Star Wars theme by PenguinRage
Download: StarWars_by_PenguinRage.p3t
(3 backgrounds)
Star Wars | |
---|---|
Created by | George Lucas |
Original work | Star Wars (1977)[a] |
Owner | Lucasfilm |
Years | 1977 | –present
Print publications | |
Book(s) | List of reference books |
Novel(s) | List of novels |
Short stories | See list of novels |
Comics | List of comics |
Comic strip(s) | See list of comics |
Magazine(s) | Star Wars Insider (1987–present) |
Films and television | |
Film(s) | List of films |
Television series | List of television series |
Television special(s) | See list of television series |
Television film(s) | See list of films |
Games | |
Role-playing | List of RPGs |
Video game(s) | List of video games |
Audio | |
Radio program(s) | List of radio dramas |
Original music | Music |
Miscellaneous | |
Toy(s) | Merchandise |
Theme park attraction(s) | List of attractions |
Star Wars is an American epic space opera media franchise created by George Lucas, which began with the eponymous 1977 film[a] and quickly became a worldwide pop culture phenomenon. The franchise has been expanded into various films and other media, including television series, video games, novels, comic books, theme park attractions, and themed areas, comprising an all-encompassing fictional universe.[b] Star Wars is one of the highest-grossing media franchises of all time.
The original 1977 film, retroactively subtitled Episode IV: A New Hope, was followed by the sequels Episode V: The Empire Strikes Back (1980) and Episode VI: Return of the Jedi (1983), forming the original Star Wars trilogy. Lucas later returned to the series to write and direct a prequel trilogy, consisting of Episode I: The Phantom Menace (1999), Episode II: Attack of the Clones (2002), and Episode III: Revenge of the Sith (2005). In 2012, Lucas sold his production company to Disney, relinquishing his ownership of the franchise. This led to a sequel trilogy, consisting of Episode VII: The Force Awakens (2015), Episode VIII: The Last Jedi (2017), and Episode IX: The Rise of Skywalker (2019).
All nine films, collectively referred to as the "Skywalker Saga", were nominated for Academy Awards, with wins going to the first two releases. Together with the theatrical live action "anthology" films Rogue One (2016) and Solo (2018), the combined box office revenue of the films equated to over US$10 billion, making Star Wars the third-highest-grossing film franchise of all time.
Premise[edit]
The Star Wars franchise depicts the adventures of characters "A long time ago in a galaxy far, far away"[2] across multiple fictional eras, in which humans and many species of aliens (often humanoid) co-exist with robots (typically referred to in the films as 'droids'), which may be programmed for personal assistance or battle.[3] Space travel between planets is common due to lightspeed hyperspace technology.[4][5][6] The planets range from wealthy, planet-wide cities to deserts scarcely populated by primitive tribes. Virtually any Earth biome, along with many fictional ones, has its counterpart as a Star Wars planet which, in most cases, teem with sentient and non-sentient alien life.[7] The franchise also makes use of other astronomical objects such as asteroid fields and nebulae.[8][9] Spacecraft range from small starfighters to large capital ships, such as the Star Destroyers, as well as space stations such as the moon-sized Death Stars.[10][11][12] Telecommunication includes two-way audio and audiovisual screens, holographic projections and hyperspace transmission.[13]
The universe of Star Wars is generally similar to the real universe but its laws of physics are less strict allowing for more imaginative stories.[14] One result of that is a mystical power known as the Force which is described in the original film as "an energy field created by all living things ... [that] binds the galaxy together".[15] The field is depicted as a kind of pantheistic god.[16] Through training and meditation, those whom "the Force is strong with" exhibit various superpowers (such as telekinesis, precognition, telepathy, and manipulation of physical energy).[17] It is believed nothing is impossible for the Force.[18] The mentioned powers are wielded by two major knightly orders at conflict with each other: the Jedi, peacekeepers of the Galactic Republic who act on the light side of the Force through non-attachment and arbitration, and the Sith, who use the dark side by manipulating fear and aggression.[19][20] While Jedi Knights can be numerous, the Dark Lords of the Sith (or 'Darths') are intended to be limited to two: a master and their apprentice.[21]
The franchise is set against a backdrop of galactic conflict involving republics and empires, such as the evil Galactic Empire.[22] The Jedi and Sith prefer the use of a weapon called the lightsaber, a blade of plasma that can cut through virtually any surface and deflect energy bolts.[23] The rest of the population, as well as renegades and soldiers, use plasma-powered blaster firearms.[24] In the outer reaches of the galaxy, crime syndicates such as the Hutt cartel are dominant.[25] Bounty hunters are often employed by both gangsters and governments, while illicit activities include smuggling and slavery.[25]
The combination of science fiction and fantasy elements makes Star Wars a very universal franchise, capable of telling stories of various genres.[26]
Films[edit]
The Skywalker Saga[edit]
Film | U.S. release date | Directed by | Screenplay by | Story by | Produced by | Refs. | |
---|---|---|---|---|---|---|---|
Original trilogy: Episodes IV–VI | |||||||
Star Wars | May 25, 1977 | George Lucas | Gary Kurtz | [27][28] | |||
The Empire Strikes Back | May 21, 1980 | Irvin Kershner | Leigh Brackett and Lawrence Kasdan | George Lucas | [29][30] | ||
Return of the Jedi | May 25, 1983 | Richard Marquand | Lawrence Kasdan and George Lucas | Howard Kazanjian | [31][32] | ||
Prequel trilogy: Episodes I–III | |||||||
The Phantom Menace | May 19, 1999 | George Lucas | George Lucas | George Lucas | Rick McCallum | [33] | |
Attack of the Clones | May 16, 2002 | George Lucas and Jonathan Hales | [34][35] | ||||
Revenge of the Sith | May 19, 2005 | George Lucas | [36][37] | ||||
Sequel trilogy: Episodes VII–IX | |||||||
The Force Awakens | December 18, 2015 | J. J. Abrams | Lawrence Kasdan, J. J. Abrams and Michael Arndt | Kathleen Kennedy, J.J. Abrams and Bryan Burk | [31][38] | ||
The Last Jedi | December 15, 2017 | Rian Johnson | Kathleen Kennedy and Ram Bergman | [39][40] | |||
The Rise of Skywalker | December 20, 2019 | J. J. Abrams | Chris Terrio and J. J. Abrams | Derek Connolly, Colin Trevorrow, J.J. Abrams, and Chris Terrio | Kathleen Kennedy, J. J. Abrams and Michelle Rejwan | [41][42] |
The Star Wars film series centers around three sets of trilogies, the nine films of which are collectively referred to as the "Skywalker Saga".[43] The saga was produced non-chronologically, beginning in media res with the release of the original trilogy between 1977 and 1983. This was followed by the prequel trilogy, released between 1999 and 2005, and the sequel trilogy, released between 2015 and 2019.[44]
Each trilogy focuses on a generation of the Force-sensitive Skywalker family and their struggle against the evil Sith lord Palpatine (Darth Sidious).[45] The original trilogy depicts the heroic development of Luke Skywalker as a Jedi and his fight against Palpatine's Galactic Empire alongside his sister, Leia.[46] The prequels tell the tragic backstory of their father, Anakin, who is corrupted by Palpatine and becomes Darth Vader.[47] The sequels follow the conflict between Leia's son, Ben Solo, and Luke and Leia's protegé, Rey, and their eventual alliance against Palpatine after the fall of the Empire.[48]
Original trilogy[edit]
In 1971, George Lucas wanted to film an adaptation of the Flash Gordon serial, but could not obtain the rights, so he began developing his own space opera.[49][c] After directing American Graffiti (1973), he wrote a two-page synopsis, which 20th Century Fox decided to invest in.[50][51] By 1974, he had expanded the story into the first draft of a screenplay.[52] Fox expected the film would be of limited financial success, and so it was given a relatively low budget, with production being moved to Elstree Studios in England to help save on cost.[53]
Star Wars was released on May 25, 1977, and first subtitled Episode IV: A New Hope in the 1979 book The Art of Star Wars.[54] The film's success led Lucas to make it the basis of an elaborate film serial.[55] With the backstory he created for the sequel, Lucas decided that the series would be a trilogy of trilogies.[56] Episode V: The Empire Strikes Back was released on May 21, 1980, also achieving wide financial and critical success. The final film in the trilogy, Episode VI: Return of the Jedi, was released on May 25, 1983.
Prequel trilogy[edit]
According to producer Gary Kurtz, loose plans for a prequel trilogy were developed during the outlining of the original two films.[57] In 1980, Lucas confirmed that he had the nine-film series plotted,[58] but due to the stress of producing the original trilogy, he had decided to cancel further sequels by 1981.[59] In 1983, Lucas explained that "There was never a script completed that had the entire story as it exists now ... As the stories unfolded, I would take certain ideas and save them ... I kept taking out all the good parts, and I just kept telling myself I would make other movies someday."[60]
Technical advances in the late 1980s and early 1990s, including the ability to create computer-generated imagery (CGI), inspired Lucas to consider that it might be possible to revisit his saga. In 1989, Lucas stated that the prequels would be "unbelievably expensive".[61] In 1992, he acknowledged that he had plans to create the prequel trilogy.[62] A theatrical rerelease of the original trilogy in 1997 "updated" the 20-year-old films with the style of CGI envisioned for the new trilogy.[63]
Episode I: The Phantom Menace was released on May 19, 1999, Episode II: Attack of the Clones on May 16, 2002, and Episode III: Revenge of the Sith on May 19, 2005.[64] The first two films were met with mixed reviews, with the third being received somewhat more positively. Together with the original trilogy, Lucas has referred to the first six episodic films of the franchise as "the tragedy of Darth Vader".[65]
Sequel trilogy[edit]
Prior to releasing the original 1977 film, and made possible by its success, Lucas planned "three trilogies of nine films".[56][66] However, he announced to Time in 1978 that he planned "10 sequels".[67] He confirmed that he had outlined the prequels and sequels in 1981.[68] At various stages of development, the sequel trilogy was to focus on the rebuilding of the Republic,[69] the return of Luke as a Jedi Master (a role similar to that of Obi-Wan Kenobi in the original trilogy),[66] Luke's sister (not yet determined to be Leia),[57] Han, Leia,[70] R2-D2 and C-3PO.[56][71] However, after beginning work on the prequel trilogy, Lucas insisted that Star Wars was meant to be a six-part series and that there would be no sequel trilogy.[72][73]
Lucas decided to leave the franchise in the hands of other filmmakers, announcing in January 2012 that he would make no more Star Wars films.[74] That October, the Walt Disney Company agreed to buy Lucasfilm and announced that Episode VII would be released in 2015.[75] The co-chairman of Lucasfilm, Kathleen Kennedy, became president and served as executive producer of new Star Wars feature films.[76] Lucas provided Kennedy his story treatments for the sequels during the 2012 sale,[77] but in 2015 it was revealed Lucas's sequel outline had been discarded.[78][79] The sequel trilogy also meant the end of the Star Wars Expanded Universe stories, which were discarded from canon to give "maximum creative freedom to the filmmakers and also preserve an element of surprise and discovery for the audience."[1]
Episode VII: The Force Awakens was released on December 16, 2015, Episode VIII: The Last Jedi on December 13, 2017, and Episode IX: The Rise of Skywalker on December 18, 2019, in many countries.[e] The Force Awakens and T
Okami (Fixed)
Okami theme by m0dus
Download: okami_m0dus.p3t
(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.
LittleBigPlanet
LittleBigPlanet theme by PenguinRage
Download: LittleBigPlanet.p3t
(3 backgrounds)
LittleBigPlanet | |
---|---|
Genre(s) | Platform, endless running |
Developer(s) | Media Molecule (2008-2014) SCE Studio Cambridge (2009) Supermassive Games (2010) XDev (2010-2012) Double Eleven (2012) Tarsier Studios (2012) United Front Games (2012) San Diego Studio (2012) Firesprite (2014) Sumo Digital (2014-2020) Exient Entertainment (2023) |
Publisher(s) | Sony Interactive Entertainment PlayStation Mobile (2014) |
Platform(s) | PlayStation 3 PlayStation Portable PlayStation Vita PlayStation 4 PlayStation 5 Windows |
First release | LittleBigPlanet 27 October 2008 |
Latest release | Ultimate Sackboy March 3, 2023 |
LittleBigPlanet (LBP - stylised as LittleBIGPlanet) is a puzzle platform video game series created and produced by British developer Media Molecule and published by Sony Interactive Entertainment. Most games in the series put a strong emphasis on user-generated content and are based on the series' tagline "Play, Create, Share". The tagline represents the three core elements of the series: playing alone or with others locally (on the same console) or online, creating new content using the in-game creation tools, and sharing creations and discoveries online with other players.
Tarsier Studios, Fireproof Games and Supermassive Games also contribute to the development of the PlayStation 3 games, creating in-game assets (downloadable content) including costumes, backgrounds, objects, and stickers. Some of these assets will also provide the player more tools and gadgets to use in the level editor.[1]
The series comprises six games across five gaming platforms. The series was launched in 2008 with the PlayStation 3 game LittleBigPlanet, which was followed in 2009 by a PlayStation Portable version of the same name, initially developed by Studio Liverpool[2] and later handed to SCE Studio Cambridge. The sequel to the PlayStation 3 version, LittleBigPlanet 2, was released in January 2011 alongside a smaller spin-off title called Sackboy's Prehistoric Moves. LittleBigPlanet PS Vita was developed by Tarsier Studios and Double Eleven, released in September 2012 for the PlayStation Vita. At E3 2014, Sony announced LittleBigPlanet 3, a PlayStation 4 instalment that was developed by Sumo Digital and released in November 2014.[3] The games are all published by Sony Computer Entertainment. The latest instalment for the LittleBigPlanet franchise titled Sackboy: A Big Adventure was revealed during the PS5 live event and released on the PlayStation 4 and PlayStation 5 in November 2020. A Windows version was released on 27 October 2022.[4]
On 17 January 2015, it was announced that all LittleBigPlanet servers in Japan would shut down on 31 July, along with the PlayStation Portable version and LittleBigPlanet Karting in late August in all regions. Due to attacks on the online servers, all LittleBigPlanet servers were taken down in May 2021 (the Vita version had remained closed since March).[5] The servers for the PS4 version of LittleBigPlanet 3 were brought back up on 13 September 2021, however, in the same announcement, it mentioned that the servers for LittleBigPlanet, LittleBigPlanet 2, LittleBigPlanet PS Vita and the PS3 version of LittleBigPlanet 3 will remain closed permanently.[6] On 8 January, 2024, it was announced that, presumably due to more attacks on the online servers, the servers for the PS4 version of LittleBigPlanet 3 were being temporarily closed while they investigate them.[7][8][9]
On 19 April 2024, the servers for the PlayStation 4 version of LittleBigPlanet 3 were permanently shut down due to ongoing technical issues.[10]
Gameplay[edit]
The core mechanics of the series revolve around its tagline, "Play, Create, Share".[11]
Play[edit]
In the first two instalments of the series, gameplay consist primarily of traditional two-dimensional look in a three-dimensional style platforming like jumping and avoiding obstacles to successfully navigate to the end of a level to win.[12] Since LittleBigPlanet 2, the series has included mini-games, including ones that do not follow the platformer genre. Most LittleBigPlanet games involve a player playing solo or co-operatively with friends to navigate through a level whilst collecting various "bubbles" along the way, which can take the form of either points or collectibles. In-game collectibles can be used in level creation or to customize Sackboy, the player character. There are also numerous co-operative parts of levels whereby certain prize bubbles can be earned. In LittleBigPlanet 3 and Sackboy: A Big Adventure, Collectables are also present, being used in various shops to purchase more costumes.
Create[edit]
The Create component primarily refers to level creation in the game, along with other features like character customisation. Players can create their own levels with the built-in level creator. Many items that are collected while playing through the story mode and from LittleBigPlanet's community can be used to help with level creation.[13] These levels can remain as the original LittleBigPlanet platforming gameplay, or they can include other game types, such as racing, fighting, shooting and sports.[12] The player can also make non-gaming creations such as music and films (commonly known in-game as cut-scenes).[14] In LittleBigPlanet 2, Sackbots were introduced to give players more control over non-player characters in their levels as well as make the levels in their entirety more intelligent. The creation technique introduced on the game gave the possibility for logic, and it gave the ability to build sets of machines and complex contraptions.[14]
[edit]
Lastly, the Share component relates to sharing creations with the game's community by uploading levels to the PlayStation Network. To-date there were an excess of ten million user-created levels available to play on the LittleBigPlanet server in the PlayStation 3 games.[15] After the release of LittleBigPlanet 2 and the LBP.me community website, the Share component also had a strong emphasis sharing discoveries. Players were encouraged to share levels they found with other players by writing reviews and comments in-game and by sharing links to creations' LBP.me pages via social networks.
Overview[edit]
The series takes place in a world known as LittleBigPlanet. Each curator is in charge of a part of LittleBigPlanet and they govern them independently. LittleBigPlanet has geography inspired by the real-life Earth. All games in the series follow the main protagonist Sackboy, a small anthropomorphic creature made of brown fabric with a zip fastener and button eyes. He can be customized to the player's liking using costumes that are either unlocked in the game or bought as downloadable content from the PlayStation Store. The player can control Sackboy's four emotions; happiness, sadness, worry and anger, each of which has three levels of intensity. The English language version of each game is narrated by Stephen Fry and in all formats Fry's scripts are written by Dean Wilkinson.
Games[edit]
2008 | LittleBigPlanet |
---|---|
2009 | LittleBigPlanet (PSP) |
2010 | Sackboy's Prehistoric Moves |
2011 | LittleBigPlanet 2 |
2012 | LittleBigPlanet PS Vita |
LittleBigPlanet Karting | |
2013 | |
2014 | Run Sackboy! Run! |
LittleBigPlanet 3 | |
2015 | |
2016 | |
2017 | |
2018 | |
2019 | |
2020 | Sackboy: A Big Adventure |
2021 | |
2022 | |
2023 | Ultimate Sackboy |
Main series[edit]
LittleBigPlanet[edit]
The first game in the series was released on the PlayStation 3 platform in 2008 and was the first title developed by Media Molecule, under the name The Next Big Thing. The player controls Sackboy as he travels around the titular LittleBigPlanet, helping the eight creator curators of LittleBigPlanet with their problems in their own respective realms. Throughout the story, Sackboy tries to stop The Collector, one of the eight creator curators who has gone rogue, kidnapping the creations of LittleBigPlanet.[16] The game received widespread acclaim for its design, gameplay, and customization afforded to the player, particularly the built-in level editor. After its release, it received numerous industry awards.[17]
LittleBigPlanet 2[edit]
The second game in the series is a direct sequel to the first LittleBigPlanet and was developed by Media Molecule for the PlayStation 3 for a release in 2011. The sequel saw a major shift in the direction of the series, going from a primarily traditional platform game in the first two entries to a more varied style of gameplay called a "platform for games". The second game gave players a wider variety of options when it came to level design, which saw the creation of levels other than platforming such as racing, puzzles, and fighting games.[18] Following the events of the first two entries in the series, the game takes place when an antagonist known as the Negativitron invades LittleBigPlanet and begins to suck up all its inhabitants. Sackboy must team up with a secret organization known as "The Alliance", led by Larry Da Vinci, to save LittleBigPlanet from the Negativitron.[19] The game also supported the PlayStation Move, with an update post-launch.
LittleBigPlanet 3[edit]
LittleBigPlanet 3 is a game for the PlayStation 3[20][21][22] and PlayStation 4. Announced at E3 2014, it was developed by Sumo Digital and was released in November 2014. In the game, Sackboy is transported to another world, Bunkum, where he has to awaken its three missing heroes, OddSock, Toggle and Swoop, who are new playable characters. Sackboy travels through different worlds in order to free the 3 new characters and stop Newton.[23]
Handheld[edit]
LittleBigPlanet (PlayStation Portable)[edit]
A portable entry of the series was developed primarily by SCE Studio Cambridge in association with Media Molecule for the PlayStation Portable. The game, released in 2009, shared the same name as the original game; however, it was not a port of the PlayStation 3 game, but rather a new entry in the series. It has a story-mode with levels and features many of the same mechanics of its PlayStation 3 counterpart, such as customizations, albeit without the multiplayer component of the game. The game takes place after the events of the PlayStation 3 version of LittleBigPlanet, in which The Collector has been defeated. A carnival is being held and Sackboy decides to go around the world to invite the eight curators of LittleBigPlanet to the carnival whilst finding materials for his own carnival float.[24]
LittleBigPlanet PS Vita[edit]
The fourth game in the series was developed by Tarsier Studios, Double Eleven, and XDev for the PlayStation Vita handheld and had a 2012 release.[25] The game features the same core mechanics from LittleBigPlanet 2, with the focus being on a "platform for games" rather than a platformer like previous entries in the series before LittleBigPlanet 2. The game utilizes the unique controls of the PlayStation Vita by using its multi-touch touchscreen and its rear touchpad to navigate through various obstacles in stages as well as for level creation by users.[26] The game supports cross-buy of DLC costume packs between LittleBigPlanet 2, as well as LittleBigPlanet Karting.
Spinoff games[edit]
LittleBigPlanet Karting[edit]
LittleBigPlanet Karting is a kart racing game developed by United Front and San Diego Studio in conjunction with series creator Media Molecule for the PlayStation 3.[27] In its story mode, the player ventures through worlds including: LittleBigPlanet, Monster Islands, Victoria's Laboratory, The Progress Emporium, Eve's Asylum, The Space Bass, and Hoard, Sweet Hoard, to put an end to the Hoard racers, who snatch many pieces of the different planets to stash them in the Garage at the End of the Universe. Sony Entertainment America shut down the North American LittleBigPlanet Karting online servers on 31 August 2016.[28]
Sackboy's Prehistoric Moves[edit]
The game was developed by XDev as a spin-off from the LittleBigPlanet series utilizing the PlayStation Move on the PlayStation 3. It was released in December 2010, as a downloadable title from the PlayStation Store and was later bundled with LittleBigPlanet 2. The game was described as a "demo" and featured 10 prehistoric inspired story levels. In the game, Sackboy must save Little Big Planet from the T-Rex. Unlike the main games, which can be played as a single-player experience, the game required a minimum of two players to work.[29] This was due to the main mechanics of the spin-off whereby one player would control Sackboy traditionally using the gamepad for platforming while a second player had to use a PlayStation Move similar to a pointer to move obstacles and objects out of the way in order to successfully navigate a level.[30]
Run Sackboy! Run![edit]
Run Sackboy! Run! is a free-to-play endless running game developed by Firesprite and published by PlayStation Mobile that was released on iOS on 30 October 2014,[31] Android on 17 December 2014[32] and PlayStation Vita on 31 March 2015.[33] The game has no real plot, except for Sackboy running through Craftworld from the Negativitron. The game awarded players with exclusive costumes for LittleBigPlanet 3 (which was released at a similar time) by reaching point goals and collecting stickers.[34]
LittleBigPlanet Hub[edit]
LittleBigPlanet Hub is an unreleased free-to-play game for the PlayStation 3.[35] It was planned to be a downloadable title from the PlayStation Store which would have allowed players to create levels and play a curated selection of community levels from LittleBigPlanet and LittleBigPlanet 2 as well as 16 levels from the games' story modes. LittleBigPlanet Hub would also have contained weekly challenges, not found in other LittleBigPlanet games. Downloadable content purchased in other games were to be compatible with LittleBigPlanet Hub, and users were rumoured to be also able to access additional content from the PlayStation Store.[citation needed]
Since its announcement in August 2013, no further details about LittleBigPlanet Hub were revealed.[36] In February 2024, a beta tester posted a video showing gameplay from a beta build onto YouTube, and shortly afterwards, with assistance, dumped it online for download. This makes the build playable through unofficial means, such as emulations like RPCS3 or PlayStation 3 homebrew.[37]
Sackboy: A Big Adventure[edit]
Sackboy: A Big Adventure is a 2020 platform game developed by Sumo Digital and published by Sony Interactive Entertainment for the PlayStation 5 and the PlayStation 4. It was announced at the PlayStation 5 reveal event on June 11, 2020, and was released on November 12, 2020; a version for Windows was released on October 27, 2022, marking the series's first release on PCs. Unlike previous LittleBigPlanet entries with 2.5D platforming, A Big Adventure features a range of perspectives and 3D movement.
Ultimate Sackboy[edit]
Ultimate Sackboy is a free-to-play endless running game developed by Exient Entertainment and released on mobile on 21 February 2023. It is the first LittleBigPlanet game to feature limited-time paid subscriptions known as "Marathons." In contrast to Run Sackboy! Run!, it adopts the style from Sackboy: A Big Adventure and is played in 3D.
Reception[edit]
Game | Metacritic |
---|---|
LittleBigPlanet (PlayStation 3) | 95/100[38] |
LittleBigPlanet (PlayStation Portable) | 87/100[39] |
Sackboy's Prehistoric Moves | 66/100[40] |
LittleBigPlanet 2 | 91/100[41] |
LittleBigPlanet PS Vita | 88/100[42] |
LittleBigPlanet Karting | 74/100[43] |
LittleBigPlanet 3 | 79/100[44] |
Run Sackboy! Run! | 65/100[45] |
Sackboy: A Big Adventure | 80/100[46] |
Ultimate Sackboy | 57/100[47] |
Most of the games in the series have been well received by critics with the LittleBigPlanet on PlayStation 3 and PlayStation Portable gaining Metacritic scores of 95/100[38] and 87/100[39] respectively. LittleBigPlanet 2 garnered nearly as much acclaim as the first game, with an average score of 91/100.[48] LittleBigPlanet PS Vita also received very positive reviews and was the highest-ranked PS Vita game at the time of its release with an average score of 88/100.[49] However, the release of LittleBigPlanet 3 did not receive critical acclaim, garnering a mostly positive average of 79/100.[50] Critically, LittleBigPlanet Karting is the worst-performing major game in the series so far but still gained a "mixed or average" Metacritic score of 74/100.[51] However, the mobile game Run Sackboy! Run! performed worse, with a Metacritic score of 65/100.[52] Additionally, the character of Sackboy is often seen as a PlayStation mascot.[53] In 2011, readers of Guinness World Records Gamer's Edition voted Sackboy as the 50th-top video game character of all time.[54]
References[edit]
- ^ "Introducing the Extended LittleBigPlanet Family - Media Molecule - We make games". Media Molecule. Archived from the original on 21 February 2016. Retrieved 6 December 2010.
- ^ "LittleBigPlanet coming to PSP - CVG". Computerandvideogames.com. 8 April 2008. Archived from the original on 15 April 2014. Retrieved 14 June 2014.
- ^ "LittleBigPlanet 3 coming to PS4 this November". 10 June 2014. Archived from the original on 14 July 2014. Retrieved 10 June 2014.
- ^ "Sackboy: A Big Adventure coming to PC on October 27". Gematsu. 29 September 2022. Retrieved 29 September 2022.
- ^ "LittleBigPlanet Servers Taken Down After Hackers Post Hate Speech". PlayStation LifeStyle. 24 May 2021. Archived from the original on 13 September 2021. Retrieved 13 September 2021.
- ^ Yin-Poole, Wesley (13 September 2021). "Sony shuts down online for older LittleBigPlanet games "to protect the community"". Eurogamer. Archived from the original on 2 April 2022. Retrieved 13 September 2021.
Skullzor
Skullzor theme by PenguinRage
Download: Skullzor_by_PenguinRage.p3t
(1 background)
P3T Unpacker v0.12
Copyright (c) 2007. Anoop MenonThis 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.Neo-Soldier
Neo-Soldier theme by PenguinRage
Download: Neo-Soldier.p3t
(3 backgrounds)
P3T Unpacker v0.12
Copyright (c) 2007. Anoop MenonThis 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.For Realz
For Realz theme by A_N_T_H_O_N_Y
Download: ForRealz.p3t
(3 backgrounds)
P3T Unpacker v0.12
Copyright (c) 2007. Anoop MenonThis 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.Wii
Wii theme by WeirdKid
Download: Wii.p3t
(1 background)
Wii Also known as - Revolution (pre-release)
- RVL (codename)
Developer Nintendo IRD Manufacturer Foxconn[1] Type Home video game console Generation Seventh Release date Introductory price Discontinued Units shipped 101.63 million (as of September 30, 2019[update]) (details) Media Operating system Wii system software CPU IBM PowerPC Broadway @ 729 MHz Memory 24 MB 1T-SRAM @ 324 MHz (2.7 GB/s) + 64 MB GDDR3 SDRAM Storage 512 MB NAND flash memory Removable storage Display Video output formats- Composite video (480i, 576i (PAL))
- S-Video (480i (NTSC consoles only))
- RGB SCART (576i (PAL consoles only))
- Component video (YPBPR) (480i, 576i (PAL), 480p)
Graphics ATI Hollywood @ 243 MHz Controller input Connectivity - Wi-Fi IEEE 802.11 b/g
- Bluetooth 2.0
- 2 × USB 2.0[16]
- LAN adaptor (via USB 2.0)[17]
Online services Dimensions - Width: 157 mm (6.2 in)
- Height: 60 mm (2.4 in)
- Depth: 197 mm (7.8 in)
- Revisions
- RVL-101
- Same
- Mini
- Width: 160 mm (6.3 in)
- Height: 46 mm (1.8 in)
- Depth: 193 mm (7.6 in)
- RVL-101
Mass - 1,220 g (43 oz)
- Revisions
- RVL-101
1,130 g (40 oz) - Mini
724 g (25.5 oz)
- RVL-101
Best-selling game - Pack-in:[f] Wii Sports, 82.90 million
- Stand-alone: Mario Kart Wii, 37.32 million (as of March 31, 2020[update])
Backward
compatibilityGameCube[a] Predecessor GameCube Successor Wii U Website wii .com The Wii[g] (/ˈwiː/, WEE) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006 in North America, and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, following the GameCube and is a seventh-generation console alongside Microsoft's Xbox 360 and Sony's PlayStation 3.
In developing the Wii, Nintendo president Satoru Iwata directed the company to avoid competing with Microsoft and Sony on computational graphics and power and instead to target a broader demographic of players through novel gameplay. Game designers Shigeru Miyamoto and Genyo Takeda led the console's development under the codename Revolution. The primary controller for the Wii is the Wii Remote, a wireless controller with both motion sensing and traditional controls which can be used as a pointing device towards the television screen or for gesture recognition. The Wii was Nintendo's first home console to directly support Internet connectivity, supporting both online games and for digital distribution of games and media applications through the Wii Shop Channel. The Wii also supports wireless connectivity with the Nintendo DS handheld console for selected games. Initial Wii models included full backward compatibility support for GameCube games and most accessories. Later in its lifecycle, two lower-cost Wii models were produced: a revised model with the same design as the original Wii but removed the GameCube compatibility features and the Wii Mini, a compact, budget redesign of the Wii which further removed features including online connectivity and SD card storage.
Because of Nintendo's reduced focus on computational power, the Wii and its games were less expensive to produce than its competitors. The Wii was extremely popular at launch, causing the system to be in short supply in some markets. A bundled game, Wii Sports, was considered the killer app for the console; other flagship games included entries in the Super Mario, Legend of Zelda, Pokémon, and Metroid series. Within a year of launch, the Wii became the best-selling seventh-generation console, and by 2013, had surpassed over 100 million units sold. Total lifetime sales of the Wii had reached over 101 million units, making it Nintendo's best-selling home console until it was surpassed by the Nintendo Switch in 2021.[h] As of 2022, the Wii is the fifth-best-selling home console of all time.
The Wii repositioned Nintendo as a key player in the video game console marketplace. The introduction of motion-controlled games via the Wii Remote led both Microsoft and Sony to develop their own competing products—the Kinect and PlayStation Move, respectively. Nintendo found that, while the Wii had broadened the demographics that they wanted, the core gamer audience had shunned the Wii. The Wii's successor, the Wii U, sought to recapture the core gamer market with additional features atop the Wii. The Wii U was released in 2012, and Nintendo continued to sell both units through the following year. The Wii was formally discontinued in October 2013, though Nintendo continued to produce and market the Wii Mini through 2017, and offered a subset of the Wii's online services through 2019.
History[edit]
2001–2003: Development[edit]
Shortly after the release of the GameCube, Nintendo began conceptualizing their next console.[23] The company's game designer Shigeru Miyamoto said that, in the early stages, they decided they would not aim to compete on hardware power, and would instead prioritize new gameplay concepts.[24][25] The console was firstly named "GameCube Next" as a placeholder.[24] The price of the new console was originally envisioned to be as low as 100 euros but the NAND flash memory desired by Satoru Iwata would force that price to slightly more than the double.[24]
Miyamoto cited Dance Dance Revolution's unique game controllers as inspiration for developing new input devices.[26] Later in September 24, 2001, Nintendo began working with Gyration Inc., a firm that had developed several patents related to motion detection, to prototype future controllers using their licensed patents.[27]
Over the next two years, sales of the GameCube languished behind its competitors—Sony's PlayStation 2 and Microsoft's Xbox. Satoru Iwata, who had been promoted to Nintendo's president in May 2002 following Hiroshi Yamauchi's retirement,[28] recognized that Nintendo had not been keeping up with trends in the video game industry, such as adapting to online gaming. He also thought that video gaming had become too exclusive and wanted Nintendo to pursue gaming hardware and software that would appeal to all demographics.[29] Nintendo's market analysis found that their focus on novel hardware had created consoles that made it difficult for third-party developers to create games for, hampering their position.[30] One of the first major steps Iwata had made based on the company's research was directing the development of the Nintendo DS, a handheld incorporating dual screens including a touchscreen, to revitalize their handheld console line.[31]
In 2003, Iwata met with Miyamoto and Genyo Takeda to discuss their market research. Iwata instructed Takeda "to go off the tech roadmap" for this console, but said it had to be appealing to mothers.[32] Iwata wanted their next console to be capable of playing past Nintendo games, eliminating clutter in houses.[26] Takeda led the team building the console's hardware components, and Miyamoto spearheaded the development of a new type of controller, based on Gyration's motion-sensing technology.[27] Iwata had proposed that this new console use motion sensing to simplify the gaming interface, increasing appeal to all audiences.[33] An initial prototype was completed within six months.[34]
The Nintendo DS was said to have influenced the Wii's design, as the company found that the DS's novel two-screen interface had drawn in non-traditional players and wanted to replicate that on the new console.[26] Designer Ken'ichiro Ashida noted, "We had the DS on our minds as we worked on the Wii. We thought about copying the DS's touch-panel interface and even came up with a prototype." The idea was eventually rejected because of the notion that the two gaming systems would be identical. Miyamoto also stated, "if the DS had flopped, we might have taken the Wii back to the drawing board."[25]
2004–2005: Announcements[edit]
Prior to E3 2004, Iwata had referred to Nintendo's upcoming console offering as the GameCube Next (GCNext or GCN).[35] Iwata first unveiled some details of Nintendo's new home console at E3 2004 under the codename "Revolution", as Iwata believed the console would revolutionize the gaming industry.[29] BBC News' technology editor Alfred Hermida wrote that Nintendo's struggle to match Sony and Microsoft in the home console market made success crucial.[36]
The console, still named "Revolution", was formally presented to the public at E3 2005. The motion controller interface had not yet been completed and was omitted from the unveiling.[25] Iwata held the console above him with one hand to emphasize its size relative to its rivals. A smaller device meant it would draw on less power as to not overheat,[37] and thus appealed to parents who were willing to have an attractive, small, power-efficient device in the living room.[38] Iwata reportedly used a stack of three DVD cases as a size guide.[37] The prototype held by Iwata was black, but at release the following year, the console was only available in white. In their book on the console, two Loyola University Chicago professors suggested that Nintendo was inviting comparisons with Apple's first iPod line.[39]
Iwata later unveiled and demonstrated their current prototype of the Revolution controller at the Tokyo Game Show in September 2005. At this stage, the controller unit resembled the final Wii Remote device along with the separate Nunchuk attachment. Iwata demonstrated its motion sensing gameplay capabilities, and incorporated commentary from developers, such as Hideo Kojima and Yuji Horii, who had tested the controller and believed people would be drawn in by it.[40][41]
The console's name was formally announced as the Wii in April 2006, a month prior to E3 2006. Nintendo's spelling of "Wii" (with two lower-case "i" characters) was intended to represent both two people standing side by side, and the Wii Remote and its Nunchuk.[42] In the company's announcement, they stated: "Wii sounds like 'we', which emphasizes that the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion."[42]
The name resulted in criticism and mockery. Forbes expressed a fear that the console would be seen as juvenile.[43] BBC News reported the day after the name was announced that "a long list of puerile jokes, based on the name," had appeared on the Internet.[44] Some video game developers and members of the press stated that they preferred "Revolution" over "Wii".[45] Nintendo of America's Vice President of Corporate Affairs Perrin Kaplan defended the choice.[46] President of Nintendo of America Reggie Fils-Aimé justified the new name over Revolution by saying that they wanted something short, distinctive, and easily pronounceable for all cultures.[47]
The Wii was made available for a press demonstration at E3 2006. Planned launch titles were announced at a press conference alongside the unveiling. At the same conference, Nintendo confirmed its plans to release the console by the end of 2006.[48]
2006–2010: Launch[edit]
Nintendo announced the launch plans and prices for the Wii in September 2006. The console was first launched in the United States on November 19, 2006, for US$249.99.[7] Other regional release dates and prices included Japan on December 2 for ¥25,000,[8] followed by Australasia on December 7 for A$399.95,[10] and was later launched on December 8 in the United Kingdom for £179.99 and for the majority of Europe for €249.99.[9] Nintendo planned to have around 30 Wii games available by the end of 2006, and anticipated shipping over 4 million consoles before the end of the year.[49]
As part of its launch campaign, Nintendo promoted the Wii in North America through a series of television advertisements (directed by Academy Award winner Stephen Gaghan); its Internet ads used the slogans "Wii would like to play" and "Experience a new way to play". The ads began in November 2006 and had a budget of over $200 million for the year.[50] The ads targeted a wider demographic compared to ads for other consoles, inviting parents and grandparents to play on the Wii.[51] Nintendo hoped that its console would appeal to a wider demographic than that of others in the seventh generation.[52] In December 2006, Satoru Iwata said that Nintendo did not think of themselves as "fighting Sony", but were focused on how they could expand the gaming demographic.[53]
It took several years for the Wii to launch in other regions. It was released in South Korea on April 26, 2008,[54] Taiwan on July 12, 2008,[55] and Hong Kong on December 12, 2009.[56] Nintendo had planned work with its localization partner iQue to release the Wii in China in 2008, but failed to meet the requirements to circumvent the ban on foreign-made consoles the Chinese government had put in place.[57][58]
2011–2017: Successor and discontinuation[edit]
Nintendo announced the successor to the Wii, the Wii U, at E3 2011.[59][60] Nintendo had recognized that the Wii had generally been shunned by the core gaming audience as it was perceived more as a casual gaming experience. The Wii U was aimed to draw the core audience back in with more advanced features atop the basic Wii technology.[61][62] The Wii U features the Wii U GamePad, a controller with an embedded touchscreen and output 1080p high-definition graphics that serves as a secondary screen alongside the television. The Wii U is fully backward-compatible with Wii games and peripherals for the Wii, including the Wii Remote, Nunchuk controller and Wii Balance Board, and select Wii U games including support for these devices.[63] The Wii U was first released on November 18, 2012 in North America; November 30, 2012 in Europe and Australia, and December 8, 2012 in Japan.[64]
Nintendo continued to sell the revised Wii model and the Wii Mini alongside the Wii U during the Wii U's first release year. During 2013, Nintendo began to sunset certain Wii online functions as they pushed consumers towards the Wii U as a replacement system or towards the offline Wii Mini, though the Wii Shop Channel remained available.[65] Nintendo discontinued production of the Wii in October 2013 after selling over 100 million units worldwide,[66] though the company continued to produce the Wii Mini unit primarily for the North American market.[67] The WiiConnect24 service and several channels based on that service were shuttered in June 2013.[19] Support for online multiplayer games via the Nintendo Wi-Fi Connection were discontinued in May 2014,[18] while the Wii Shop was closed in January 2019, effectively ending all online services for the console.[20][68] The Wii Mini continued to be manufactured and sold until 2017.[69]
Despite the Wii's discontinuation, some developers continued to produce Wii games well beyond 2013. Ubisoft released Just Dance games for the Wii up to Just Dance 2020 (2019).[70] Vblank Entertainment's Shakedown: Hawaii along with Retro City Rampage DX are the most recent Wii games, which were released on July 9, 2020 (more than 13 years after the Wii's launch).[71][72] On January 27, 2020, Nintendo announced that it will no longer repair any faulty Wii consoles in Japan starting on February 6 due to a scarcity of spare parts.[i]
Hardware[edit]
Console[edit]
In building the Wii, Nintendo did not aim to outpace the performance of their competitors. Unlike the company's previous consoles, they built the Wii from commercial off-the-shelf hardware rather than seek out customized components. This helped to reduce the cost of the Wii system to consumers.[74] Miyamoto said "Originally, I wanted a machine that would cost $100. My idea was to spend nothing on the console technology so all the money could be spent on improving the interface and software."[75]
The console's central processing unit is a 32-bit IBM PowerPC-based processor named Broadway, with a clock frequency of 729 MHz.[76][77] The reduced size of Broadway—based on a 90 nm process compared to the
Windows Vista #2
Windows Vista theme by WeirdKid
Download: Vista_WeirdKid.p3t
(1 background)
Windows Vista Version of the Windows NT operating system Developer Microsoft Source model Released to
manufacturingNovember 8, 2006[2] General
availabilityJanuary 30, 2007[3] Final release Service Pack 2[4] (6.0.6002.24170) / July 21, 2017[5] Marketing target Consumer and Business Update method Platforms IA-32 and x86-64 Kernel type Hybrid (NT) Userland Windows API, NTVDM, SUA License Proprietary commercial software Preceded by Windows XP (2001) Succeeded by Windows 7 (2009) Official website Windows Vista (archived at the Wayback Machine) Support status Mainstream support ended on April 10, 2012[6]
Extended support ended on April 11, 2017[6]Part of a series of articles on Windows Vista New features Siblings Windows Vista is a major release of the Windows NT operating system developed by Microsoft. It was the direct successor to Windows XP, released five years earlier, which was then the longest time span between successive releases of Microsoft Windows. It was released to manufacturing on November 8, 2006, and over the following two months, it was released in stages to business customers, original equipment manufacturers (OEMs), and retail channels. On January 30, 2007, it was released internationally and was made available for purchase and download from the Windows Marketplace; it is the first release of Windows to be made available through a digital distribution platform.[7]
Development of Windows Vista began in 2001 when it was codenamed "Longhorn"; originally envisioned as a minor successor to Windows XP, it gradually included numerous new features from the then-next major release of Windows codenamed "Blackcomb", after which it was repositioned as a major release of Windows, and it consequently underwent a protracted development that was unprecedented for Microsoft. Most new features were prominently based on a new presentation layer codenamed Avalon, a new communications architecture codenamed Indigo, and a relational storage platform codenamed WinFS — all built on the premature .NET Framework; however, this proved to be untenable due to incompleteness of technologies and ways in which new features were added, and Microsoft changed the project in 2004. Many new features were eventually reimplemented during development, but Microsoft ceased using managed code to develop the operating system.[8]
New features of Windows Vista include a graphical user interface and visual style referred to as Windows Aero; a content index and desktop search platform called Windows Search; new peer-to-peer technologies to simplify sharing files and media between computers and devices on a home network; and new multimedia tools such as Windows DVD Maker. Windows Vista included version 3.0 of the .NET Framework, allowing software developers to write applications without traditional Windows APIs. There are major architectural overhauls to audio, display, network, and print sub-systems; deployment, installation, servicing, and startup procedures are also revised. It is the first release of Windows built on Microsoft's Trustworthy Computing initiative and emphasized security with the introduction of many new security and safety features such as BitLocker and User Account Control.
The ambitiousness and scope of these changes, and the abundance of new features earned positive reviews, but Windows Vista was the subject of frequent negative press and significant criticism. Criticism of Windows Vista focused on driver, peripheral, and program incompatibility; digital rights management; excessive authorization from the new User Account Control; inordinately high system requirements when contrasted with Windows XP; its protracted development; longer boot time; and more restrictive product licensing. Windows Vista deployment and satisfaction rates were consequently lower than those of Windows XP, and it is considered a market failure;[9][10] however, its use surpassed Microsoft's pre-launch two-year-out expectations of achieving 200 million users[11] (with an estimated 330 million users by 2009).[12] On October 22, 2010, Microsoft ceased retail distribution of Windows Vista; OEM supply ceased a year later.[13] Windows Vista was succeeded by Windows 7 in 2009.
Mainstream support for Windows Vista ended on April 10, 2012 and extended support ended on April 11, 2017.[6]
Development[edit]
Microsoft began work on Windows Vista, known at the time by its codename "Longhorn", in May 2001,[14] five months before the release of Windows XP. It was originally expected to ship in October 2003 as a minor step between Windows XP and "Blackcomb", which was planned to be the company's next major operating system release. Gradually, "Longhorn" assimilated many of the important new features and technologies slated for Blackcomb, resulting in the release date being pushed back several times in three years. In some builds of Longhorn, their license agreement said "For the Microsoft product codenamed 'Whistler'". Many of Microsoft's developers were also re-tasked to build updates to Windows XP and Windows Server 2003 to strengthen security. Faced with ongoing delays and concerns about feature creep, Microsoft announced on August 27, 2004, that it had revised its plans. For this reason, Longhorn was reset to start work on componentizing the Windows Server 2003 Service Pack 1 codebase, and over time re-incorporating the features that would be intended for an actual operating system release. However, some previously announced features such as WinFS were dropped or postponed, and a new software development methodology called the Security Development Lifecycle was incorporated to address concerns with the security of the Windows codebase, which is programmed in C, C++ and assembly. Longhorn became known as Vista in 2005. Vista in Spanish means view.[15][16]
Longhorn[edit]
The early development stages of Longhorn were generally characterized by incremental improvements and updates to Windows XP. During this period, Microsoft was fairly quiet about what was being worked on, as their marketing and public relations efforts were more strongly focused on Windows XP, and Windows Server 2003, which was released in April 2003. Occasional builds of Longhorn were leaked onto popular file sharing networks such as IRC, BitTorrent, eDonkey and various newsgroups, and so most of what is known about builds before the first sanctioned development release of Longhorn in May 2003 is derived from these builds.
After several months of relatively little news or activity from Microsoft with Longhorn, Microsoft released Build 4008, which had made an appearance on the Internet around February 28, 2003.[17] It was also privately handed out to a select group of software developers. As an evolutionary release over build 3683, it contained several small improvements, including a modified blue "Plex" theme and a new, simplified Windows Image-based installer that operates in graphical mode from the outset, and completed an install of the operating system in approximately one third the time of Windows XP on the same hardware. An optional "new taskbar" was introduced that was thinner than the previous build and displayed the time differently. The most notable visual and functional difference, however, came with Windows Explorer. The incorporation of the Plex theme made blue the dominant color of the entire application. The Windows XP-style task pane was almost completely replaced with a large horizontal pane that appeared under the toolbars. A new search interface allowed for filtering of results, searching for Windows help, and natural-language queries that would be used to integrate with WinFS. The animated search characters were also removed. The "view modes" were also replaced with a single slider that would resize the icons in real-time, in the list, thumbnail, or details mode, depending on where the slider was. File metadata was also made more visible and more easily editable, with more active encouragement to fill out missing pieces of information. Also of note was the conversion of Windows Explorer to being a .NET application.
Most builds of Longhorn and Vista were identified by a label that was always displayed in the bottom-right corner of the desktop. A typical build label would look like "Longhorn Build 3683.Lab06_N.020923-1821". Higher build numbers did not automatically mean that the latest features from every development team at Microsoft was included. Typically, a team working on a certain feature or subsystem would generate their working builds which developers would test with, and when the code was deemed stable, all the changes would be incorporated back into the main development tree at once. At Microsoft, several "Build labs" exist where the compilation of the entirety of Windows can be performed by a team. The name of the lab in which any given build originated is shown as part of the build label, and the date and time of the build follow that. Some builds (such as Beta 1 and Beta 2) only display the build label in the version information dialog (Winver). The icons used in these builds are from Windows XP.
At the Windows Hardware Engineering Conference (WinHEC) in May 2003, Microsoft gave their first public demonstrations of the new Desktop Window Manager and Aero. The demonstrations were done on a revised build 4015 which was never released. Several sessions for developers and hardware engineers at the conference focused on these new features, as well as the Next-Generation Secure Computing Base (previously known as "Palladium"), which at the time was Microsoft's proposed solution for creating a secure computing environment whereby any given component of the system could be deemed "trusted". Also at this conference, Microsoft reiterated their roadmap for delivering Longhorn, pointing to an "early 2005" release date.[18]
Development reset[edit]
By 2004, it had become obvious to the Windows team at Microsoft that they were losing sight of what needed to be done to complete the next version of Windows and ship it to customers. Internally, some Microsoft employees were describing the Longhorn project as "another Cairo" or "Cairo.NET", referring to the Cairo development project that the company embarked on through the first half of the 1990s, which never resulted in a shipping operating system (though nearly all the technologies developed in that time did end up in Windows 95 and Windows NT[19]). Microsoft was shocked in 2005 by Apple's release of Mac OS X Tiger. It offered only a limited subset of features planned for Longhorn, in particular fast file searching and integrated graphics and sound processing, but appeared to have impressive reliability and performance compared to contemporary Longhorn builds.[20] Most Longhorn builds had major Windows Explorer system leaks which prevented the OS from performing well, and added more confusion to the development teams in later builds with more and more code being developed which failed to reach stability.
In a September 23, 2005 front-page article in The Wall Street Journal,[21] Microsoft co-president Jim Allchin, who had overall responsibility for the development and delivery of Windows, explained how development of Longhorn had been "crashing into the ground" due in large part to the haphazard methods by which features were introduced and integrated into the core of the operating system, without a clear focus on an end-product. Allchin went on to explain how in December 2003, he enlisted the help of two other senior executives, Brian Valentine and Amitabh Srivastava, the former being experienced with shipping software at Microsoft, most notably Windows Server 2003,[22] and the latter having spent his career at Microsoft researching and developing methods of producing high-quality testing systems.[23] Srivastava employed a team of core architects to visually map out the entirety of the Windows operating system, and to proactively work towards a development process that would enforce high levels of code quality, reduce interdependencies between components, and in general, "not make things worse with Vista".[24] Since Microsoft decided that Longhorn needed to be further componentized, work started on builds (known as the Omega-13 builds, named after a time travel device in the film Galaxy Quest[25]) that would componentize existing Windows Server 2003 source code, and over time add back functionality as development progressed. Future Longhorn builds would start from Windows Server 2003 Service Pack 1 and continue from there.
This change, announced internally to Microsoft employees on August 26, 2004, began in earnest in September, though it would take several more months before the new development process and build methodology would be used by all of the development teams. A number of complaints came from individual developers, and Bill Gates himself, that the new development process was going to be prohibitively difficult to work within.
As Windows Vista[edit]
By approximately November 2004, the company had considered several names for the final release, ranging from simple to fanciful and inventive. In the end, Microsoft chose Windows Vista as confirmed on July 22, 2005, believing it to be a "wonderful intersection of what the product really does, what Windows stands for, and what resonates with customers, and their needs". Group Project Manager Greg Sullivan told Paul Thurrott "You want the PC to adapt to you and help you cut through the clutter to focus on what's important to you. That's what Windows Vista is all about: "bringing clarity to your world" (a reference to the three marketing points of Vista—Clear, Connected, Confident), so you can focus on what matters to you".[26] Microsoft co-president Jim Allchin also loved the name, saying that "Vista creates the right imagery for the new product capabilities and inspires the imagination with all the possibilities of what can be done with Windows—making people's passions come alive."[27]
After Longhorn was named Windows Vista in July 2005, an unprecedented beta-test program was started, involving hundreds of thousands of volunteers and companies. In September of that year, Microsoft started releasing regular Community Technology Previews (CTP) to beta testers from July 2005 to February 2006. The first of these was distributed at the 2005 Microsoft Professional Developers Conference, and was subsequently released to beta testers and Microsoft Developer Network subscribers. The builds that followed incorporated most of the planned features for the final product, as well as a number of changes to the user interface, based largely on feedback from beta testers. Windows Vista was deemed feature-complete with the release of the "February CTP", released on February 22, 2006, and much of the remainder of the work between that build and the final release of the product focused on stability, performance, application and driver compatibility, and documentation. Beta 2, released in late May, was the first build to be made available to the general public through Microsoft's Customer Preview Program. It was downloaded over 5 million times. Two release candidates followed in September and October, both of which were made available to a large number of users.[28]
At the Intel Developer Forum on March 9, 2006, Microsoft announced a change in their plans to support EFI in Windows Vista. The UEFI 2.0 specification (which replaced EFI 1.10) was not completed until early 2006, and at the time of Microsoft's announcement, no firmware manufacturers had completed a production implementation which could be used for testing. As a result, the decision was made to postpone the introduction of UEFI support to Windows; support for UEFI on 64-bit platforms was postponed until Vista Service Pack 1 and Windows Server 2008 and 32-bit UEFI would not be supported, as Microsoft did not expect many such systems to be built because the market was quickly moving to 64-bit processors.[29][30]
While Microsoft had originally hoped to have the consumer versions of the operating system available worldwide in time for the 2006 holiday shopping season, it announced in March 2006 that the release date would be pushed back to January 2007 in order to give the company—and the hardware and software companies that Microsoft depends on for providing device drivers—additional time to prepare. Because a release to manufacturing (RTM) build is the final version of code shipped to retailers and other distributors, the purpose of a pre-RTM build is to eliminate any last "show-stopper" bugs that may prevent the code from responsibly being shipped to customers, as well as anything else that consumers may find troublesome. Thus, it is unlikely that any major new features would be introduced; instead, work would focus on Vista's fit and finish. In just a few days, developers had managed to drop Vista's bug count from over 2470 on September 22 to just over 1400 by the time RC2 shipped in early October. However, they still had a way to go before Vista was ready to RTM. Microsoft's internal processes required Vista's bug count to drop to 500 or fewer before the product could go into escrow for RTM.[31] For most of the pre-RTM builds, only 32-bit editions were released.
On June 14, 2006, Windows developer Philip Su posted a blog entry which decried the development process of Windows Vista, stating that "The code is way too complicated, and that the pace of coding has been tremendously slowed down by overbearing process."[32] The same post also described Windows Vista as having approximately 50 million lines of code, with about 2,000 developers working on the product. During a demonstration of the speech recognition feature new to Windows Vista at Microsoft's Financial Analyst Meeting on July 27, 2006, the software recognized the phrase "Dear mom" as "Dear aunt". After several failed attempts to correct the error, the sentence eventually became "Dear aunt, let's set so double the killer delete select all".[33] A developer with Vista's speech recognition team later explained that there was a bug with the build of Vista that was causing the microphone gain level to be set very high, resulting in the audio being received by the speech recognition software being "incredibly distorted".[34]
Windows Vista build 5824 (October 17, 2006) was supposed to be the RTM release, but a bug, where the OOBE hangs at the start of the WinSAT Assessment (if upgraded from Windows XP), requiring the user to terminate msoobe.exe by pressing Shift+F10 to open Command Prompt using either command-line tools or Task Manager prevented this, damaging development and lowering the chance that it would hit its January 2007 deadline.[35]
Development of Windows Vista came to an end when Microsoft announced that it had been finalized on November 8, 2006, and was concluded by co-president of Windows development, Jim Allchin.[36] The RTM's build number had also jumped to 6000 to reflect Vista's internal version number, NT 6.0.[37] Jumping RTM build numbers is common practice among consumer-oriented Windows versions, like Windows 98 (build 1998), Windows 98 SE (build 2222), Windows Me (build 3000) or Windows XP (build 2600), as compared to the business-oriented versions like Windows 2000 (build 2195) or Server 2003 (build 3790). On November 16, 2006, Microsoft made the final build available to MSDN and Technet Plus subscribers.[38] A business-oriented Enterprise edition was made available to volume license customers on November 30, 2006.[39] Windows Vista was launched for general customer availability on January 30, 2007.[3]
New or changed features[edit]
New features introduced by Windows Vista are very numerous, encompassing significant functionality not available in its predecessors.
End-user[edit]
- Windows Aero is the new graphical user interface, which Jim Allchin stated is an acronym for Authentic, Energetic, Reflective, and Open.[40] Microsoft intended the new interface to be cleaner and more aesthetically pleasing than those of previous Windows versions, and it features advanced visual effects such as blurred glass translucencies and dynamic glass reflections and smooth window animations.[41] Laptop users report, however, that enabling Aero reduces battery life[42][43] and reduces performance. Windows Aero requires a compositing window manager called Desktop Window Manager.
- Windows Shell offers a new range of organization, navigation, and search capabilities: Task Panes in Windows Explorer are removed, with the relevant tasks moved to a new command bar. The navigation pane can now be displayed when tasks are available, and it has been updated to include a new "Favorite Links" that houses shortcuts to common locations. An incremental search search box now appears at all times in Windows Explorer. The address bar has been replaced with a breadcrumb navigation bar, which means that multiple locations in a hierarchy can be navigated without needing to go back and forth between locations. Icons now display thumbnails depicting contents of items and can be dynamically scaled in size (up to 256 × 256 pixels). A new preview pane allows users to see thumbnails of items and play tracks, read contents of documents, and view photos when they are selected. Groups of items are now selectable and display the number of items in each group. A new details pane allows users to manage metadata. There are several new sharing features, including the ability to directly share files. The Start menu also now includes an incremental search box — allowing the user to press the ⊞ Win key and start typing to instantly find an item or launch a program — and the All Programs list uses a vertical scroll bar instead of the cascading flyout menu of Windows XP.[41]
- Windows Search is a new content index desktop search platform that replaces the Indexing Service of previous Windows versions to enable incremental searches for files and non-file items — documents, emails, folders, programs, photos, tracks, and videos — and contents or details such as attributes, extensions, and filenames across compatible applications.[41]
- Windows Sidebar is a translucent panel that hosts gadgets that display details such as feeds and sports scores on the Windows desktop; the Sidebar can be hidden and gadgets can also be placed on the desktop itself.[41]
- Internet Explorer 7 is a significant revision over Internet Explorer 6 with a new user interface comprising additional address bar features, a new search box, enhanced page zoom, RSS feed functionality, and support for tabbed browsing (with an optional "quick tabs" feature that shows thumbnails of each open tab). Anti-phishing software is introduced that combines client-side scanning with an optional online service; it checks with Microsoft the address being visited to determine its legitimacy, compares the address with a locally stored list of legitimate addresses, and uses heuristics to determine whether an address's characteristics are indicative of phishing attempts. In Windows Vista, it runs in isolation from other applications (protected mode); exploits and malicious software are restricted from writing to any location beyond Temporary Internet Files without explicit user consent.
- Windows Media Player 11 is a significant update to Microsoft's Windows Media Player for playing and organizing photos, tracks, and videos. New features include an updated GUI for the media library, disc spanning, enhanced audio fingerprinting, instant search capabilities, item organization features, synchronization features, the ability to share the media library over a network with other Windows Vista machines, Xbox 360 integration, and
Dirt
Dirt Theme by aguba
Download: Dirt.p3t
(1 background)
Dirt is any matter considered unclean, especially when in contact with a person's clothes, skin, or possessions. In such cases, they are said to become dirty. Common types of dirt include:
- Debris: scattered pieces of waste or remains
- Dust: a general powder of organic or mineral matter
- Filth: foul matter such as excrement
- Grime: a black, ingrained dust such as soot
- Soil: the mix of clay, sand, and humus which lies on top of bedrock. The term 'soil' may be used to refer to unwanted substances or dirt that are deposited onto surfaces such as clothing.[1]
Etymology[edit]
The word dirt first appears in Middle English and was probably borrowed from the Old Norse drit, meaning 'excrement'.[2]
Exhibitions and studies[edit]
A season of artworks and exhibits on the theme of dirt was sponsored by the Wellcome Trust in 2011. The centrepiece was an exhibition at the Wellcome Collection showing pictures and histories of notable dirt such as the great dust heaps at Euston and King's Cross in the 19th century and the Fresh Kills landfill which was once the world's largest landfill.[3]
Cleaning[edit]
When things are dirty, they are usually cleaned with solutions like hard surface cleaner and other chemical solutions; much domestic activity is for this purpose—washing, sweeping, and so forth.[4]
In a commercial setting, a dirty appearance gives a bad impression. An example of such a place is a restaurant. The dirt in such cases may be classified as temporary, permanent, and deliberate. Temporary dirt is streaks and detritus that may be removed by ordinary daily cleaning. Permanent dirt is ingrained stains or physical damage to an object, which requires major renovation to remove. Deliberate dirt is that which results from design decisions such as decor in dirty orange or grunge styling.[5]
Disposal[edit]
As cities developed, arrangements were made for the disposal of trash through the use of waste management services. In the United Kingdom, the Public Health Act 1875 required households to place their refuse into a container that could be moved so that it could be carted away. This was the first legal creation of the dustbin.[6]
Health[edit]
Modern society is now thought to be more hygienic. Lack of contact with microorganisms in dirt when growing up is hypothesised to be the cause of the epidemic of allergies such as asthma.[7] The human immune system requires activation and exercise in order to function properly and exposure to dirt may achieve this.[8] For example, the presence of staphylococcus bacteria on the surface of the skin regulates the inflammation which results from injury.[9]
Even when no visible dirt is present, contamination by microorganisms, especially pathogens, can still cause an object or location to be considered dirty. For example, computer keyboards are especially dirty as they contain on average 70 times more microbes than a lavatory seat.[10]
People and animals may eat dirt. This is thought to be caused by mineral deficiency[citation needed] and so the condition is commonly seen in pregnant women.[11]
Neurosis[edit]
People may become obsessed by dirt and engage in fantasies and compulsive behaviour about it, such as making and consuming mud pies and pastries.[12] The source of such thinking may be genetic, as the emotion of disgust is common and the location for this activity in the brain has been proposed.[13]
See also[edit]
References[edit]
- ^ Arno Cahn, ed. (2003). 5th World Conference on Detergents. p. 154. ISBN 9781893997400 – via Google Books.
- ^ "dirt, n.". Oxford English Dictionary (Online ed.). Oxford University Press. doi:10.1093/OED/1353882326. (Subscription or participating institution membership required.)
- ^ Brian Dillon (23 March 2011), "Dirt: the Filthy Reality of Everyday Life, Welcome Collection", The Daily Telegraph, archived from the original on 24 March 2011
- ^ Mindy Lewis (2009), Dirt: The Quirks, Habits, and Passions of Keeping House, ISBN 9781580052610
- ^ John B. Hutchings (2003), Expectations and the Food Industry, ISBN 9780306477096
- ^ V.K. Prabhakar (2000), Encyclopaedia of Environmental Pollution and Awareness in the 21st Century, p. 10, ISBN 9788126106516
- ^ Dirt can be good for children, say scientists, BBC, 23 November 2009
- ^ Mary Ruebush (2009), Why Dirt Is Good: 5 Ways to Make Germs Your Friends, ISBN 9781427798046
- ^ Lai, Y; Di Nardo, A; Nakatsuji, T; Leichtle, A; Yang, Y; Cogen, AL; Wu, ZR; Hooper, LV; Schmidt, RR (22 November 2009), "Commensal bacteria regulate Toll-like receptor 3–dependent inflammation after skin injury", Nature Medicine, 15 (12): 1377–82, doi:10.1038/nm.2062, PMC 2880863, PMID 19966777
- ^ The joy of dirt, The Economist, 17 December 2009
- ^ López, LB; Ortega Soler, CR; de Portela, ML (March 2004). "Pica during pregnancy: a frequently underestimated problem". Archivos Latinoamericanos de Nutricion. 54 (1): 17–24. PMID 15332352.
- ^ Lawrence S. Kubie, "The Fantasy of Dirt", The Psychoanalytical Quarterly, 6: 388–425
- ^ Valerie Curtis, Adam Biran (2001), "Dirt, Disgust, and Disease: Is Hygiene in Our Genes?", Perspectives in Biology and Medicine, 44 (1): 17–31, CiteSeerX 10.1.1.324.760, doi:10.1353/pbm.2001.0001, PMID 11253302, S2CID 15675303
Further reading[edit]
- Terence McLaughlin (1971), Dirt: a social history as seen through the uses and abuses of dirt, Stein and Day, ISBN 9780812814125
- Suellen Hoy (1996), Chasing Dirt: The American Pursuit of Cleanliness, Oxford University Press, ISBN 9780195111286
- Pamela Janet Wood (2005), Dirt: filth and decay in a new world arcadia, Auckland University Press, ISBN 9781869403485
- Ben Campkin, Rosie Cox (2007), Dirt: new geographies of cleanliness and contamination, I.B. Tauris, ISBN 9781845116729
- Virginia Smith; et al. (2011), Dirt: The Filthy Reality of Everyday Life, Profile Books Limited, ISBN 9781846684791
External links[edit]
- Media related to Dirtiness at Wikimedia Commons
- Dirt season at the Wellcome Collection
ST (See Through) Silver
ST Silver theme by chasgta
Download: STSilver.p3t
(1 background)
P3T Unpacker v0.12
Copyright (c) 2007. Anoop MenonThis 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.