The compositions' success has resulted in many side projects by Uematsu based on the music from the series. The Black Mages was a hard rock band that arranged and remixed music from the series. Other notable projects have included live orchestral tours Music from Final Fantasy, Final Symphony tours and the Dear Friends -Music from Final Fantasy- tour. Many rearrangement compilations have been released on the series' music, the Piano Collections being among the best known, with many games also having special orchestrated albums whose compositions have been performed in the live orchestral tours. Official sheet music books have been released in Japan, usually for piano arrangements of the in-game soundtracks.
While she was not the first Princess Zelda in the history of Hyrule, she was the first in a long line of princesses to be named Zelda by law and not tradition after she was put into a deep sleep for many generations. Her brother, the Prince of Hyrule at the end of its Golden Era, who was partly to blame for her comatose state, decided that, in honor of his sister, every princess born into the Royal Family of Hyrule should be named Zelda.
When transitioning to the 32bit era, Square began to develop games in 3D. A tech demo in 1995 using Final Fantasy VI characters, Final Fantasy VI: The Interactive CG Game, showed the kind of technology they were using. Square opted to develop on the PlayStation, as opposed to the Nintendo 64 as originally intended, due to its use of disc storage instead of the more limited cartridges, and the game still required three discs of storage. Final Fantasy VII was the most expensive game at the time to develop, costing $145 million, though $100 million was spent on marketing. It used pre-rendered backgrounds and character models instead of 2D sprites, in addition to introducing full-motion video sequences. Character models used on the field and those in battle differed, with blocky and less detailed models used on the field. When developing Final Fantasy VIII, Square Enix opted to use a more photo-realistic style, and there was no longer a distinction between field and battle models. The game used more FMVs, and required four discs of storage. Final Fantasy IX was similar, and though its art style was not one of a photorealistic game, it did allow for greater detail than seen previously in the series.
When awarding Link with the title of Royal Engineer during his Graduation Ceremony, Zelda slips him a note, warning him of the suspicious Chancellor Cole and instructing Link to take a hidden path and meet her in secret. Zelda requests Link's aid in investigating the mystery of the vanishing Spirit Tracks, which entails Link helping her sneak out of the castle. She then presents Link with a change of clothing, the Recruit Uniform, which will help Link blend in with the similarly dressed guards as they escape the castle. Upon exiting the castle, Link and Zelda enlist the aid of Alfonzo, Link's Master Engineer and mentor, to take them towards the Tower of Spirits. However, the tracks begin to vanish out from underneath their train before they witness the tower's levels being separated and then are stopped in their tracks by Chancellor Cole and Byrne. Byrne easily defeats Link and Alfonzo while Cole uses his magic to force Zelda's spirit out of her body.
Due to the large differences between the games in terms of setting and gameplay, opinions of games in the series tend to also differ greatly. As a result, when listing the best Final Fantasy games, many publications have very different listings, with the only real consensus being Final Fantasy VI almost always listed in first place and Final Fantasy VII being listed very highly, in many cases second place.
In the early 2000s, Nintendo of America released a timeline on the official website of the series, which interpreted all stories up to the Oracle games as the adventures of a single protagonist named Link. At one point, translator Dan Owsen and his coworkers at Nintendo of America had conceived another complete timeline and intended to make it available online. However, the Japanese series developers rejected the idea so the timeline would be kept open to the imagination of the players.
Though the Gerudo people had originally been against Urbosa becoming a Champion, after her death and Zelda's sealing of Ganon, they chose to remain loyal to Hyrule and as a result Riju and her bodyguard Buliara aided Link a century later out of respect for Lady Urbosa and Princess Zelda whom through Impa had tasked Link in freeing Vah Naboris. Though Riju had only heard of Zelda through legends, she respected her and the two even share similar backgrounds as Riju lost her mother forcing her to bear the burden of becoming Gerudo Chieftain. Riju even recognized the Sheikah Slate Link carried had belonged to Zelda previously showing she is well informed. Riju however like Zelda ultimately proves herself a capable leader despite her own doubts with Link's help. Presumably after Ganon's defeat, Zelda and Riju would work together to rebuild Hyrule and might even bond over their similar backgrounds.
Additionally, it is revealed that Kass' teacher, who was a Sheikah who served as the Royal Family's court poet, once aided Princess Zelda in surveying the Shrines located throughout Hyrule. Kass's teacher had developed an unrequited love for Zelda, before coming to believe she had feelings for Link though despite this the poet believed Link would return and entrusted Kass with the task of guiding Link to the Shrines. after freeing all four Guardians, Link learns of the Final Trial and assists Kass in completing his mentor's unfinished work, The Champions' Ballad. Afterwards, Kass gives Link the Picture of the Champions, a printed Sheikah Slate photo taken by Purah during the Champions' inauguration ceremony which had been his mentor's prized possession.
Question mark boxes are arrayed on the race tracks and give power-up items to a player-character if their vehicle passes through them. Common power-ups include the Super Mushroom, which gives players a speed boost; the shells of Koopa Troopas, which can be thrown at opponents; banana peels, which can be laid on the track as hazards; Boo, who turns the player's kart invisible so that obstacles will not hit it and steals for them an item from another racer; a Bullet Bill, which sends the player rocketing ahead, plowing over other racers who get in the way; lightning bolts, which a player can use to electrocute and weaken all of the other racers; and the Starman, which renders the player's kart temporarily invulnerable to attack. The type of weapon received from an item box is often random, though sometimes influenced by the player's current position in the race. For example, players lagging far behind may receive more powerful items while the leader will only receive small defensive items. This gameplay mechanic is designed to give other players or computers a realistic chance to catch up to the leading player.
Graphics are good, of course, it is the Wii, so don't expect Gran Turismo or Forza. Still, the tracks look good and the overall graphics are not only well made, but also fun too look at; with bits of different Nintendo licences put together, expect to race through jungles, pipes, etc. Plus, you get to be Mario and his friends. What more can you ask for? The numerous tracks keep this game from becoming stale and boring. Also, the ability to drop shells, banana peels, etc. make this a unique experience that guarantees every player will have a blast.
"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. The "Zelda Theme" has topped ScrewAttack's "Top Ten Videogame Themes Ever" list.
Game Boy Advance Mario Kart: Super Circuit for Game Boy Advance, developed by Intelligent Systems, was released in 2001 as the first Mario Kart title for a handheld console. It retains the traditional elements of Mario Kart established by its predecessors; however, it is not without its new additions. Mario Kart: Super Circuit is the first entry in the series to feature unlockable retro tracks from a previous installment (in its case, the Super Mario Kart tracks). It is also the first installment where, in addition to the usual trophy, the player is also awarded with a ranking based on their performance. During a linked VS mode with only one cartridge, players can only choose from the four SNES Mushroom Cup courses, and must play as a Yoshi of a specific color. If all players have a cartridge, all racers and courses are available. This is the first Mario Kart game to have a feature that allows players to swap ghost data, in its case via the use of the GBA's Link Cable.
The waiting comes into play again here with the hunts, which will be the majority of the filler busywork. Like 80% of the problem I have with the hunts in particular would be gone if they'd just let us be able to accept multiple hunts, but no - get one, finish one, report back to a tipster, repeat ad infinitum, which is especially fun with the few hunts that require special weather conditions. And of course, you can only do a slow jog in major cities to get back to a tipster (god I hate you Lestallum, why does the guy have to be way in the furthest corner of the bazaar), which means even MORE waiting. FFXII did multiple hunts just fine over a decade ago. What excuse does FFXV have?
I feel like there is less cheap death compared to previous installments, but it makes itself more of an endurance match to get to the boss. I really enjoy each stage having its own thought out mini boss also and the fact that you don't spawn right in front of the door when you die. You instead have to work your way back without losing too much health so you can make it through the fight while still making a couple errors.
In 2009, Final Fantasy XIII was released in Japan, and in North America and Europe the following year, for PlayStation 3 and Xbox 360. It is the flagship installment of the Fabula Nova Crystallis Final Fantasy series and became the first mainline game to spawn two direct sequels (XIII-2 and Lightning Returns). It was also the first game released in Chinese & High Definition along with being released on two consoles at once. Final Fantasy XIV, a MMORPG, was released worldwide on Microsoft Windows in 2010, but it received heavy criticism when it was launched, prompting Square Enix to rerelease the game as Final Fantasy XIV: A Realm Reborn, this time to the PlayStation 3 as well, in 2013. Final Fantasy XV is an action role-playing game that was released for PlayStation 4 and Xbox One in 2016. Originally a XIII spin-off titled Versus XIII, XV uses the mythos of the Fabula Nova Crystallis series, although in many other respects the game stands on its own and has since been distanced from the series by its developers.
There is always a Princess who needs to be rescued and Link is always searching for the legendary Master Sword. The Triforce also plays an important part: it is a powerful artefact which can also be a dangerous weapon if it falls into the wrong hands. And where there is a powerful weapon, Ganondorf and other similar evil characters are never far away.
Rockman Xover (ロックマン Xover Rokkuman Kurosuōbā, pronounced Rockman Crossover) is a game for Apple's iOS platform marking the 25th anniversary of the Mega Man franchise, and was released on November 29, 2012 on the Hong kong iTunes Store. The game features a new protagonist, OVER-1 (オーバー ワン Ōbā Wan), a Reploid created by Dr. Light and Dr. Cossack, confronting villains from the entire Mega Man franchise, who have crossed between dimensions to join forces. Capcom have stated that a release in North America has been put on hold due to largely negative feedback from Japanese fans. The game ceased operations on March 31, 2015.
Custom 2 Danger Wrap 3% (loop), 7% (last) Fires an explosive wrapped in a bubble that floats upwards in an exponential arc and will explode if it comes into contact with an enemy, or on its own after a few seconds. Whilst harder to use than both the Crash Bomber and Ice Slasher due to its unusual trajectory, it deals more damage and knockback. It is based on Burst Man's weapon from Mega Man 7.
Mario Kart Wii supported online play via Nintendo Wi-Fi Connection until its discontinuation on May 20, 2014. Versus and Battle modes were available and supported up to twelve participants, and up to two players could connect and play from the same Wii console. Players could compete against random players from within the same region or from any continent, or could compete only against players registered as friends. At the end of each race or match, each player's VR (versus rating) or BR (battle rating) would change based on their final ranking. Mario Kart Wii featured the "Mario Kart Channel", which was available as an optionally selectable channel on the Wii Menu, that presented current regional or worldwide rankings for Time Trials, and the option of sending or receiving ghost data via WiiConnect24 (it is no longer supported and does not function as of June 28, 2013). Mario Kart Channel also offered worldwide tournaments from Nintendo, which were modified courses that sometimes had special objectives. There were two tournaments hosted each month.
Mega Man currently ranks 27th on the SSB4 tier list, in C tier as a high tier character. Mega Man's most prevalent advantage is that he has among the best projectile games in Smash 4, with his wide array of projectiles being able to keep opponents away. He excels in pressuring as a result, with his Crash Bomber able to pressure shields easily, Metal Blade being an overall useful tool for forcing approaches, shield pressure and edgeguarding, and a useful mid-range spacing tool with his Mega Buster. This is made more effective once combined with Mega Man's grab game; his grab is among the fastest in the game, with his down throw being a decent combo starter, while his back throw is a decent damage racker and KO option at high percents. Mega Man also possesses above-average endurance due to his high weight and falling speed, which ties in with an effective recovery in Rush Coil that doesn't cause him to go helpless. Some of Mega Man's finishes are also among the strongest in the game, such as his up tilt and down smash. Finally, owing to his high air friction, Mega Man also has extremely fluid control in the air, including the ability to zig-zag while jumping.
I've been a Legend of Zelda fan forever. From the Game Cube's Ocarina of Time to the Wii's Skyward Sword, I've played them all, and each time I have the same reaction: how do these games keep getting better!? Eventually, you would think that the Zelda world, puzzles, and story would get repetitive and old, but with each iteration, Nintendo manages to change just enough to recapture your interest and awe in familiar characters and places. The game offers all that we love and expect from of a Zelda game while adding an entire new layer of complexity and customization. The map is entirely open-world, which differs from traditional, linear Zelda games, and everything is destructible and collectible. To match this, the inventory system feels much more similar to a standard open-world game as well. This gives the familiar settings of Hyrule, Faron, and Gerudo--to name a few--an entirely different flavor! Breath of the Wild also makes perfect use of the Switch engine--it has superb, Nintendo-style graphics that are just realistic enough to completely immerse yourself while not being overly realistic as to detract from the cartoon-ish nature of the series. This style, combined with the seamless animations and dynamic movement of the Switch create a truly beautiful and stunning world to explore. This game is basically a friendlier, happier, and more puzzle-centric Skyrim. Speaking of the dynamic movements, this game captures all of the best aspects of the old Wii games while doing away with the clunky, unrefined aspects. Different weapons require different swing patters while looking around is as simple as pointing and clicking, but without the click! If this style of gaming isn't for you, the game is just as easy and intuitive on the traditional Switch controller. Overall, this is an amazing game that has something for everyone--phenomenal graphics and game play, memorizing story lines and characters, thought-provoking puzzles, and action and adventure for the whole family to enjoy. Even though I am writing this review as part of a contest, I would HIGHLY recommend this game to anyone and everyone, young and old, Zelda newbies and veterans--it will not disappoint!
In the end, Mega Man defeated the remaining Robot Masters and infiltrated Wily's fortress. Along the way, Bass challenges him to a duel, having used Evil Energy to increase his power, but Mega Man emerges triumphant once more. When he finally reaches Dr. Wily, he is caught in an energy trap and is almost destroyed by Wily's machine's cannon, but is saved when Duo appears and takes the blast for him. Duo, now immobilized, is in turn saved by Proto Man. Mega Man thanks Proto Man for helping Duo recover and takes on Wily's newest machine.
One key theme in the series is dualism, presented in many ways, such as through a contrast between two worlds, between two heroes/heroines, and between a protagonist and an antagonist. Most often this dualism represents a balance that is disturbed by outside forces, forcing the protagonists to restore it. Other times, the "balance" set is deemed unjust by the protagonists and they must instead end the cycle to free the world.
Zelda was the young matriarch of Hyrule until its invasion by Zant, the Twilight King, to whom she surrendered in order to prevent the death of her people. Subsequently, she is imprisoned inside a tower in Hyrule Castle, although unlike her people, she does not become a spirit under the influence of the Twilight (possibly due to her implied possession of the Triforce of Wisdom). It is here that she meets Link, transformed into a wolf by the Twilight's power, though their conversation is cut short due to the arrival of her guard.
Each setting often features some form of magic (sometimes spelled magick), though it often differs between the different lores. In many settings, magic is the power of the world's Crystals. In Final Fantasy VI magic has become a rarity, with many resorting to magitek (magic technology). In Final Fantasy VII, magic is a product of the Lifestream and can be used via Materia, though scientists have stated that "magic" is an unfitting term for a force of nature. In Final Fantasy XII, magick is provided by the mysterious substance known as Mist that seeps from the inside of the planet.
The Adult Timeline is the timeline that follows the events after Link is being sent back to his original time, following the Hero of Time's defeat of Ganondorf in the final battle. Ganondorf is sealed within the Sacred Realm by the Seven Sages but, with Link sent back in time, the world is left without a Hero. This turn of events created the timeline containing The Wind Waker, Phantom Hourglass, and Spirit Tracks.
The best known and widely used battle system is the Active Time Battle pseudo-turn-based system introduced in Final Fantasy IV where characters can perform an action when their ATB gauge is full. The fill rate is affected by stats, status effects, abilities used and other factors requiring the player to be economical with time. Many games feature a variant of this system. As an early example, Final Fantasy XII uses the Active Dimension Battle system to determine the rate at which characters will perform actions input through menus or the gambit system; there are no random encounters, and the player can move the character around the field and must be within the range of the enemy they are using their skill on.
The developers had originally planned to use a famous vocalist in the ending of Final Fantasy VII, but the plan didn't go through due to being too abrupt, and there was no suitable theme in the story for a vocal song to suddenly come up in the ending. This idea was realized in Final Fantasy VIII whose "Eyes On Me" has a meaning in the plot and it relates to the game's main characters. Uematsu went on to compose vocal theme songs for the main series games Final Fantasy IX, Final Fantasy X, Final Fantasy XII and Final Fantasy XIV, even though he didn't otherwise participate with Final Fantasy XII, its soundtrack being composed by Hitoshi Sakimoto.
Mario Kart DS features dual-screen play and introduces online multiplayer (via Wi-Fi) & retro battle courses. Introduces Shy Guy (exclusive to DS Download Play), Dry Bones, and R.O.B. as playable characters. DS was also the first Mario Kart game to feature retro tracks from all previous versions of the game. It is, as of 2017, the only entry in the series to feature mission mode. It also introduces two new items: the Blooper and Bullet Bill.