NGamer, however, claimed that the tracks are too big for local multiplayer matches. Also, IGN criticized the rubber band AI in the 150cc races of the Grand Prix and NGamer UK was disappointed that Battle mode can now only be played in teams; no free-for-all option is offered which removes the 'last man standing' element of previous Mario Kart Battle modes. Reviewers such as GameTrailers and IGN also commented that it is easy to fall from first place to last by being continuously attacked by several weapons, many of which are unavoidable, leading to a certain amount of luck in racing. This makes it more accessible for beginners, but can be extremely discouraging for skilled players. GameSpot also noted that "nostalgia doesn't save most of the classic courses from being boring."
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.
Zelda from The Wind Waker is the first Zelda in the series that fights along Link's side in his battle against Ganondorf. In battle, she wields the bow and Light Arrows, similar to her Twilight Princess counterpart. Once Link and Zelda succeed in delivering the final blow, they witness the second flood of Hyrule and promise the King of Hyrule to search for the new land that will be home to the next kingdom of Hyrule. Zelda is last seen as Tetra when she and Link set sail from Outset Island in search for new lands.
In the first Mega Man game, Mega Man may have been designed to fit in with the impotency order, as he takes 10 units of damage from both the Ice Slasher and Thunder Beam. Mega Man takes far less damage from these weapons in the PSP remake, Mega Man Powered Up, as well as other games those weapons appear, like Mega Man: The Power Battle and Mega Man 2: The Power Fighters.
Wii U Mario Kart 8, released for the Wii U in 2014, introduces anti-gravity sections that allow players to drive on walls and ceilings, allowing for more alternate paths in courses. In these sections, a player can bump into other racers or special bumpers to trigger a Spin Boost, which gives them an extra speed boost. The game also introduces all-terrain vehicles (ATVs), allows the player to view replay data from others and upload highlights to YouTube via "Mario Kart TV", introduces the Koopalings as new playable characters, and allows up to four people to play in Grand Prix races. Baby Rosalina and Pink Gold Peach are also introduced as new characters to the Mario franchise. Additional characters, vehicles, and tracks have been released as downloadable content, including actual Mercedes-Benz vehicles. Characters that have been released as add-on content include Tanooki Mario, Cat Peach, the returning Dry Bowser, Link from The Legend of Zelda, and the Villager and Isabelle from Animal Crossing; tracks themed after various non-Mario game series have also been made available as add-on content. Additionally, Mario Kart 8 is notable for being the first game in the series to boast HD graphics and live-orchestrated music, as well as the first to receive post-release updates adding new features and enhancements, including rearranged post-race options, 200cc, and support for Nintendo's amiibo line of figurines.
Nearly all of the classic series Mega Man titles have been two-dimensional side-scrollers involving horizontal movement through various levels. This mechanic persists even on titles developed for high performance platforms, such as the Sony PSP release of Mega Man Powered Up, which features 3D graphics, yet movement to both the background and foreground is restricted. The main series on both the NES and Nintendo Game Boy would follow this formulaic approach in the design of every game developed on those systems, and set the standard for all platformer Mega Man games to come. Mega Man himself has evolved very little cosmetically since his initial release, but has often been given new techniques in each game. The New Mega Buster, for instance, which was introduced in Mega Man 4, allowed him to charge up a shot. The slide was introduced in Mega Man 3. It was these which were used in order to help him exceed any new challenges added by the programmers.
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.
Three main installments, as well as one online game, were published for the PlayStation 2 (PS2). 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). 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. It introduced real-time battles instead of random encounters. Final Fantasy XII, published in 2006, also includes real-time battles in large, interconnected playfields. 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.