For the faint of heart, Capcom provides “casual” and “newcomer” settings that make things easier by granting extra or infinite lives, respectively. Dr. Light also offers assistance through an in-game shop where players can buy chips for Mega Man, boosting his arm cannon; extra parts that make it easier to walk on slippery surfaces or reduce knockback; and a cooling system that recharges his Double Gear functions more quickly. Capcom doesn’t make these power-ups feel like you’re cheating the system somehow; they’re presented as bonuses that can help frustrated players overcome Mega Man 11’s robust challenge a bit faster.

Zelda appears as a playable character in Super Smash Bros. Melee (the 2001 sequel to Super Smash Bros), in her adult incarnation from Ocarina of Time. She debuted first as Sheik, and it was later revealed that this was one of the character's two forms. Zelda is one of the most diverse characters in the entire game as she is actually two characters in one, each with its own unique moves, attacks, and fighting style. At any time during play, she can change form to take advantage of the full range of her abilities. This unique gameplay mechanic made her one of the most anticipated characters during the game's pre-release hype.

"The Legend of Zelda Theme" is a recurring piece of music that was created for the first game of the franchise. The composer and sound director of the series, Koji Kondo, initially planned to use Maurice Ravel's Boléro as the game's title theme, but was forced to change it when he learned, late in the game's development cycle, that the copyright for the orchestral piece had not yet expired. As a result, Kondo wrote a new arrangement of the overworld theme within one day.[7] The "Zelda Theme" has topped ScrewAttack's "Top Ten Videogame Themes Ever" list.[8]


Producer Hideki Konno wanted to include certain online features for Mario Kart DS, but they were left out due to time constraints. These features would, however, be implemented in Mario Kart Wii. The developers wanted to avoid races becoming more deserted as they progressed, thus altering the online matchmaking to allow players to join a race once it is finished for participation in the next one.[13] The game was the first in the series to feature BMX motorbikes as drivable vehicles, an idea which Konno had proposed since Double Dash out of his own passion for extreme sports but was rejected due to the seemingly bizarre image of Mario riding a bike.[14] The concept of extreme sports elements was considered in Mario Kart DS, but due to the difficulty in including the concept in a handheld game, it wasn’t able to be implemented until Wii. Because of the feature’s inclusion, the game was briefly known internally under the name "Mario Kart X" before its final name was decided upon, referring to the "X" in the word "extreme".[citation needed] The designers tested roughly 30 different prototypes with different shapes, colors and weights based on real-life go-karts. The final design for the wheel was made to be as lightweight as possible in order for it to suit long-term periods of gameplay, and it was made entirely white despite experimentation with two-colored designs in order for it to fit with the color scheme of previous peripherals such as the Wii Zapper and the Wii Balance Board. A blue ring with the Wii logo inside of it was also placed on the backside of the wheel to give spectating players something interesting to look at; as a result, this blue ring ended up being featured in the game’s logo.[15]
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