65 season, when manager Juan Carlos Lorenzo announced the club could not pay its players and was unlikely to be able to afford to travel to Vicenza to fulfil its next fixture. Supporters kept the club going with a fundraiser at the Sistine Theatre and bankruptcy was avoided with the election of a new club president Franco Evangelisti.

Their second Coppa Italia trophy was won in 1968–69, when it competed in a small, league-like system.[16] Giacomo Losi set a Roma appearance record in 1969 with 450 appearances in all competitions, a record that would last 38 years.[17]

Time of mixed fortunes from the 1970s to the 1990s[edit]

Club captain Giacomo Losi with the Inter-Cities Fairs Cup in 1960–61

Roma were able to add another cup to their collection in 1972, with a 3–1 victory over Blackpool in the Anglo-Italian Cup.[18] During much of the 1970s, Roma's appearance in the top half of Serie A was sporadic. The best place the club were able to achieve during the decade was third in 1974–75.[7] Notable players who turned out for the club during this period included midfielders Giancarlo De Sisti and Francesco Rocca.

The dawning of a newly successful era in Roma's footballing history was brought in with another Coppa Italia victory; they defeated Torino on penalties to win the 1979–80 edition.[16] Roma would reach heights in the league which they had not touched since the 1940s by narrowly and controversially finishing as runners-up to Juventus in 1980–81.[19] Former Milan player Nils Liedholm was the manager at the time, with players such as Bruno Conti, Agostino Di Bartolomei, Roberto Pruzzo and Falcão.[20]

The second scudetto did not elude Roma for much longer. In 1982–83, the Roman club won the title for the first time in 41 years, amidst celebrations in the capital.[21] The following season, Roma finished as runners-up in Italy[7] and collected a Coppa Italia title;[16] they also finished as runners-up in the European Cup final of 1984.[22] The European Cup final with Liverpool ended in a 1–1 draw with a goal from Pruzzo, but Roma eventually lost in the penalty shoot-out.[22] Roma's successful run in the 1980s would finish with a runners-up spot in 1985–86[7] and a Coppa Italia victory, beating out Sampdoria 3–2.[16]

After, a comparative decline began in the league, one of the few league highs from the following period being a third-place finish in 1987–88.[7] At the start of the 1990s, the club was involved in an all-Italian UEFA Cup final, where they lost 2–1 to Internazionale in 1991.[23] The same season, the club won its seventh Coppa Italia[16] and ended runners-up to Sampdoria in the Supercoppa Italiana. Aside from finishing runners-up to Torino in a Coppa Italia final,[16] the rest of the decade was largely sub-par in the history of Roma, particularly in the league, where the highest they could manage was fourth in 1997–98.[7] The early 1990s also saw the emergence of homegrown striker Francesco Totti, who would go on to be an important member of the team and the club's iconic captain.

Third scudetto in the Sensi era[edit]

17 June 2001 – Roma-Parma 3–1: Roma won their third Italian championship in its history. Fans of the Curva Sud are overjoyed.

Roma won their third Serie A title in 2000–01. The Scudetto was won on the last day of the season after defeating Parma 3–1, edging Juventus by two points.[7] The club's captain, Francesco Totti, was a large reason for the title victory and he would become one of the main heroes in the club's history,[20] going on to break several club records.[20] Other important players during this period included: Aldair, Cafu, Gabriel Batistuta and Vincenzo Montella.[24]

In the 2001–02 Serie A, Roma ended as runners-up to Juventus by one point.[7] This would be the start of Roma finishing as runners-up several times in both Serie A and Coppa Italia during the 2000s – they lost out 4–2 to Milan in the Coppa Italia final of 2003[16] and lost to Milan again by finishing second in Serie A for the 2003–04 season.[7] The club also re-capitalized several time in 2003–04 season. In November 2003, €37.5 million was injected by "Roma 2000" to cover the half-year loss and loss carried from previous year.[25] and again on 30 June for €44.57 million.[26] Through stock market, a further €19.850 million of new shares issued, and at the year end, the share capital was €19.878 million,[27] which was unchanged as of 2011. The following season also saw the departure of Walter Samuel for €25 million and Emerson for €28 million, which decreased the strength of the squad. The Giallorossi finished in eighth place, one of the worst of recent seasons.

Francesco Totti, with the 2007–08 Coppa Italia

On 9 July 2006, Roma's Francesco Totti, Daniele De Rossi and Simone Perrotta were part of the Italy national team which defeated France in the 2006 FIFA World Cup Final.[28] In the Calciopoli scandal of 2006, Roma were not one of the teams involved. After punishments were issued, Roma was re-classified as runners-up for 2005–06,[29] the same season they finished second in the Coppa Italia losing to Internazionale.[16] In the two following seasons, 2006–07 and 2007–08, Roma finished as Serie A runners-up, meaning that in the 2000s, Roma finished in the top two positions more than any other decade in their history.[30] Meanwhile, in the UEFA Champions League during both of these seasons, they reached the quarter-finals before going out to Manchester United. In the 2008–09 Champions League, Roma reached the knockout stage ahead of Chelsea in their group, thus finishing for the first time in their history as winners of the group stage. However, they lost to Arsenal in the knockout stage on penalty kicks.

After a disappointing start to the 2009–10 season, Claudio Ranieri replaced Luciano Spalletti as head coach. At the time of the switch, Roma lay bottom of the Serie A table after losses to Juventus and Genoa. Despite this setback, Roma went on unbeaten streak of 24 matches in the league – with the last of the 24 being a 2–1 win over rivals Lazio, whereby they came from 1–0 down at half-time to defeat their city rivals after Ranieri substituted both Totti and De Rossi at the interval.[31] The Giallorossi were on top of the table at one point, before a loss to Sampdoria later in the season. Roma would finish runners-up to Internazionale yet again in both Serie A and the Coppa Italia. During the 2000s, Roma had finally recaptured the Scudetto, two Coppa Italia trophies, and their first two Supercoppa Italiana titles. Other notable contributions to the club's history have included a return to the Champions League quarter-finals (in the 2006–07 and 2007–08 editions) since 1984, six runners up positions in the league, four Coppa Italia finals and three Supercoppa finals – marking Roma's greatest ever decade.

American ownership and Pallotta era[edit

Street Fighter IV

Street Fighter IV theme by itachi1986

Download: StreetFighterIV.p3t

Street Fighter IV Theme
(2 backgrounds)

Street Fighter IV
Promotional poster for the original arcade release featuring Ryu, and the game's first four newcomers: Abel, Rufus, Crimson Viper and El Fuerte
Developer(s)Dimps
Capcom
Publisher(s)Capcom
Director(s)Takashi Tsukamoto
Producer(s)Yoshinori Ono
Designer(s)Hirotoshi Shiozaki
Programmer(s)Ryosuke Nakano
Artist(s)Daigo Ikeno
Composer(s)Hideyuki Fukasawa
SeriesStreet Fighter
EngineMT Framework
Platform(s)Arcade, PlayStation 3, Xbox 360, Microsoft Windows, iOS, Android
ReleaseArcade
  • JP: July 18, 2008
  • NA: August 12, 2008
PlayStation 3, Xbox 360[1]
  • JP: February 12, 2009
  • NA: February 17, 2009
  • EU: February 20, 2009
Microsoft Windows[2]
iOS
March 10, 2010[6]
Android
  • JP: May 2012
Genre(s)Fighting
Mode(s)Single-player, competitive multiplayer
Arcade systemTaito Type X2[7]
Taito Type X3 (Ultra)

Street Fighter IV (ストリートファイター IV, Sutorīto Faitā Fō) is a fighting game developed by Capcom and Dimps and published by Capcom.[8] It was the first original main entry in the series since Street Fighter III in 1997, a hiatus of eleven years.

It was originally released on arcades in Japan in July 2008 and North America in August the same year.[9] Versions for PlayStation 3 and Xbox 360 were released in February 2009.[1]A Microsoft Windows version was released on July 2009.[5] A version for iOS was released on March 10, 2010.[6] An Android version was launched initially as an exclusive for certain LG devices in May 2012,[10] and was later made available for all Android devices on the Play Store by December 31, 2012, with a region restriction that made it available only in Japan.[11] An updated version, Super Street Fighter IV, was released as a standalone title in April 2010.[12]

Street Fighter IV received universal critical acclaim; receiving universally high scores from many gaming websites and magazines, it has often been cited as one of the greatest games of all time. It was followed by Super Street Fighter IV and Arcade Edition in 2010, 3D Edition in 2011, and Ultra Street Fighter IV in 2014. All versions of Street Fighter IV have sold over 9 million units across all platforms.

Gameplay[edit]

An in-game screenshot showing Abel attacking Ryu in the Crowded Downtown stage

Producer Yoshinori Ono stated that he wanted to keep the game closer to Street Fighter II. The battles in SFIV begin with a short pre-fight intro, a small cinematic dialogue sequence which varies depending on the player's chosen character. A new system called Focus Attacks (Saving Attack for the Japanese version) has been introduced, as well as Ultra Moves. The traditional six-button control scheme returns, with new features and Special Moves integrated into the input system, mixing classic gameplay with additional innovations.[13]

The game arguably has a similar feel to Super Street Fighter II Turbo, but also includes a few features from Street Fighter III: 3rd Strike.[14] As in Street Fighter III, throwing is performed by pressing both light attack buttons, while pressing both heavy attack buttons performs the character's personal action or taunt. Pressing both medium attack buttons performs a character's Focus Attack. Dashes and quick standing are also in the game. C. Viper and Dan (with the air taunt) are the only characters who can perform a high jump.[14]

It was intended that bonus rounds such as the car-smashing stage from earlier Street Fighter games would return. Ono later stated that the bonus stages would not be in the arcade game, citing the reason to be that the time players spend on bonus stages is a time during which they have no chance of losing, which ultimately takes money from arcade operators.[15][16] The bonus stages were later added in Super Street Fighter IV. There are also Rival Battles which have a cutscene between two characters (which depends on who they are) before the battle starts.

Focus Attacks, known as Saving Attack in the Japanese version,[17] is a new system introduced in Street Fighter IV. The Focus Attack is a move that allows the player to absorb an attack and launch a counterattack, and it is performed by holding the medium punch and medium kick buttons simultaneously. There are two phases to the attack. In the first phase, the player will shift into a new stance, at which point they are able to absorb a single hit from the opponent. The second phase is the counterattack. The longer the player holds down the medium punch and kick buttons, the more powerful the attack will be. There are three stages to the charge.

  • If the Focus Attack is held for a brief moment, no unique effects occur when attacking.
  • If held for slightly longer, the character charging the Focus Attack will flash white, indicating that it will crumple the opponent (if they are on the ground).
  • When fully charged, the attack will also ignore blocking.

Attacks that were absorbed during the first phase of a Focus Attack still cause damage to the player; however, life lost from the opponent's attack will be quickly regenerated afterward. In addition, during the first and second phase of the Focus Attack, the player may perform a dash either forward or backward to cancel the Focus Attack. Finally, at the cost of two bars of the Super Combo gauge, many Special Moves can be canceled into a Focus Attack. By executing a Focus Attack during the Special Move, the animation of the move will be cut short and go instantly into the Focus Attack animation. This allows players with precise timing to cancel Special Moves into Focus Attacks, and in turn cancel Focus Attacks into the forward dash, resulting in new combo possibilities. If a Special Move is blocked by the opponent, the new system allows players to cancel the blocked move with a Focus Attack, and then cancel the Focus Attack by dashing backward safely away from the opponent. Ono has stated that this system was incorporated in order to shift the emphasis away from combos and toward a more realistic system he has compared to boxing, in which "the skill is in reading your opponent's move before [they start] moving ... We haven't forgotten about combos and linked moves, but focus makes it so that you have to read your opponent."[18] The system aims to make ground attacks as viable a way of approaching opponents as jumping was in previous games.[18] The focus system is a core part of Street Fighter IV's gameplay.[19]

In addition to the powered-up versions of Special Moves introduced in previous Street Fighter games such as Super Combos and EX Special Moves, the game also introduces a new type of powered-up Special Move officially dubbed the Ultra Combo. Ultra Combos are long and cinematic moves featuring a lengthy combination of punches, kicks and other fighting techniques. Just as there is a Super Combo gauge, there is also an Ultra Combo gauge (officially known as the Revenge Gauge or Revenge Meter), but whereas the Super Combo gauge fills up when the player hits their opponent or performs a Special Move, the Revenge Gauge fills when one takes damage from their opponent (similar to the K Groove featured in Capcom vs. SNK 2). Along with the Super Combos, Ultra Combos are one of the only times (besides Zangief, E. Honda, Seth and Abel's command throws) the camera breaks from its normal fixed position to show a more dynamic, cinematic view of the gameplay.[19]

Plot[edit]

Street Fighter IV takes place after the events of Street Fighter II and before the events of Street Fighter V (thus is chronologically set before Street Fighter III which takes place in the future).

After M. Bison's survival following his encounter with Akuma, the S.I.N. corporation began another fighting tournament in order to draw out the most powerful street fighters on Earth to complete the BLECE project. Each World Warrior has their own reasons for entering this tournament, but S.I.N.'s real desire is to lure Ryu to them in order to analyze the Satsui no Hadō, believed to be the last piece of data needed to complete BLECE.

Gouken, having recently awakened from a coma after surviving an attack by Akuma which occurred between the events of Street Fighter and Street Fighter Alpha about seven years before, knowing of SIN's interest in Ryu, starts looking for him to instruct to stop his Satsui no Hado development. He instructs Ryu and shows him a power known as the Mu no Ken (or Power of Nothingness), which is essentially the opposite of Satsui no Hadō, where calm and tranquility transcend human powers.

Akuma, knowing what Gouken has done to Ryu, has become driven with fury and has a fight to the death with Gouken once again, releasing everything from his Satsui no Hadō against all the power of Gouken's Mu no Ken.

It is revealed that Crimson Viper was a double agent, and she betrayed Seth, in addition to Juri who also wanted to see Shadaloo's total downfall, and set up the fight between M. Bison and Seth. Although Seth took over SIN, M. Bison managed to take on the consciousness of another clone thanks to the scientists at Shadaloo, and ends up with Seth.

M. Bison is behind the SIN, letting the plans go, while everyone thinks he is dead, and the Seth that the players find at the end of the game is revealed to be a clone, as the real Seth was killed by M. Bison.

Abel, who is a fighter with no memory, supposedly was saved by Charlie Nash and joins Chun-Li and Guile to destroy the SIN headquarters, so they manage to end this organization.

Characters[edit]

Chronologically set between the Street Fighter II series and the Street Fighter III series, the playable character roster of the arcade version includes the cast of the original Street Fighter II (all 12 characters, including the four Shadaloo Grand Masters) and four new characters. Akuma from Super Street Fighter II Turbo also appears as a hidden playable character, as well as a secret opponent, for a total of 17 playable characters. Additionally, the game includes two more secret characters: Seth as the game's standard final boss, and Gouken as a secret opponent, which makes for a total of 19 characters. The console version includes 6 more characters to the roster making for a total of 25, the returning characters are: Cammy, Dan, Fei Long, Gen, Rose and Sakura.

Newcomers:

  • France Abel, a French fighter who utilizes full-contact karate, Judo and Russian combat sambo to defeat opponents (note his kurtka). He is described as an amnesiac, a "man with no past" looking to defeat surviving members of Shadaloo. He is later revealed to be a prototype of Seth's model.[20]
  • United States Crimson Viper, a female American spy wearing sunglasses, leather gloves and a form-fitting suit with weapons she entered the tournament in order to "test" her skills.[20]
  • United States Rufus, an obese kung fu fighter, who seeks to fight Ken to prove himself as the best fighter in the United States.
  • Mexico El Fuerte (Spanish for "The Strong One"), a Mexican luchador and aspiring gourmet chef.[21]
  • Seth, also known as "The Puppet Master", is the new boss character. He is the CEO of S.I.N., the weapons division of Shadaloo. His body has been modified using advanced technology. His Special Moves are techniques used by other characters.[22]
  • Japan Gouken, the elder brother of Akuma, and Ryu and Ken's master, appears in the arcade version as a secret computer-controlled challenger in the end of the single-player mode, making his debut as a fighter in the Street Fighter series.[23]

Development[edit]

Before producer Yoshinori Ono pitched the idea to Capcom R&D head Keiji Inafune, the prevailing attitude around Capcom was that a new numeric entry to the Street Fighter series would not be made. Initially, there was much resistance to Ono's pitch for a new Street Fighter game so many years after the original. The gap from 2000 to 2008, since Street Fighter EX3, the latest Street Fighter game at that point, represented the longest time the series had gone without a sequel. However, in light of fan demand plus the positive reception to Street Fighter II' Hyper Fighting on Xbox Live Arcade, Inafune eventually allowed the project to begin.[19] This was Ono's first take on a new entry for the Street Fighter series as a producer, although he had previously worked on Street Fighter III 3rd Strike as a "sound management director" and previously produced Capcom Fighting Jam. The experience provided by Super Street Fighter II Turbo became the main influence for the Street Fighter IV development team.[24]

The original game concept, titled Street Fighter IV Flashback, imagined in part by David Sirlin, the designer of Super Street Fighter II Turbo HD Remix, never made it past the proposal stage. Flashback would likewise feature the 2.5D gameplay and a roster made of classic Street Fighter II characters plus Sakura and a few new characters. The game would have also featured a single-player mode with third-person 3D action (similar to this of the God of War series) that focused on Ryu's backstory, as well as all Street Fighter arcade games in their original forms and a 3D version of Super Turbo. Flashback's proposed easy control system was later used in Tatsunoko vs. Capcom: Ultimate All-Stars, minus its titular "flashback" gameplay feature.[25]

While Street Fighter IV features models and backgrounds rendered in 3D, the gameplay remains on a traditional 2D plane, with the camera having freedom to move in 3D at certain times during fights, for dramatic effect, similar to the Street Fighter EX series Capcom produced with Arika. Initially, the title had been developed to use 3D hitboxes, but the testers felt it did not have the "pixel perfect" precision of a Street Fighter game, and the game was therefore changed to use 2D hitboxes.[26] Ono has also cited the arcade version of Arc System Works' Battle Fantasia as the inspiration for the game's three-dimensional art style.[27] Art director and character designer Daigo Ikeno, who previously worked on Street Fighter III 3rd Strike,[28] opted for non-photorealistic rendering to give them a hand-drawn look,[13] with visual effects accented in calligraphic strokes, ink smudges and ink sprays during the fights.

Street Fighter IV's musical score was primarily composed by Hideyuki Fukasawa. The game's music consisted of new and old material created for it. Several music pieces (such as the themes for the returning SFII characters) were rearranged for SFIV. While previous Street Fighter games contained limited voice work, Street Fighter IV was the first Street Fighter series game to feature extensive voice acting. The game offers a choice between the original Japanese or an English dub.

The game runs on the Taito Type X2 arcade board inside a Taito Vewlix cabinet.[7] It takes advantage of the Type X2's network capabilities and allows players in separate machines within the same LAN to fight each other.

Home versions[edit]

Street Fighter IV was also released for PlayStation 3, Xbox 360 and Microsoft Windows, featuring additional playable characters and features not found in the arcade game. Capcom later released an iOS version on March 10, 2010.[6] In March 2017 the Xbox 360 version of Street Fighter IV became compatible with the Xbox One.

Additional characters[edit]

The notable addition in the home versions of Street Fighter IV are eight unlockable and playable characters not available in the arcade version. Seth and Gouken, computer-played characters in the arcade,[29] and six characters from other Street Fighter games were added, to a total of 25 characters, all of them playable. The introduced characters are Dan, Fei Long, Sakura, Cammy, Gen and Rose.

Additional features[edit]

Home versions also feature online play, six new stages, downloadable content,[30] a Challenge Mode that acts as a training module for new and experienced players, requiring them to reproduce indicated moves or combos with successive levels of increasing complexity,[31] as well as selectable English or Japanese voices for the characters (similar to the voice option settings in the Soulcalibur games), making Street Fighter IV the first game in the series since the original Street Fighter to feature English voice acting for all the characters. The game also offers a new opening cinematic scene featuring the theme song "The Next Door", by Exile, in both Japanese and English (as "The Next Door -Indestructible-" which featured Flo Rida in the extended version of that version) (depending on language settings), and animated opening and ending sequences for each character's story in Arcade mode.

The iOS version allows for bluetooth-based multiplayer between devices, but features only eight of the console version's characters and stages. The characters consist of Ryu, Ken, Chun-Li, Guile, Dhalsim, Blanka, Abel and M. Bison. In an update, two more characters were added: Zangief and Cammy. The most recent update features Sagat and an unlockable character, Dee Jay.[32]

Windows version additions[edit]

The Windows version of Street Fighter IV includes all the features found in the PlayStation 3 and Xbox 360 and some extras, that Capcom representatives say could make it "the definitive version" of the game.[2][33] The game features online play via Games for Windows – Live, with built-in voice chat and PC-exclusive achievements, but no cross-platform playability would be available with Xbox 360 players.[34] Also, the game features higher resolutions, and three new freely selectable visual styles, named "Ink", "Watercolor" and "Posterize".[35] There are also two bundles of the game: regular (game only, $39.99) and a bundle that includes the Mad Catz FightPad (with the Ryu design) that is currently sold separately for the Xbox 360 version. Those who pre-ordered the game at Best Buy received a DVD with an Eagle One animated comic (this is not the same as The Ties That Bind that comes in the collector's editions of the console versions).[5] Additionally, Svensson has stated on the Capcom Unity forums that the retail version uses disc-based SecuROM as its main form of copy protection for the North American release. The specifications for the game were released on May 15, 2009, and are considered relatively modest.[36]

Benchmark version[edit]

There was also a benchmark version of the game that you could download to test whether your computer would be able to run it properly before purchasing the full game. The benchmark version boots into a menu similar to the actual release of the game, but with a few slight changes. The menu has an option called 'Loop Mode'. Which, judging from the name, loops the benchmark over and over again (assuming it's for commercial use). You can turn the mode on or off from the switch next to the option. The 'Start' option is replaced with 'Start Benchmark'. The PC Settings and Quit options are still there for either to change the settings of the game or to quit the program. The background is more stylized and the word 'Benchmark' has been put right next to the game title. At the end of the benchmark, you're given a run down of your test results, and a score to determine if your computer can run it or not. It's extremely similar to the Benchmark option in the Windows version of the game. [2]

Marketing[edit]

For Western markets, three different packages for the game were prepared—the European release, the North American standard package and the North American Collector's Edition. The contents of the Collector's Edition are nearly identical to those featured in the European version, and are the following:[37]

  • A comic book style mini strategy guide by Prima (which also published a full strategy guide for the game in the U.S.), featuring artwork by UDON.
  • A disc including the 65-minute animated film titled Street Fighter IV: The Ties That Bind (新たなる絆, Aratanaru Kizuna), produced by Studio 4°C[38] as a prologue for the game, and a selection of the game's trailers (a Blu-ray disc for the PS3 version and game disc with the movie in 720p for the Xbox 360).
  • A soundtrack CD (not in Europe).
  • Crimson Viper and Ryu figurines (in the US release, PS3 owners got a Ryu figurine, while Xbox 360 owners got a Crimson Viper figure. In Europe, PS3 and Xbox 360 owners got both figurines in place of a soundtrack CD.)
  • Five downloadable character costumes, which is known as the Brawler Pack that included alternate costumes for: Zangief, E. Honda, Rufus, El Fuerte and Abel.
Street Fighter IV dedicated arcade stick with eight action buttons

Mad Catz produced six controllers for the game, two Arcade sticks and a game pad each for the PlayStation 3 and Xbox 360. These products include a basic model joystick, the "Street Fighter IV FightStick"; a heavier and sturdier stick, the "Street Fighter IV FightStick Tournament Edition'; and a six-button game pad, the "Street Fighter IV FightPad".[39] Meanwhile, peripheral manufacturer Hori also produced two joysticks for the game for the Japanese/Asian markets based on previous joystick models produced by the company.[40]

iOS version[edit]

An iOS version of the game was released on March 10, 2010. This, and subsequent mobile versions, retained many of the console version's features, but contained a simplified combo system and replaced the original game's 3D polygonal fighter models with 2D pre-rendered sprites. Additionally, the game also included Bluetooth multiplayer and Game Center achievements, and was released with eight playable characters, though more have been added through free updates. This version is no longer available to download on the iOS store.

Later a version called Street Fighter IV Volt was released for the iPhone and iPod Touch on June 30, 2011, which enabled online play.[41] Another version called Street Fighter IV: Champion Edition was released on July 12, 2017, which featured updated graphics and adds Poison, Ibuki and Dudley to the roster, increasing the total number of playable fighters to 25. An additional six fighters (Gouken, Rose, Elena, Juri, Guy and Evil Ryu) were later added into the roster through free updates.

Android version[edit]

On January 5, 2012, a version of the game called Street Fighter IV HD was released for LG's Android-powered Nitro HD and Optimus LTE phones.[11][42] On December 30, 2012, the exclusivity was dropped and the game was re-released on Google Play, this time titled Street Fighter IV, with a region restriction in place that makes it available only in Japan.[43] On February 21, 2018, an Android port of Street Fighter IV: Champion Edition was made available worldwide on Google Play. This version contained 32 playable characters, including Dan as a platform exclusive.[44] This version of the game has had one million installs.[45]

Downloadable content[edit]

The console versions of Street Fighter IV support downloadable content (DLC), made available for download via Microsoft's Xbox Live Marketplace and Sony's PlayStation Network.[46]

The first expansion pack, titled "Championship Mode", was released free of charge on April 24, 2009. It provides players with a replay mode, a new points system and an enhanced tournament matching system.[47] Championship mode is a game mode where a series of players compete against each other for ranking points. The higher the ranking, the harder the contest the player will participate in. The PlayStation 3 version of the download allows the player to vote on the parts of the recorded match they thought were "funny", "awesome", and "beautiful". The Xbox 360 version allows the player to download their recorded fights to the console.[48]

Additionally, five alternate costume packs are available for purchase. These costume packs include the alternate costumes already seen in the arcade version, and were released on separate dates following the game's launch. A single package called the "Complete Alternate Costume Pack", containing alternate costumes for all 25 characters was made available for download on May 5, 2009, in North America, and May 8, 2009, in Europe.

  • February 17, 2009 (North America); February 20, 2009 (Europe): Brawler Pack including alternate costumes for: Zangief, E. Honda, Rufus, El Fuerte and Abel.
  • February 24, 2009 (North America); February 27, 2009 (Europe): Femme Fatale Pack including alternate costumes for: Chun-Li, Cammy, Sakura, Rose and C. Viper.
  • March 3, 2009 (North America); March 6, 2009 (Europe): Shoryuken Pack including alternate costumes for: Ryu, Ken, Akuma, Gouken and Dan.
  • March 10, 2009 (North America); March 13, 2009 (Europe): Shadaloo Pack including alternate costumes for: Seth, M. Bison, Sagat, Balrog and Vega.
  • March 17, 2009 (North America); March 20, 2009 (Europe): Classic Pack including alternate costumes for: Guile, Dhalsim, Fei-Long, Blanka and Gen.[49]

Although initially Capcom stated that there were no plans to add any additional characters to the game, wanting to focus on core gameplay values,[50] Yoshinori Ono later revealed that unfinished versions of Dee Jay and T. Hawk (the only two missing characters from SSF2T) had been made, and given sufficient fan request for them, they could eventually get added into the game.[51] These characters eventually found their way into Super Street Fighter IV.

There was an update for the iOS version that added Zangief and Cammy to the roster. A second update added C. Viper and E. Honda whilst a third added Sagat and Dee Jay—the latter having to be unlocked. DLC is also available. So far, Ryu and Chun-Li each have one new costume each. Additional music, "Street Fighter II Arranged BGM", can also be purchased to provide alternate in-game audio.

Related media[edit]

Anime[edit

Bleach versionD 1.8

Bleach versionD 1.8 theme by Deemy

Download: Bleach_versionD_1.8.p3t

Bleach versionD 1.8 Theme
(16 backgrounds)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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

Ford

Ford theme by APC

Download: Ford.p3t

Ford Theme
(10 backgrounds)

Ford commonly refers to:

Ford may also refer to:

Ford Motor Company[edit]

Arts and entertainment[edit]

Businesses and organizations[edit]

People[edit]

  • Ford (surname), a surname (and list of people with the name)
    • Gerald Ford, 38th president of the United States from 1974 to 1977

People with the given name[edit]

Places[edit]

Antarctica[edit]

United Kingdom[edit]

United States[edit]

Elsewhere[edit]

Sports[edit]

Other uses[edit]

See also[edit]