This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
On 15 February 1864,[citation needed] Gerard Adriaan Heineken (1841–1893)[3] bought De Hooiberg (The Haystack) brewery on the Nieuwezijds Achterburgwal canal in Amsterdam,[4] a popular working class brand founded in 1592. In 1873 after hiring a Dr. Elion (student of Louis Pasteur) to develop Heineken a yeast for Bavarian bottom fermentation, the HBM (Heineken's Bierbrouwerij Maatschappij) was established, and the first Heineken brand beer was brewed. In 1875 Heineken won the Medaille D'Or at the International Maritime Exposition in Paris and it began to be shipped there regularly, after which Heineken sales topped 64,000 hectolitres (1.7 million U.S. gallons), making them the biggest beer exporter to France.[citation needed]
In Heineken's early years, the beer won four awards:
Medaille d'Or (gold medal) at the International Maritime Exhibition (International Exhibition of Marine and River Industries) in Paris in May 1875.[5][6][7]
The two awards that are still mentioned on the label are the Medaille d'Or and Diplome d'Honneurs.[8]
In 2013, Heineken joined other alcohol producers as part of a producers' commitments to reducing harmful drinking.[9]
In February 2013, Heineken stopped producing the brown bottles used for the Dutch market in favor of the green color of bottles it already used for exports.[10]
In 2014, Heineken celebrated its 150th anniversary. In 2015, Heineken won the Creative Marketer of the Year Award, becoming the second company to win the award twice.[8]
The original brewery where Gerard Adriaan Heineken first started making Heineken is now the Heineken Experience Museum.[11]
Heineken 0.0
Heineken launched its first non-alcoholic beer in 2017, naming it "Heineken 0.0".[12] It was evaluated positively in terms of taste, with "almost the same taste" as the full-alcohol version, even though Heineken does not claim it to be of the same taste. It was also found to be lower in calories and sugar than a soda.[13]
Since 1975, most Heineken-brand beer has been brewed at their brewery in Zoeterwoude, Netherlands.[1] In 2011, 2.74 billion litres of Heineken-brand beer were produced worldwide, while the total beer production of all breweries fully owned by the Heineken Group over all brands was 16.46 billion litres globally.[14] As of 2022, Heineken is sold in 192 countries.[15] They have also been incorporated with numerous beer brands in countries all over the world, including Mexico, China, Australia and various countries in Africa.
In 1989 "10 Green Bottles Hanging On The Wall" was a popular advert.
Dating back to 1997's Tomorrow Never Dies,[16] Heineken has retained a longstanding relationship with the Bond franchise, consecutively being featured in 8 of their films, including No Time To Die (2021).[17] While it is usually the supporting characters seen drinking Heineken, Bond himself is seen drinking Heineken beer in Skyfall (2012) and Spectre (2015). As a long-term brand investment, Heineken reportedly spent $45 million for its inclusion on Skyfall alone, some $25 million more than Bond actor Daniel Craig's pre-residual salary.[18] As of 2015, it is the brand's largest global marketing platform.[19]
In August 2021, Heineken signed a multi-year deal with W Series as the global partner for all-Women single-seater racing series.[22]
Starting with the 2020–24 cycle, Heineken became the sponsors of UEFA Europa League and UEFA Europa Conference League through Heineken 0.0 brands. In 2023, Heineken celebrated its 150th anniversary.
At the end of March 2022, over a month after Russia started its war in Ukraine, Heineken announced that it was leaving Russia (including with its other brands there, like Affligem, Amstel etc.), saying that ownership of the Russian subsidiary was no longer “durable or viable.” But despite this promise Heineken hired more than 240 new staff and launched 61 new products on the Russian market last year[when?], according to investigators from Follow the Money,[23] based on an overview of 2022 by Heineken Russia. The Dutch brewer’s Russian subsidiary looked back on “a turbulent year, with many new growth opportunities.” One of these opportunities being the departure of Coca-Cola and Pepsi from Russia, which Heineken "cynically" used to "enter the non-alcoholic carbonated beverage market". Heineken announced even more investments for 2023, including more modern packaging and new flavors.[24][25][26] However, in August 2023, the company announced it had received necessary approvals to sell its Russian operations to Arnest Group for €1, completing its withdrawal process. The company expects a total loss of $323 million as a result of the deal.[27]
^Follow the Money (FTM) is a Dutch independent news website for financial-economic investigative journalism of approximately thirty journalists – some employed, some freelancers. See Follow the Money on the Dutch Wikipedia, or their website (in Dutch).]
Banjo-Kazooie: Nuts & Bolts is a 2008 platform game developed by Rare and published by Microsoft Game Studios for the Xbox 360. Set eight years after Banjo-Tooie (2000), Nuts & Bolts follows the bear-and-bird duo Banjo and Kazooie as they compete with the witch Gruntilda for ownership of their home. Although Nuts & Bolts retains the structure of previous Banjo-Kazooie games—collecting jigsaw puzzle pieces to progress—it shifts the focus from exploration to vehicle construction. The player designs vehicles, including automobiles, boats, and aeroplanes, and uses them to complete challenges across various worlds. In multiplayer modes, players can compete or share their vehicles over Xbox Live.
Nuts & Bolts entered production following the completion of Grabbed by the Ghoulies (2003) and was developed by the same team behind the Nintendo 64Banjo games, led by designer Gregg Mayles. It began as a remake of Banjo-Kazooie (1998) but was repurposed as an original game. Rare sought a broad audience and, wanting to evolve the platform genre, introduced vehicular gameplay to take advantage of the Havokphysics engine. The customisation elements originated from the Rare co-founder Tim Stamper's suggestion for a game similar to connecting Lego bricks. The soundtrack was composed by Robin Beanland, Dave Clynick, and Grant Kirkhope in his final work for Rare.
Nuts & Bolts was released in November 2008. It drew criticism from fans for departing from the Banjo-Kazooie gameplay, but received generally positive reviews. Critics considered the vehicle editor robust and praised the visuals, music, and creativity, though they found some challenges tedious, and some questioned the new direction. Nuts & Bolts was a commercial disappointment, selling 140,000 copies in the United States by the end of 2008. Afterwards, Microsoft laid off staff at Rare and restructured them as a Kinect and Avatar-focused developer.
In the decade following its release, Nuts & Bolts's reputation improved, though it remains divisive. Some journalists reappraised it as the best Banjo-Kazooie game, while others felt it failed to provide the series' gameplay. Nonetheless, its focus on construction and player freedom has been considered ahead of its time, predating popular games such as Minecraft (2011), Fallout 4 (2015), and The Legend of Zelda: Tears of the Kingdom (2023). Nuts & Bolts was among the 30 games included in Rare's 30th anniversary compilation Rare Replay (2015) and one of the first added to the Xbox One's catalogue of backward-compatible Xbox 360 games. It remains the most recent Banjo-Kazooie game, despite fan interest in a continuation.
Banjo-Kazooie: Nuts & Bolts is a 3D platform game in which the player controls the bear-and-bird duo of Banjo and Kazooie to construct vehicles and complete challenges. The player finds or earns vehicle components and blueprints across six worlds to give their vehicles new traversal abilities and complete further challenges.[1][2] The story is set eight years after Banjo-Tooie (2000). Banjo and Kazooie's archenemy, the witch Gruntilda, returns to their homeland Spiral Mountain for revenge. The Lord of Games ("L.O.G."),[1] who claims to have created every video game,[3] interrupts them and proposes a vehicle-based competition with the winner to own the mountain.[1]
The player starts in the hub world, Showdown Town, a city where they can explore and converse with non-player characters (NPCs).[2] The player uses vehicle components—of which there are more than 1,600 options[4]—to build vehicles including automobiles, helicopters, submarines, hovercrafts, boats, and aeroplanes in Mumbo's Motors, a workshop in the hub. Another character in the hub lets the player purchase additional vehicle parts and blueprints.[2][5] The player can test drive their creations to determine potential improvements.[6]
Like previous Banjo-Kazooie games,[7] the player collects golden jigsaw puzzle pieces, Jiggies, to progress.[1][5][7] To do so, they partake in Jiggy Games, time-limited minigame challenges,[8] including races, combat, deliveries, transporting NPCs, and an embedded, side-scrolling parody minigame featuring the character Klungo.[8][3] The challenges accept multiple solutions depending on the vehicle the player uses and reward a Jiggy to be claimed from a dispenser in the hub.[1][8] The player receives a trophy for surpassing a challenge's best time; collecting four trophies earns an additional Jiggy.[9] There are a total of 131 Jiggies,[3] and additional worlds open when specific Jiggy thresholds are met.[10]
Nuts & Bolts removes the exploration-based platforming that characterised its predecessors,[1][2] but the player may disembark from their vehicle to explore on foot.[7] Banjo and Kazooie can grab ledges, swim underwater, balance on tightropes, and jump. They do not retain their traversal and combat abilities from prior games,[7][11] but Kazooie can use a spanner as a melee weapon.[2] Their agility and the spanner's attack power can be upgraded in the hub.[12] Scattered around the worlds are collectible musical notes,[13] which serve as currency to purchase blueprints and parts. Musical notes vary in value by colour (gold, silver, or bronze).[14]
Players who own Nuts & Bolts and Banjo-Kazooie (1998) on the same Xbox 360 can unlock bonus content,[15] such as novelty vehicle parts.[16] Local and online multiplayer modes let up to eight players compete in challenges, such as races and association football, and battle opponents cooperatively.[17] Players can compete using custom or pre-made vehicles and share vehicle blueprints over Xbox Live.[1][8]
Rare began discussing ideas for a third Banjo-Kazooie game after Banjo-Tooie's release in 2000.[19] Although Rare generally resisted continual sequels,[20] they knew they were not finished with Banjo,[21] having teased another game at the end of Tooie.[22] Rare became part of Microsoft Game Studios when Microsoft acquired them in 2002 and obtained the Banjointellectual property rights from Nintendo.[23] The Banjo team wanted the third game to feature game mechanics that were impossible on older hardware,[24] and did not think it was possible to build a worthy successor until the Xbox 360's release in 2005.[21]
What became Nuts & Bolts entered development after Rare completed Grabbed by the Ghoulies (2003),[25] their first game for Microsoft's Xbox.[26]Gregg Mayles led the 71-member team,[19][27] which included the core members of the Nintendo 64Banjo team.[18]Nuts & Bolts, Rare's first Xbox 360-specific project,[a] began as a remake of the first Banjo-Kazooie featuring cooperative gameplay, an idea suggested by Rare co-founder Tim Stamper.[28][29] However, staff felt the effort it took to recreate the environments would be better spent on a new game and feared that audiences would dismiss the remake as a rehash.[28][29] They retooled the project and decided to diverge from the series' typical gameplay, believing that audiences were uninterested in traditional platformers.[28]
Rare settled on featuring Banjo and Gruntilda in a competition. The initial concept was a platform game wherein an AI-controlled Gruntilda would interfere with the player's progress. As developing such sophisticated AI would be difficult, they shifted to exploring how to make traversal as fun as obtaining objectives.[29] In a departure from their previous reliance on proprietary software, Rare used the third-party Havokphysics engine, and added cars and vehicle gameplay to take advantage of the engine's capabilities.[28] When Stamper suggested making a game like "an interactive Lego set", Rare built a prototype to customise vehicles with blocks and put them in a level they had developed for the remake.[29]
From there, Nuts & Bolts began to take form,[29] and development continued for the next two years.[19][21] It was the first Banjo-Kazooie game developed without Nintendo, though Mayles said that this did not change Rare's development process.[27] Rare and Microsoft wanted Nuts & Bolts to establish Banjo as an Xbox brand mascot equivalent to Nintendo's Mario.[30]Nuts & Bolts'sworking titles included Banjo 3, Banjo-Buildie, and Banjo-Threeie, but Mayles chose Nuts & Bolts to appeal to non-fans and differ from previous titles.[25]
Rare developed Nuts & Bolts using a modified version of their Viva Piñata (2006) game engine.[31] They wanted to reach a broad audience of players old and new,[32] with accessibility they felt the Xbox 360 library lacked.[30] They avoided overwhelming the player with vehicle components, made game progression open-ended, and provided vehicle blueprints for beginners while tailoring replay value and the vehicle editor for experienced players.[32] While the team did not feel pressured to match previous games,[32] Rare sought to stay faithful to the series. Mayles and Rare head Mark Betteridge said its humour, characters, structure, and feel remained the same, and they still considered Nuts & Bolts a platformer despite the focus on vehicles.[24][27]
Mayles wanted Nuts & Bolts to be a fresh start for the franchise in a genre he felt had grown unpopular, stagnant, and in the case of Banjo-Tooie's objectives, tedious.[27][33] He thought vehicles would make exploration more fun, since he found travelling to objectives was often the weakest part of platformers; the game design grew from this.[34] Mayles expected the new direction to unsettle fans initially but hoped they would come to appreciate it.[27] This approach necessitated larger worlds and extensive playtesting,[16] which took months due to the number of parts and their possible combinations.[35]Game balance was complicated, as the nonlinear gameplay meant each tester approached objectives differently, though the game changed little during its testing phase.[16] Rare also faced difficulty making the 3D vehicle editor simple and understandable.[29][16] Early editors required players to keep parts attached to vehicles or they would fall. This was changed to make building feel more like a Lego set, so players could see all their parts and choose where to put them.[16]
As with Viva Piñata, Mayles wanted Nuts & Bolts to look distinct.[25] To reflect the vehicle-building theme, Rare designed the worlds to appear imperfectly constructed, with gears in the sky, clouds hanging from cables, and patchwork covering the ground.[9][29] In contrast, the hub was designed to look real, taking inspiration from the layout and topography of Tenby, Wales, and Saint Malo, France. The designer, Steve Malpass, felt those cities' winding paths enticed people to explore around corners. In contrast to the previous games' modular hubs, Malpass designed Nuts & Bolts's hub as a singular area with different districts, making the divisions between them unclear to maintain realism.[36] Rare initially re-used Banjo and Kazooie's design from the Nintendo 64 games, but thought it lacked charm as a high-polygonmodel. After several redesigns, the team chose a blockier design with sharp edges reminiscent of an upscaled low-polygon model, which they felt fit Nuts & Bolts's direction.[29]
Leigh Loveday wrote the Nuts & Bolts script,[37] which features self-deprecating humour referencing other Rare games and the state of the video game industry.[38][39] Loveday, who had not written for a Rare game since Jet Force Gemini (1999), had to balance the distinctive speech tics of the Banjo cast with making gameplay details clear and was required to write in American English rather than British English.[40] Rare used Comic Sans for the dialogue since it was readable on both high-definition and standard-definition displays.[25] Mayles ensured that the script retained the series' humour, and Banjo-Kazooie's programmer, Chris Sutherland, provided Banjo's voice.[27] The team considered using full voice acting instead of the series' usual mumbling voices, but Mayles felt this "would have ruined the Banjo charm".[25]
Banjo series composer Grant Kirkhope returned to compose Nuts & Bolts[41] alongside Robin Beanland and Dave Clynick.[42] Performed by the City of Prague Philharmonic Orchestra, it comprises rearrangements of Kirkhope's tracks from Banjo-Kazooie and Banjo-Tooie alongside new material.[41] Kirkhope's new tracks incorporated references to past compositions. His first track was a rearrangement of the Spiral Mountain theme using a real banjo recorded in Pro Tools. He intended the rearrangement to sound "a little rough round the edges, [imagining] Banjo sitting there trying to remember how he played the banjo all those years ago".[43]
The Nuts & Bolts soundtrack was Kirkhope's final work for Rare, having worked there since October 1995. He described composing it as a distressing time.[43] Given the popularity of his first two Banjo soundtracks, Kirkhope felt it was fitting that Nuts & Bolts was his final work. Though Kirkhope had hoped to handle the Nuts & Bolts sound himself, this was unmanageable as he was also composing Viva Piñata: Trouble in Paradise (2008). Beanland and Clynick joined to help compose, and the sound design was handled by the rest of Rare's music team.[43]Sumthing Else Music Works published the soundtrack in 2009.[42]
Microsoft announced an Xbox 360 Banjo-Kazooie game as in development at its X06 conference in September 2006 with an animated trailer but no release date or gameplay details.[44] Apart from confirming in early 2007 that Mayles and the original Banjo-Kazooie team were returning with unexpected elements for the franchise,[45] Rare did not want to show off the game before they felt it was ready and remained silent about the project throughout the year, to the point that in November they had to deny a rumour that it had been cancelled.[25][46] In February 2008, Microsoft Game Studios announced that the game would be released around the 2008 Christmas shopping season.[47] On its recently created website,[48] Rare challenged fans to guess the game's plot on April Fools' Day 2008.[49] Microsoft formally announced Banjo-Kazooie: Nuts & Bolts during its Spring Showcase event in May,[50][51] a few days after screenshots leaked.[52]
During its E3 2008 conference, Microsoft showcased a Nuts & Bolts trailer and provided a demo to attendees.[53][54]VG247 named Nuts & Bolts among the best games showcased at E3 2008,[55] and IGN wrote Microsoft and Rare tailored the E3 demo to show that it was a natural continuation for the franchise. They felt it retained the series' core elements while introducing "fresh ideas to a genre that has fallen out of favour with gamers".[53] Conversely, 1Up.com was left unconvinced that the shift in direction was for the best, finding vehicles difficult to control and the level of freedom daunting.[31] The game won IGN's Xbox 360 Best of E3 Special Achievement for Innovation award alongside nominations for Best Platform Game, Best Artistic Design, and Game of the Show,[56] as well as a Best Platform Game nomination for their Overall Best of E3 Awards.[57] Microsoft invited journalists to its UK headquarters in Reading, Berkshire to play Nuts & Bolts in September,[58] and Rare released a demo via the Xbox Live Marketplace in October.[59]
The X06 reveal led to excitement from Banjo-Kazooie fans,[45] as it marked Banjo and Kazooie's first major appearance since Tooie,[60] but Nuts & Bolts proved divisive following its announcement. While some observers found the possibilities offered by vehicle construction exciting, the new direction confused others.[31][53]Banjo-Kazooie fans had desired for the first Xbox Banjo-Kazooie game to build on its predecessors' gameplay,[13] and Nuts & Bolts's departure from the series' style left many angry;[61]Hardcore Gamer said the new direction was seen as "a giant middle finger to fans".[61]GameRevolution said the release "was undeniably defined by the cries of longtime fans feeling as if they had been wronged... it was impossible to read about Nuts & Bolts without hearing how upset Xbox 360 owners were that the game wasn't a traditional platformer".[62] They noted part of the discourse was rooted in console war sentiments, as some backlash came from Nintendo fans who remained bitter over Microsoft's acquisition of Rare.[62]
Banjo-Kazooie: Nuts & Bolts released in North America on 11 November 2008 and three days later in Europe.[63][64] Those who pre-orderedNuts & Bolts received the Xbox version of Banjo-Kazooie for free.[65]Nuts & Bolts sold 140,000 copies in the United States during its first month on sale and over 100,000 copies in the United Kingdom by 2010.[66][67] It was added to Microsoft's Platinum Hits budget game line in January 2010,[68] indicating sales of at least 400,000 copies within nine months of its release.[69] Despite this, Nuts & Bolts was considered a commercial disappointment.[66][70]Fable II, another late 2008 Microsoft game, sold 1.2 million copies in the United States within the same timeframe as Nuts & Bolts's 140,000.[66]GameZone attributed the lacklustre sales to poor marketing during a holiday season filled with high-profile releases.[71] Though Nuts & Bolts underperformed, Rare was satisfied with the released product.[72]
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.