The traditional Mega Man boss design is another knock against the Power Gear as a useful ability. Because bosses already have vulnerabilities to certain weapons, there’s no point in amping up the weapons that already easily cut them down, and increasing the damage of weapons that barely do any is like upgrading your Nerf gun to Super Soaker. However, I found two pretty cool uses for the Power Gear. One is that Tundra Man’s T. Storm can be amplified to wipe out all enemies on screen like a more efficient Infinite Gauntlet. People watching me play in the office got a kick out of me hitting what amounted to the “nuke’em from orbit” button when frustration set in. The second is Impact Man’s P. Driver ability, which is a mid-air dash attack which is more useful for getting around because its charged form lets you zoom across the whole screen. See ya, disappearing block puzzle!
The series features a number of recurring character archetypes. Most famously, every game since Final Fantasy II, including subsequent remakes of the original Final Fantasy, features a character named Cid. Cid's appearance, personality, goals, and role in the game (non-playable ally, party member, villain) vary dramatically. However, two characteristics many versions of Cid have in common are 1) being a scientist or engineer, and 2) being tied in some way to an airship the party eventually acquires. Every Cid has at least one of these two traits.
The series' popularity has resulted in its appearance and reference in numerous facets of popular culture like anime, TV series, and webcomics.[207][208][209] Music from the series has permeated into different areas of culture. Final Fantasy IV's "Theme of Love" was integrated into the curriculum of Japanese school children and has been performed live by orchestras and metal bands.[210] In 2003, Uematsu co-founded The Black Mages, a instrumental rock group independent of Square that has released albums of arranged Final Fantasy tunes.[211][212] Bronze medalists Alison Bartosik and Anna Kozlova performed their synchronized swimming routine at the 2004 Summer Olympics to music from Final Fantasy VIII.[142] Many of the soundtracks have also been released for sale. Numerous companion books, which normally provide in-depth game information, have been published. In Japan, they are published by Square and are called Ultimania books.[213][214]
The series has had multiple directors: Sakaguchi directed the first five installments, Yoshinori Kitase and Ito collaboratively directed Final Fantasy VI, and the two went on to direct many later installments on their own. Ito directed Final Fantasy IX and Final Fantasy XII, while Kitase developed Final Fantasy VII, Final Fantasy VIII and Final Fantasy X. After Final Fantasy X Kitase decided to stop directing but remained involved as a producer instead, choosing Motomu Toriyama as the director for Final Fantasy XIII and its sequels. The MMO releases have had multiple directors, though most recently, Naoki Yoshida has directed Final Fantasy XIV. Hajime Tabata started with directing spin-off games for portable gaming systems with Before Crisis -Final Fantasy VII- and Crisis Core -Final Fantasy VII-, but when Final Fantasy Versus XIII became Final Fantasy XV Tabata took over the role of director.
The game won multiple Wii-specific awards from IGN in its 2008 video game awards, including Best Racing Game[46] and Best Online Multiplayer Game.[47] IGN also nominated it for Best Family Game for the Wii.[48] The game was ranked ninth in Nintendo Power's "Best of the Decade."[49] It also won the award for "Favorite Video Game" at the 2010 Kids' Choice Awards.[50] Guinness World Records has awarded Mario Kart Wii with a record for being the best-selling racing video game of all time.[51]
What he means by this is that Zelda's mother couldn't teach how to access the power to seal Gannon away. As Zelda grew older, she became the gossip mongers favorite subject. Behind her back, they whispered how she was heir to the throne of nothing and how she was a failure. She grew frustrated when Link became her guard, and she expressed that feeling by shouting at him.
Artistic design, including character and monster creations, was handled by Japanese artist Yoshitaka Amano from Final Fantasy through Final Fantasy VI. Amano also handled title logo designs for all of the main series and the image illustrations from Final Fantasy VII onward.[101] Tetsuya Nomura was chosen to replace Amano because Nomura's designs were more adaptable to 3D graphics. He worked with the series from Final Fantasy VII through Final Fantasy X;[74][101] for Final Fantasy IX, however, character designs were handled by Shukō Murase, Toshiyuki Itahana, and Shin Nagasawa.[111] Nomura is also the character designer of the Kingdom Hearts series, Compilation of Final Fantasy VII, and Fabula Nova Crystallis: Final Fantasy.[112] Other designers include Nobuyoshi Mihara and Akihiko Yoshida. Mihara was the character designer for Final Fantasy XI, and Yoshida served as character designer for Final Fantasy Tactics, the Square-produced Vagrant Story, and Final Fantasy XII.[40][113]
Settings often contain elements based on real-world mythology, and the series features many allusions to religion. A notable example are ancient mythological creatures that function as summons, and have various different roles within the game lores. Espers from Final Fantasy VI are a magical race that once lived alongside humans until a war wiped most of them out. Aeons in Final Fantasy X are the physical realizations of the dreams of the fayth, and summoners use them to battle Sin. Many games featuring summoned monsters do not have them as a named race, or give them a key role within the lore, the summons being merely abilities to be used in battle.
The first five games were directed by Sakaguchi, who also provided the original concepts.[74][101] He drew inspiration for game elements from anime films by Hayao Miyazaki; series staples like the airships and chocobos are inspired by elements in Castle in the Sky and Nausicaä of the Valley of the Wind, respectively.[102] Sakaguchi served as a producer for subsequent games until he left Square in 2001.[74][101] Yoshinori Kitase took over directing the games until Final Fantasy VIII,[103][104][105] and has been followed by a new director for each new game. Hiroyuki Ito designed several gameplay systems, including Final Fantasy V's "Job System", Final Fantasy VIII's "Junction System" and the Active Time Battle concept, which was used from Final Fantasy IV until Final Fantasy IX.[74][103] In designing the Active Time Battle system, Ito drew inspiration from Formula One racing; he thought it would be interesting if character types had different speeds after watching race cars pass each other.[106] Ito also co-directed Final Fantasy VI with Kitase.[74][103] Kenji Terada was the scenario writer for the first three games; Kitase took over as scenario writer for Final Fantasy V through Final Fantasy VII. Kazushige Nojima became the series' primary scenario writer from Final Fantasy VII until his resignation in October 2003; he has since formed his own company, Stellavista. Nojima partially or completely wrote the stories for Final Fantasy VII, Final Fantasy VIII, Final Fantasy X, and Final Fantasy X-2. He also worked as the scenario writer for the spin-off series, Kingdom Hearts.[107] Daisuke Watanabe co-wrote the scenarios for Final Fantasy X and XII, and was the main writer for the XIII games.[108][109][110]
Artistic design, including character and monster creations, was handled by Japanese artist Yoshitaka Amano from Final Fantasy through Final Fantasy VI. Amano also handled title logo designs for all of the main series and the image illustrations from Final Fantasy VII onward.[101] Tetsuya Nomura was chosen to replace Amano because Nomura's designs were more adaptable to 3D graphics. He worked with the series from Final Fantasy VII through Final Fantasy X;[74][101] for Final Fantasy IX, however, character designs were handled by Shukō Murase, Toshiyuki Itahana, and Shin Nagasawa.[111] Nomura is also the character designer of the Kingdom Hearts series, Compilation of Final Fantasy VII, and Fabula Nova Crystallis: Final Fantasy.[112] Other designers include Nobuyoshi Mihara and Akihiko Yoshida. Mihara was the character designer for Final Fantasy XI, and Yoshida served as character designer for Final Fantasy Tactics, the Square-produced Vagrant Story, and Final Fantasy XII.[40][113]
During the mid 1980s, Square Co., Ltd. entered the video game industry by developing games for the Nintendo Famicom. In 1986, Enix released its first Dragon Quest game and popularized the RPG genre in Japan (after western games, such as the Wizardry series, introduced them to Japanese audiences). Coupled with Nintendo's Super Mario Bros. and The Legend of Zelda, Dragon Quest was one of the defining games of the Famicom system.
Skyward Sword shook up the series in other ways, too. It removed Zelda's traditional large overworld, and instead used smaller, separate areas designed to be played multiple times, albeit with radical changes for each visit. And then there was Fi, the magical spirit which lived in Link's famous Master Sword. Many fans compared her chattiness to that of Ocarina of Time's Navi - and not in a good way.
Jump up ↑ "Is that what I think it is?! Look at this! I don't believe it, but I actually caught one! This delicacy is known to have very, very potent effects under the proper circumstances. Ta-da! Research from the castle shows ingesting one of these can actually augment certain abilities. We wouldn't be in a controlled environment out here, and with your level of physical fitness...you'd be a perfect candidate for the study! Go on! Taste it!" — Zelda (Breath of the Wild)
Final Fantasy XV would be developed for the generation of consoles following, on PlayStation 4 and Xbox One. It uses a new proprietary Luminous Engine, which was showcased during the demo Agni's Philosophy, and the engine early in development allowed the game to produce 5 million polygons per frame, with suggestions that the final game could be even more advanced.[28] 

Rather similar to the Seven Maidens in terms to their relationship with Zelda, the Seven Sages from Ocarina of Time seem to see her as their leader. Zelda as Sheik urged Link to save them to the point of sometimes getting directly involved. It is unknown whether they knew her true identity as Zelda especially due to Ruto's claim about her. It is unknown what the Seven Sages from A Link Between Worlds think of Zelda as they did not interact with her.

The field areas often feature non-player characters and events that allow the player to play minigames, for mandatory or non-mandatory rewards. The first major minigames were introduced in the Gold Saucer in Final Fantasy VII where the player can play various games including chocobo racing and battle arena. Another notable minigame was the Dragon's Neck Colosseum in Final Fantasy VI where the player can bet items for rewards and fight various enemies. Card minigames are also popular, particularly Triple Triad introduced in Final Fantasy VIII, which has seen many iterations in following releases.
Artistic design, including character and monster creations, was handled by Japanese artist Yoshitaka Amano from Final Fantasy through Final Fantasy VI. Amano also handled title logo designs for all of the main series and the image illustrations from Final Fantasy VII onward.[101] Tetsuya Nomura was chosen to replace Amano because Nomura's designs were more adaptable to 3D graphics. He worked with the series from Final Fantasy VII through Final Fantasy X;[74][101] for Final Fantasy IX, however, character designs were handled by Shukō Murase, Toshiyuki Itahana, and Shin Nagasawa.[111] Nomura is also the character designer of the Kingdom Hearts series, Compilation of Final Fantasy VII, and Fabula Nova Crystallis: Final Fantasy.[112] Other designers include Nobuyoshi Mihara and Akihiko Yoshida. Mihara was the character designer for Final Fantasy XI, and Yoshida served as character designer for Final Fantasy Tactics, the Square-produced Vagrant Story, and Final Fantasy XII.[40][113]

After Zelda was born, her parents named her Zelda in accordance with royal tradition and her mother would eventually take the infant Zelda to Gerudo Town to introduce her daughter to her close friend Gerudo Chieftain Urbosa. For the first six years of her life Zelda was raised by both parents and apparently had a happy childhood for a time. Her mother encouraged Zelda she could do anything and told her about the latent power she inherited from her grandmother whom is implied to have been a previous Zelda indicating her mother was not of royal blood. When Zelda was six years old, her mother died, changing her life and putting her under the protection of her father exclusively thereafter. Unfortunately her mother's death robbed her of her mother's unconditional support and prevented the Queen from acting as Zelda's teacher as she was apparently knowledgeable about Zelda's powers. However Zelda hide her grief as her parents had taught her to be a strong steadfast Princess which King Rhoam found inspiring though failed to see his daughter was hurting and her inability to awaken the sealing power needed to seal Calamity Ganon away, causing her great stress. Zelda struggled to awaken her powers and a year after her mother's funeral Urbosa accompanied Zelda to the Spring of Power where Zelda futilely prayed for her powers to awaken until Urbosa dragged her out of the cold water causing Zelda to break down and cry confiding her true feelings and revealing her grief and the stress she was under while Urbosa listened and consoled her. She ended up befriending Urbosa who did her best to help her. However Zelda came to believe her mother was wrong about her capabilities feeling more and more like a failure.
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.
Mega Man 11 isn't perfect. It isn't a severely flawed game, but some of its flaws can really stand out. For the most part the level design is really good. There are many moments that encourage players to use the double gear system and the levels are lengthy enough that they can keep you busy. The difficulty of some levels, however, is definitely going to get to some players. For the most part any screw ups are your own, but there's a lot of trial and error in learning some of the levels, and even worse is that Mega Man 11 has a limited life count. If you get a game over it's back to the beginning of a level for you. The levels put up a great challenge, but their length and (in some levels) hazards can make starting the entire thing over again feel like a test in frustration. Even Mega Man veterans will have to slow down and really take time to learn these levels.

The VS mode involves player(s) racing a track of their choice and also feature customized rules such as team racing and item frequency. VS mode has been changed several times throughout the series. In earlier games, VS mode is exclusive to multiplayer without any computer-controlled racers. Starting from Mario Kart DS, VS mode can be played either single player with CPU racers, or multiplayer with or without CPU racers. A notable exception is Mario Kart 7, where single-player VS races are removed and limited only to multiplayer, but the rules remain the same as in Mario Kart DS and later installments.
"I had a dream... In the dream, dark storm clouds were billowing over the land of Hyrule... But suddenly, a ray of light shot out of the forest, parted the clouds and lit up the ground... The light turned into a figure holding a green and shining stone, followed by a fairy... I know this is a prophecy that someone would come from the forest... Yes, I thought you might be the one... Oh, I'm sorry! I got carried away with my story and didn't even properly introduce myself! I am Zelda, Princess of Hyrule."
Jump up ↑ "Is that what I think it is?! Look at this! I don't believe it, but I actually caught one! This delicacy is known to have very, very potent effects under the proper circumstances. Ta-da! Research from the castle shows ingesting one of these can actually augment certain abilities. We wouldn't be in a controlled environment out here, and with your level of physical fitness...you'd be a perfect candidate for the study! Go on! Taste it!" — Zelda (Breath of the Wild)
-The N64 Rainbow Road retro track has been ruined. I was so pumped up for the return of this epic track, only now it's not so epic. Somehow they turned it from being the longest track in the series to easily the shortest track in this entire game. The track has great music, and comes off looking epic with all the flashy stuff and fireworks, but it's really over in like a minute. Sucks if you got off to a rough start because there's not much time to make up for that. The reasoning for this track being ruined is that you only do one lap around now, one full lap, split into 3 sections. Seeing as to how it was so long on the N64 version that you only did 2 laps, you're still only doing half the race. The track is still shorter because you're now going through it faster. I now want them to fix this track to be how it should have been, one of my favorite tracks has been made to be a huge disappointment.
Online mode is lots of fun, and considering they have since turned off online play for previous mario kart games, gotta upgrade to this game to continue enjoying online mode. There is also tournaments online now, and you can gather coins to unlock new karts and accessories while playing online. I've also noticed that the penalty of getting 12th place during online matches is much less severe than on the wii, where you could lose hours of progress for your online score from one botched race. It ultimately doesn't matter much in the end, but no one likes losing 100+ points.
Nintendo's 2011 timeline announcement subsequently posits that following Ocarina of Time, the timeline splits into three alternate routes: in one, Link fails to defeat Ganon, leading into the Imprisoning War and A Link to the Past, Oracle of Seasons and Oracle of Ages, Link's Awakening, The Legend of Zelda and The Adventure of Link. In the second and third, Link is successful, leading to a timeline split between his childhood (when Zelda sends him back in time so he can use the wisdom he has gained to warn the Zelda in the past of the horrifying fate of Hyrule) and adulthood (where the Zelda from the future lives on to try and rebuild the kingdom). His childhood continues with Majora's Mask, followed by Twilight Princess and Four Swords Adventures. The timeline from his adult life continues into Wind Waker, Phantom Hourglass and Spirit Tracks.
Custom 2 Beat 0% Mega Man summons his robotic bird companion Beat, which he grabs onto as he lifts him upwards with greater horizontal distance but less speed than the Rush Coil. Based on the Beat Call from Mega Man 7, which allowed Beat to appear and rescue Mega Man from falling off the screen. Capable of letting Mega Man fly under Final Destination while none of his other custom moves can.
Featuring characters and settings from the TV series, this fleetingly entertaining comic only ran for four issues. Although Zelda's feelings for Link are made quite clear, there is another element at play here: her duty to the Triforce, which must come before her own needs and desires. When Link is corrupted by the Triforce of Power in one story, this Zelda briefly possesses his Triforce of Courage, which will not reside with one who uses Power without Wisdom.
Zelda's alter egos appear to have specialized abilities of their own. In Skyward Sword, it is implied that Zelda and her subsequent incarnations' abilities may be due to her connection to the Goddess Hylia and are potentially divine in nature. In Breath of the Wild, both Kass and Impa refer to the Princess of Hyrule as possessing the blood of the Goddess in their retelling of the legend of Calamity Ganon's defeat ten thousands years ago. Unlike other incarnations, the Breath of the Wild incarnation of Zelda initially has trouble awakening her powers, and as a result develops an interest in science and ancient technology. In Link's memories she is shown using the Sheikah Slate which Link uses 100 years later. She is familiar with Gerudo Town law and uses it to her advantage to allude Link's protection detail as Link a man could not accompany Zelda into Gerudo Town a fact Zelda used to her advantage. However her privileged upbringing means she apparently lacks Link's level of physical fitness and was easily cornered by three Yiga Clan Footsoldiers despite running as fast as she could. Zelda is well read and capable researcher though as shown in one of Link's memories when she fails to realize a Hot-Footed Frog has to be cooked into a Hasty Elixir enhance the consumer's physical abilities due to her excitement over catching one and enthusiasm to study its effects using Link as a test subject due to his high level of physical fitness causing her to try and humorously force Link to consume the uncooked frog despite his visible disgust. However her expertise in studying ancient technology is enough that she can calibrate Divine Beasts and understand their functions and inner workings with Divine Beasts being her primary focus along with the Sheikah Slate. She also realized the significance of the Shrine of Resurrection and ensured it was restored to working order upon discovering it was a medical facility recognizing Ganon must be formidable to necessitate such a facility. Zelda also possess precognition like her previous incarnations as she felt something horrible would happen before the Great Calamity and recognized the increased monster activity was a sign of Ganon's return. She also has some medical knowledge such as the medical applications of various flower species in Hyrule and first aid as she treated Link's minor injuries he received fight monsters in Eldin Canyon. She also apparently has an interest in growing endangered flower species such as Silent Princess which despite her and other people's efforts have failed to grow domestically. Zelda is also shown to be a capable horseback rider who has her own Royal White Stallion. Her concept artwork even depicts her wielding a riding crop. However she requires advice from Link to improve her relationship with her horse as while she is a capable rider she apparently failed to consider its feelings until Link advised her how to soothe her horse and inspired Zelda to empathize with her horse improving their relationship. After awakening her powers, Zelda is shown to be strong enough to seal both herself and Calamity Ganon in Hyrule Castle for 100 years. She also recognized Link would likely lose his memories from the untested Slumber of Restoration thus took steps to help him recover his memories through pictures she left on the Sheikah Slate and a final picture kept by Impa. Interestingly, in both Skyward Sword and Breath of the Wild, Zelda does not age while sealed by her own powers. Yet, in the latter, she appears fully conscious of the outside world while in stasis, likely having the same perception of time as Link. Due to her aging being halted she remains physically seventeen despite being approximately 117 years old as she turned seventeen around the time the Great Calamity began and she kept Ganon sealed for approximately a hundred years making her the oldest known living incarnation of Zelda due to not aging at all for a century.
When a powerful group of alien robots led by Apollo and Luna arrives on Earth and turns out to be under the control of Dr. Wily, Mega Man is sent into action. Joined by Auto, Beat, Rush, Eddie, Duo, Roll, and Proto Man, he sets out to challenge the robots and their Robot Master reinforcements across the globe, confronting Bass along the way and finally engaging Dr. Wily yet again.
Of the various "Mega Men", classic series Rockman is the only one with blue eyes. All other characters to bear the name "Mega Man" have green eyes. Curiously in the PSP remake Mega Man Powered Up his eye color is changed to green (though the artwork for the game shows him with blue eyes). In the Mega Man Megamix illustrations, his eye color is also depicted as green.
Taking a temporary divergence, Final Fantasy XI used the PlayStation 2's online capabilities as an MMORPG.[124] Initially released for the PlayStation 2 with a PC port arriving six months later, Final Fantasy XI was also released on the Xbox 360 nearly four years after its original release in Japan.[125] This was the first Final Fantasy game to use a free rotating camera. Final Fantasy XII was released in 2006 for the PlayStation 2 and uses only half as many polygons as Final Fantasy X, in exchange for more advanced textures and lighting.[126][127] It also retains the freely rotating camera from Final Fantasy XI. Final Fantasy XIII and Final Fantasy XIV both make use of Crystal Tools, a middleware engine developed by Square Enix.[128][129]
Initially, the player assumes control as Zelda, although it is possible to start a round as Sheik by holding down the A button following selection of a stage until the round begins. Zelda is somewhat slow but is rather graceful and agile, and her special attacks, if they connect, are extremely powerful—boosted by magic, if the sparkles and flashes of light are any indication. Her aerial movements and dodging skill, as well as her attacks' high priority and strong impact, make her an ideal counter-defensive character. She is very much built for defensive attacking, but her moves leave her very open if timed incorrectly, and if attacked, her gracefulness can work against her. She has a light frame and is easily sent flying.
Three main installments, as well as one online game, were published for the PlayStation 2 (PS2).[15][16][17] Final Fantasy X (2001) introduced full 3D areas and voice acting to the series, and was the first to spawn a direct video game sequel (Final Fantasy X-2, published in 2003).[18][19] The first massively multiplayer online role-playing game (MMORPG) in the series, Final Fantasy XI, was released on the PS2 and PC in 2002, and later on the Xbox 360.[20][21] It introduced real-time battles instead of random encounters.[21] Final Fantasy XII, published in 2006, also includes real-time battles in large, interconnected playfields.[22][23] The game is also the first in the main series to utilize a world used in a previous game, namely the land of Ivalice, which had previously featured in Final Fantasy Tactics and Vagrant Story.[24]

Fi's spirit may continue to exist within the Master Sword in Breath of the Wild. Princess Zelda reveals to the Great Deku Tree that the Master Sword told her that her destiny was not finished, it convinced her to seal Calamity Ganon herself. In his vision after removing the sword, Link sees Zelda speaking to the Master Sword as if it was a person. She told the Master Sword that its master (Link) would come for it, like Fi whose spirit slumbers within the sword and refers to Link as "master" in Skyward Sword.


Mario Kart Wii had a successful launch and sold 300,000 copies on the launch day in Japan alone, compared to Mario Kart DS which sold 160,000 copies on its first day and Mario Kart: Double Dash which sold 180,000 on its first day.[33] In the week ending May 4, 2008, Mario Kart Wii had sold over a million copies in Japan alone, less than a month since its release in the region.[34] In the UK, Mario Kart Wii was the best-selling video game in the week ending April 12, 2008, having "the eighth biggest opening sales week in UK software history," according to Chart-Track/ELSPA.[35][36] The game dwarfed all other five Mario Wii games released up until then for the Wii combined when comparing first week sales.[35] In the United States, Mario Kart Wii was the second-best-selling video game in April 2008, selling 1.12 million copies, according to the NPD Group; putting it behind the Xbox 360 version of Grand Theft Auto IV and ahead of the PlayStation 3 version, both released in the same week.[37] It ranked the fourth-best-selling game of December 2008 in the United States, selling in excess of 979,000 copies.[38] According to the NPD Group, GfK Chart-Track, and Enterbrain, the game has sold 2.409 million copies in the United States, 687,000 in the United Kingdom, and 1.601 million in Japan, respectively, for a total of 4.697 million copies sold by August 1, 2008.[39] As of March 2009, Nintendo has sold 15.4 million copies of Mario Kart Wii worldwide.[40] As of January 4, 2009, it has sold 2,133,000 copies in Japan.[41] It is also the fourth-best-selling game of Japan in 2008.[42] According to the NPD Group, GfK Chart-Track, and Enterbrain, the game has sold 856,000 copies in the United States, 394,000 in the United Kingdom, and 218,000 in Japan, respectively, for a total of 1.468 million copies sold in the third quarter of 2008 (July–September).[43] It was the second-best-selling game of 2008 in the United States, selling in excess of 5 million copies.[38] In France, it sold 4.8 million units, which is more than it sold in Japan (3.7 million).[44]
Jump up ↑ "The prince immediately questioned the princess, but she wouldn't tell him anything. After the prince, the magician threatened to put the princess into an enternal sleep if she did not talk, but even still, she said nothing. In his anger, the magician tried to cast a magic spell on the princess. The surprised prince tried to stop him, but the magician fought off the prince and went on chanting the spell. Then, when the spell was finally cast, Princess Zelda fell on that spot and enter a sleep from which she might never awake. At the same time, the magician also fell down and breathe his last." (The Adventure of Link manual, pg. 7, 8)
In most Zelda games, the player's life meter is represented as a line of hearts. The life meter is replenished a number of different ways, including picking up hearts left by defeated enemies or destroyed objects, fairies or springs located in specific locations, or consuming items such as potions or food. Fairies can be kept in bottles and act as extra lives, reviving the player if they run out of hearts. Players are able to extend their life meter by finding heart-shaped crystals called "Heart Containers". Full heart containers are usually received at the end of dungeons and dropped by the dungeon boss. Smaller "Pieces of Heart" are awarded for completing certain side quests or found hidden around the game world in various places, and require a certain number (usually four) to form a full heart container.

During the mid 1980s, Square Co., Ltd. entered the video game industry by developing games for the Nintendo Famicom. In 1986, Enix released its first Dragon Quest game and popularized the RPG genre in Japan (after western games, such as the Wizardry series, introduced them to Japanese audiences). Coupled with Nintendo's Super Mario Bros. and The Legend of Zelda, Dragon Quest was one of the defining games of the Famicom system.
Neben genialen Fanartikeln von Pokémon und Nintendo bietet der EMP Zelda Online Shop darüber hinaus auch alles, was das Zelda Fanherz so begehrt: Kleide dich wie Link mit T-Shirts und Kapuzenjacken, schmücke deine Wände mit Artworks und Postern. Die Macht des Triforce symbolisierst du mit Taschen, Rucksäcken und Schmuck: immer griffbereit und mit dabei! Rüste dich zum 30. Jubiläum mit dem besten Zelda Merchandise aus, um perfekt auf „Breath of the Wild“ vorbereitet zu sein!
So, would I recommend this game? Sure. Is it a must-have? Nah. If you're on the fence, wait until it goes on sale and play something better in the meantime. It's obviously been rushed out in the past couple years, and it's not much of a Final Fantasy game in terms of pacing and plot and cohesiveness in general, but it is a generally entertaining action RPG, if fairly repetitive.
Wily stumbled upon Proto Man one day, who was dying when his energy system was malfunctioning. He repaired him, and while analyzing him he discovered that he had found a way to create robots at the same level as Dr. Light. He decided to reprogram Dr. Light's industrial robots to exact revenge. One day, the industrial robots became misled and forced under his rule. With his new followers, Wily seized control of the city and demanded recognition. This string of events set in motion what would later become the purpose for Mega Man's existence.
Initially quite hostile and condescending towards Zelda, their relationship was not stable at first. This was to the point where she referred to Zelda as "Twilight Princess", presumably as a way to mock her and the state Hyrule was in. This changed though, when Zelda seemingly sacrificed herself to save Midna's life. This caused Midna to became more respectful and caring towards others.
Up until Breath of the Wild, the Legend of Zelda series avoided using voice acting in speaking roles, relying instead on written dialogue. Series producer Eiji Aonuma previously stated that as Link is entirely mute, having the other characters speak while Link remains silent "would be off-putting".[9] Instead of theme music for different locations, Breath of the Wild plays natural ambience around the player as main sounds, in addition to some minimalist piano music.[10]
In Breath of the Wild, Zelda rides a White Stallion commonly ridden by her family as a symbol of their divine right. Though her horse is tame it is implied Zelda treated him poorly as she notes to Link she felt that he had to earn the privilege to wear all the Royal Gear. However Link advised her on how to soothe her mount which improved Zelda's relationship and bond with her horse. In an attempt to be more empathetic Zelda equipped her horse with the Royal Gear which she was pleased to discover he wore like a true natural and thanked Link for his advice while riding on Safula Hill. According to local legend, her horse fled to Safula Hill after the fall of Hyrule Castle presumably due to the fond memories it had there of its mistress and the clear view it gave of Hyrule Castle where Zelda sealed herself with Ganon. Toffa implies Zelda's Horse fathered offspring and that the White Horse Link finds their is the grandchild of Zelda's Horse. Zelda is shown riding a White Horse after Ganon's defeat though it is unclear if her original horse was revived/perserved by Malanya or if its the horse Toffa believes to be its descendant.

I purchased a used game, but when wanted to play it, it didn't work, I was able to play for 5min. the screen turn black and couldn't do much I eject the disc and the black screen still there so I turn the console off manually I play another disc and work find, just the Mario kart is not functioning even do I clean it, but t doesn't look bad, no scratches or dents.
„Skyward Sword“ erschien 2011 und reizte den Bewegung-Controller der Wii voll aus. Doch auch auf Nintendos zahlreichen Handheld-Systemen sind Ableger erschienen, die Link in ungewöhnlichen Abenteuern zeigen, wie etwa „Link's Awakening“ für den Game Boy (1993) oder „A Link Between Worlds“ für den 3DS (2014). Wer nicht nur auf virtuelle Abenteuer steht, sondern sich die Welt eines Helden aus einer Fantasiewelt zu sich nach Hause holen möchte, der ist bei den Zelda Fanartikeln im EMP Online Shop gut aufgehoben. Wie wäre es beispielsweise mit Zelda T-Shirts oder Zelda Caps?
Because of graphical limitations, the first games on the NES feature small sprite representations of the leading party members on the main world screen. Battle screens use more detailed, full versions of characters in a side-view perspective. This practice was used until Final Fantasy VI, which uses detailed versions for both screens. The NES sprites are 26 pixels high and use a color palette of 4 colors. 6 frames of animation are used to depict different character statuses like "healthy" and "fatigued". The SNES installments use updated graphics and effects, as well as higher quality audio than in previous games, but are otherwise similar to their predecessors in basic design. The SNES sprites are 2 pixels shorter, but have larger palettes and feature more animation frames: 11 colors and 40 frames respectively. The upgrade allowed designers to have characters be more detailed in appearance and express more emotions. The first game includes non-player characters (NPCs) the player could interact with, but they are mostly static in-game objects. Beginning with the second game, Square used predetermined pathways for NPCs to create more dynamic scenes that include comedy and drama.[114]

Following Ganon's defeat and while Princess Zelda and Link had left to return the Master Sword to its pedestal, the battle weary Hyrulean Soldiers lead by Impa were confronted by the remnants of Ganondorf's army of monsters which took advantage of the situation to attack the ruins of Hyrule Castle. However despite her absence and their exhaustion, the soldiers valiantly defended the kingdom, though Impa later had them retreat in order to rest while she and the newly arrived Linkle engaged the monsters, though they vowed to return once they had regained their strength. True to their word, the soldiers returned to the battlefield and assisted Impa and Linkle by confronting the lesser monsters, allowing Impa and Linkle focused on defeating Dark King Dodongo. The Hyrulean Forces eventually prevailed over the Monster Forces just as their princess was return to the castle with Link.

Skyward Sword shook up the series in other ways, too. It removed Zelda's traditional large overworld, and instead used smaller, separate areas designed to be played multiple times, albeit with radical changes for each visit. And then there was Fi, the magical spirit which lived in Link's famous Master Sword. Many fans compared her chattiness to that of Ocarina of Time's Navi - and not in a good way.
Once Link wishes for the destruction of Demise with the Triforce, Zelda is freed, and she happily reunites with the hero. Her reunion with Link, Groose, and the Old Woman is cut short however, when Ghirahim abducts her. He then takes Zelda through the remaining Gate of Time to resurrect Demise in the past, which he means to accomplish by performing a ritual on Zelda that will allow the Imprisoned to swallow her life force. Though Zelda's life force is taken by Demise, Link learns that Zelda can still be revived, provided that he act quickly. Thus, Link challenges Demise to a duel. With the Demon King accepting and setting the battle grounds to another dimension, Link and Demise face off against each other. Ultimately, Link proves victorious, allowing Zelda to be revived.
Many Final Fantasy games have been included in various lists of top games. Several games have been listed on multiple IGN "Top Games" lists.[158][159][160][161][162][163] Eleven games were listed on Famitsu's 2006 "Top 100 Favorite Games of All Time", four of which were in the top ten, with Final Fantasy X and Final Fantasy VII coming first and second, respectively.[164] The series holds seven Guinness World Records in the Guinness World Records Gamer's Edition 2008, which include the "Most Games in an RPG Series" (13 main games, seven enhanced games, and 32 spin-off games), the "Longest Development Period" (the production of Final Fantasy XII took five years), and the "Fastest-Selling Console RPG in a Single Day" (Final Fantasy X).[142][165] The 2009 edition listed two games from the series among the top 50 consoles games: Final Fantasy XII at number 8 and Final Fantasy VII at number 20.[166]

Die sogenannte Oberwelt ist zumeist der Ausgangspunkt der meisten Spiele – hier hat der Spieler die Gelegenheit, sich frei zu bewegen. Auch die Ausrüstung kann sich sehen lassen: von Schlüsseln über Karten bis hin zu Bomben ist alles mit dabei. 2017 feiert The Legend of Zelda sein 30-jähriges Jubiläum und blickt auf eine erfolgreiche Karriere zurück. 12 Haupttitel waren erst der Anfang.
In essence, Mega Man is a very versatile, medium-ranged projectile fighter who has no trouble spacing opponents, though KO attempts can be risky for him as he suffers slightly at close range due to the lag of his attacks. He has to use his effective spacing and grab punish options to rack up damage at medium range while keeping his distance until the opponent is weak enough to risk using one of his slow yet powerful finishing moves.
Because of graphical limitations, the first games on the NES feature small sprite representations of the leading party members on the main world screen. Battle screens use more detailed, full versions of characters in a side-view perspective. This practice was used until Final Fantasy VI, which uses detailed versions for both screens. The NES sprites are 26 pixels high and use a color palette of 4 colors. 6 frames of animation are used to depict different character statuses like "healthy" and "fatigued". The SNES installments use updated graphics and effects, as well as higher quality audio than in previous games, but are otherwise similar to their predecessors in basic design. The SNES sprites are 2 pixels shorter, but have larger palettes and feature more animation frames: 11 colors and 40 frames respectively. The upgrade allowed designers to have characters be more detailed in appearance and express more emotions. The first game includes non-player characters (NPCs) the player could interact with, but they are mostly static in-game objects. Beginning with the second game, Square used predetermined pathways for NPCs to create more dynamic scenes that include comedy and drama.[114]
Even after his crushing defeat at the hands of Mega Man, Dr. Wily was already planning his next scheme. If he could get his hands on the time machine (named Time Skimmer in the American manual) that was being developed at the Time-Space Research Laboratory (named Chronos Institute in the American manual), he thought he just might be able to change the past.
Mega Man will be returning along with all the past playable characters as part of this new game. In addition, his Mega Legends Final Smash has been updated to include both Proto Man and Bass as part of the attack. Unlike the previous game, Mega Man is no longer part of the starting roster and needs to be unlocked, since only the 8 characters from the original Super Smash Bros. will serve as the starting roster.[13]
Jump up ↑ "The prince immediately questioned the princess, but she wouldn't tell him anything. After the prince, the magician threatened to put the princess into an enternal sleep if she did not talk, but even still, she said nothing. In his anger, the magician tried to cast a magic spell on the princess. The surprised prince tried to stop him, but the magician fought off the prince and went on chanting the spell. Then, when the spell was finally cast, Princess Zelda fell on that spot and enter a sleep from which she might never awake. At the same time, the magician also fell down and breathe his last." (The Adventure of Link manual, pg. 7, 8)
The Final Fantasy series and several specific games within it have been credited for introducing and popularizing many concepts that are today widely used in console RPGs.[3][116] The original game is often cited as one of the most influential early console RPGs, and played a major role in legitimizing and popularizing the genre. Many console RPGs featured one-on-one battles against monsters from a first-person perspective. Final Fantasy introduced a side view perspective with groups of monsters against a group of characters that has been frequently used.[3][94][116] It also introduced an early evolving class change system,[197][198] as well as different methods of transportation, including a ship, canoe, and flying airship.[199] Final Fantasy II was the first sequel in the industry to omit characters and locations from the previous game.[5] It also introduced an activity-based progression system,[200] which has been used in later RPG series such as SaGa,[201] Grandia,[202] and The Elder Scrolls.[200] Final Fantasy III introduced the job system, a character progression engine allowing the player to change character classes, as well as acquire new and advanced classes and combine class abilities, at any time during the game.[203] Final Fantasy IV is considered a milestone for the genre, introducing a dramatic storyline with a strong emphasis on character development and personal relationships.[204] Final Fantasy VII is credited as having the largest industry impact of the series,[117] and with allowing console role-playing games to gain mass-market appeal.[205]
She often wears jewelry such as ornate earrings (which in some games feature a Triforce design), as well as a royal gown of white, pink, lavender, or another pale color (red in The Adventure of Link), usually bearing the Royal Family's crest. Zelda has also been depicted in casual attire, such as in Skyward Sword, or in a blue shirt with Hylian embroideries as the Champions commander in Breath of the Wild.
In Twilight Princess, Zelda wields a rapier-like sword, though it is unknown if she authentically possesses any fencing skills as she is never shown actually attacking with it (Possessed Zelda does wield the sword, however since she was Ganondorf's puppet body, it was likely his fencing skills and not Zelda's). The Hyrule Warriors incarnation of Princess Zelda is shown to be a capable and graceful fencer who wields magical lightweight Rapiers that she can transform into a Bow of Light.

Several incarnations of Zelda have ties to the Sheikah through both her connection to the various incarnations of Impa and Zelda's Sheikah alter-ego, Sheik. Interestingly enough, though not a true Sheikah (as Sheik is an alter-ego), Zelda's robes in Ocarina of Time and Twilight Princess feature the Sheikah Symbol. In the Oracle series, her robes feature an alternate version of the Sheikah Symbol with the "eye" part of the symbol replaced by a Triforce symbol. in Ocarina of Time, Zelda (in her guise as Sheik) is shown to be knowledgeable of various Sheikah legends, which were presumably told to her by Impa, either during her childhood and/or while they were hiding from Ganondorf. It is also implied that Impa trained Zelda in the secret arts of Sheikah in order to allow her to pass herself off as Sheik and better protect herself from Ganondorf and his minions.
Several games within the series have become best-selling games. At the end of 2007, the seventh, eighth, and ninth best-selling RPGs were Final Fantasy VII, Final Fantasy VIII, and Final Fantasy X respectively.[142] Final Fantasy VII has sold more than 11 million copies worldwide,[143] earning it the position of the best-selling Final Fantasy game.[144] Within two days of Final Fantasy VIII's North American release on September 9, 1999, it became the top-selling video game in the United States, a position it held for more than three weeks.[145] Final Fantasy X sold over 1.4 million Japanese units in pre-orders alone, which set a record for the fastest-selling console RPG.[142][146] The MMORPG, Final Fantasy XI, reached over 200,000 active daily players in March 2006[147] and had reached over half a million subscribers by July 2007.[46] Final Fantasy XII sold more than 1.7 million copies in its first week in Japan.[148] By November 6, 2006—one week after its release—Final Fantasy XII had shipped approximately 1.5 million copies in North America.[149] Final Fantasy XIII became the fastest-selling game in the franchise,[150] and sold one million units on its first day of sale in Japan.[151] Final Fantasy XIV: A Realm Reborn, in comparison to its predecessor, was a runaway success, originally suffering from servers being overcrowded,[152] and eventually gaining over one million unique subscribers within two months of its launch.[153]
So I'll start with the gameplay itself. It leaves behind the turn based system of yesteryear. It has more a hack and slash feel to it. There are some new dynamics to the game such as having three computer controlled teammates fighting alongside you in real time. You can still input your own commands when you want. Battles are set to an aggro system that's pretty similar to the one found in Final Fantasy XII. After each battle, you gain experience, and you can allocate where you would like your experience to go.

100 years prior to the events of Breath of the Wild, Zelda met with the Champions. After meeting with them, she left the Castle to research ancient technology, but she did not come across anything of note.[138] During this time, she felt the presence of Ganon and devoted herself to learning all she could about ancient relics in order to stop him.[139] She then met with a fortune teller who told her a prophecy, to which Zelda felt that there was not much time left.[140] The following day, Link was appointed as Zelda's knight, to Zelda's chagrin.[141] During the ceremony, Urbosa explains that Link is a living reminder of Zelda's own failures.[142] Link and Zelda then set out to Goron City to make adjustments to the Divine Beast Vah Rudania to make it easier for Daruk to control.[143] During their journey to Eldin, Zelda comes to a stop and asks him how proficient he is wielding his Sword and asks him if he can hear the voice within the blade.[144]


I... have never been so taken aback by the vastness of a game. You really don't need to read another review, Zelda alone is worth the price of a switch. Like if they sold this game for 300 dollars I would probably buy it. In fact, it's the only Switch game I own, and have no real plans to purchase anything else because between the original game and Master Mode, I will be getting a divorce soon so I can spend more time collecting mushrooms and climbing mountains.
Toward the end of Spirit Tracks, before the final battle against Malladus, Zelda is reunited with her body, and is no longer able to levitate. Link runs underneath her to catch her as she falls, and she lands on top of him and knocks them both to the ground. Upon awakening, Zelda, overjoyed to have her body back, embraces Link, causing him to blush. Finally, after Malladus is defeated, Zelda and Link watch Anjean and Byrne's spirits ascend to the heavens. The camera then lowers to show Zelda and Link holding hands while Zelda's Lullaby plays in the background. After the credits, a short cut-scene shows Zelda gazing at a picture of Link on the Spirit Train with her flying beside him, which she keeps on her desk. She may also wave at Link depending on his answer to a question Zelda asked him during the events of the story.
Taking a temporary divergence, Final Fantasy XI used the PlayStation 2's online capabilities as an MMORPG.[124] Initially released for the PlayStation 2 with a PC port arriving six months later, Final Fantasy XI was also released on the Xbox 360 nearly four years after its original release in Japan.[125] This was the first Final Fantasy game to use a free rotating camera. Final Fantasy XII was released in 2006 for the PlayStation 2 and uses only half as many polygons as Final Fantasy X, in exchange for more advanced textures and lighting.[126][127] It also retains the freely rotating camera from Final Fantasy XI. Final Fantasy XIII and Final Fantasy XIV both make use of Crystal Tools, a middleware engine developed by Square Enix.[128][129]
amiibo compatibility – The Wolf Link amiibo from Twilight Princess HD, the Zelda 30th Anniversary series amiibo, and The Legend of Zelda: Breath of the Wild series amiibo are all compatible with this game. Tap the Wolf Link amiibo (sold separately) to make Wolf Link appear in the game. Wolf Link will attack enemies on his own and help you find items you’re searching for. Tap a Zelda 30th Anniversary series amiibo to receive helpful in-game items or even a treasure chest!
Once upon a time, eight bosses and a handful of increasingly vicious Dr. Wily stages were all that a player might have needed to wile away day after day, scribbling down passwords and carefully memorizing the position of each precious E Tank. (Filed mentally right next to their grid map of Hyrule, or the locations of all the hidden 1-UP mushrooms in Super Mario Bros. 1.) But with modern conveniences like between-level saving and the ability to toss plentiful in-game currency at your supply of extra lives and mid-level recharges, those replayable, compulsive elements have been steadily whittled down. And even with its not-infrequent highs, Mega Man 11 doesn’t have anything more substantial to offer in their place, instead relying on a basic skeleton that can’t help but creak as its 30th anniversary arrives. Mega Man 9 (and, to a lesser extent, 10) overcame these pitfalls with a combination of laser-guided nostalgia and rock-solid platforming precision, but 10 years (and any number of more ambitious retro platformers—cough, Shovel Knight, cough) later, and even 11’s biggest swings for the unorthodox leave it feeling like little more than a trifle. In a medium that evolves by the day, 11 is content just to be a pretty good Mega Man game—for better and for worse.
Mega Man will be returning along with all the past playable characters as part of this new game. In addition, his Mega Legends Final Smash has been updated to include both Proto Man and Bass as part of the attack. Unlike the previous game, Mega Man is no longer part of the starting roster and needs to be unlocked, since only the 8 characters from the original Super Smash Bros. will serve as the starting roster.[13]

Mega Man Battle Network, a series primarily on the Game Boy Advance, began in 2001 as a way for the Mega Man games to branch out into the role-playing video game market and to celebrate MegaMan's 15th anniversary. This series features a Net Navi called MegaMan.EXE. Net Navis act as virtual assistants to Operators, such as the protagonist Lan, an elementary school student and future hero who uses his Net Navi to help battle computer viruses and other Internet-based threats. The game combines elements from collectible card games to create a unique fast-paced battle system. An anime series, MegaMan NT Warrior, was also produced, ending with 209 episodes and a 50-minute film adaptation. Mega Man Network Transmission, the only entry in the series released on a home console rather than a handheld, takes place chronologically between the first two Battle Network games, although it was released between the third and fourth. It is also different from other games in the Battle Network universe in that its game play reminds strongly of the Classic series.


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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.

Although he is not actually playable in the Bass and Proto Man modes, he still played a key role in those modes: In Proto Man mode, he was responsible for curing Proto Man when the latter started succumbing to Roboenza, and in both Bass and Proto Man mode endings, it is heavily implied that Mega Man was responsible for taking Wily to the hospital after the latter succumbed to influenza.


Battle systems have varied with the majority being menu-based with variants on turn-based combat, though others use action-based combat systems. Earlier installments have instanced battles based on random encounters while roaming the world map, while some later games (beginning with Final Fantasy XII in the single-player main series games) have free-roaming enemies that are engaged without transition. Battle commands typically feature a basic physical attack with the equipped weapon(s), a magic skillset (with magic spellsets featuring a tiers naming system), other special command abilities (such as Steal or Throw, or a skillset such as summoning monsters), and a set of items, though the player may also try to flee from many normal encounters. The characters normally have an HP and MP stat (though some games ignore MP), where HP determines the damage characters can take before they are KO'd while MP determines how many spells or other abilities a character can use. Most games also feature elements and status effects, nuances which can affect the course of a battle, with enemies and allies using them to attack and exploit each other's weaknesses and/or to defend themselves, as well as to prepare for an upcoming encounter.
Multiplayer, both locally and online are quite good, better than I had expected. In fact, playing online is A LOT faster than XBox Live or PSN, take it from a core gamer. I was actually surprised to see how the Wii was able to connect me with players from around the world (Japan, Spain, Canada, etc) and all WITHOUT lag, I mean, none whatsoever. The entire online experience was smooth and may I add, quite addicting, I played for hours, I simply could not stop, it is that much fun.
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In Twilight Princess, Zelda wields a rapier-like sword, though it is unknown if she authentically possesses any fencing skills as she is never shown actually attacking with it (Possessed Zelda does wield the sword, however since she was Ganondorf's puppet body, it was likely his fencing skills and not Zelda's). The Hyrule Warriors incarnation of Princess Zelda is shown to be a capable and graceful fencer who wields magical lightweight Rapiers that she can transform into a Bow of Light.
Six years after the events of A Link to the Past, Hyrule is enjoying a time of peace and tranquility, but Princess Zelda suffers from a dark, recurring dream showing a shadow over a temple; a premonition of evil to come. One day, she witnesses a mysterious and brilliant light in the sky to the east. Aginah, the younger brother of the wise man Sahasrahla and now living in his old hideout near the Eastern Palace also witnesses such a light, and travels to investigate. There he finds a strange youth lying on the ground. Zelda, also following the light, meets up with Aginah, and they both carry the child to rest in Sahasrahla's hideout. Confused by the youth's unusual clothes, they believe the child not to hail from Kakariko Village. Speaking to Aginah while the youngster sleeps, Zelda learns that his brother Sahasrahla had also sensed danger surrounding Hyrule and had left the land to find the hero, Link. While Link has not yet returned, Zelda senses that if this new youth was endowed with courage, he or she may be the Hero of Light. Zelda then sets of for Hyrule Castle before sending Aginah to find the Book of Mudora while she speaks to the Fortune Teller. Aginah and the hero travel to the Sanctuary at the foot of the mountain, but Zelda follows, claiming she had another prophetic dream, this time of her holding the Book of Mudora on top of Death Mountain. Zelda insists on traveling with the hero to the summit of the mountain, as she is the only one who can read the Book of Mudora. During their quest to obtain the final two tablets and reach the summit, the Fortune Teller sees the King of Evil in a vision. Ganon's malice had kept his spirit alive despite the destruction of his body. It was this lingering evil power that had drawn the Hero of Light into the land of Hyrule, and upon the summit the hero travels once more into another world to engage in a desperate final battle with the Demon King in a new version of Ganon's Tower. Ganon desires the power of the Hero of Light to be fully reborn, but is finally destroyed using the Silver Arrows once more.
The series has been both commercially and critically successful, selling more than 142 million games worldwide, making it one of the best-selling video game franchises of all time. The series is well known for its innovation, visuals, and music, such as the inclusion of full motion videos, photo-realistic character models, and music by Nobuo Uematsu. Final Fantasy has been a driving force in the video game industry, and the series has affected Square Enix's business practices and its relationships with other video game developers. It has popularized many features now common in role-playing games, also popularizing the genre as a whole in markets outside Japan.
In Final Fantasy games, players command a party of characters as they progress through the game's story by exploring the game world and defeating opponents.[3][74] Enemies are typically encountered randomly through exploring, a trend which changed in Final Fantasy XI and Final Fantasy XII. The player issues combat orders—like "Fight", "Magic", and "Item"—to individual characters via a menu-driven interface while engaging in battles. Throughout the series, the games have used different battle systems. Prior to Final Fantasy XI, battles were turn-based with the protagonists and antagonists on different sides of the battlefield. Final Fantasy IV introduced the "Active Time Battle" (ATB) system that augmented the turn-based nature with a perpetual time-keeping system. Designed by Hiroyuki Ito, it injected urgency and excitement into combat by requiring the player to act before an enemy attacks, and was used until Final Fantasy X, which implemented the "Conditional Turn-Based" (CTB) system.[3][23][82] This new system returned to the previous turn-based system, but added nuances to offer players more challenge.[19][83] Final Fantasy XI adopted a real-time battle system where characters continuously act depending on the issued command.[84] Final Fantasy XII continued this gameplay with the "Active Dimension Battle" system.[85] Final Fantasy XIII's combat system, designed by the same man who worked on X,[86] was meant to have an action-oriented feel, emulating the cinematic battles in Final Fantasy VII: Advent Children. The latest installment to the franchise, Final Fantasy XV, introduces a new "Open Combat" system. Unlike previous battle systems in the franchise, the "Open Combat" system (OCS) allows players to take on a fully active battle scenario, allowing for free range attacks and movement, giving a much more fluid feel of combat. This system also incorporates a "Tactical" Option during battle, which pauses active battle to allow use of items.[87]
Wily stumbled upon Proto Man one day, who was dying when his energy system was malfunctioning. He repaired him, and while analyzing him he discovered that he had found a way to create robots at the same level as Dr. Light. He decided to reprogram Dr. Light's industrial robots to exact revenge. One day, the industrial robots became misled and forced under his rule. With his new followers, Wily seized control of the city and demanded recognition. This string of events set in motion what would later become the purpose for Mega Man's existence.

Despite these advantages, Mega Man is not without flaws. His grounded mobility is comparatively poor, with his dashing speed in particular being the 13th slowest in the game. This leaves Mega Man at a disadvantage against characters with better mobility, such as Sheik and Fox. Mega Man's melee attacks also have short range overall despite their extensive utility, causing him to struggle up close against characters with disjointed range like Marth, Link, and Shulk, while the high ending lag on his attacks puts more stress on this flaw. Mega Man's above average weight and falling speed also makes him an easy target for combos and juggles. Finally, Mega Man's projectile-heavy playstyle is also his biggest weakness, as he is heavily affected by powershielding, reflectors, absorbers, and other anti-projectile tools, which can shut down both his approach and defense options.
The AI will also hit you at the worst times. Right after you go over jumps, or boosts, or right after you get a power-up, or right before you go around a corner with no railing, or just as you get to the bottom of a hill. Now some might call it coincidence but I just played for two hours and counted to make sure. Every time I was in 1st and hit with something it was at one of those five times.
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