The Mario Kart series has been referenced twice in the Paper Mario role-playing game series. Luigi references it in an "adventure" of his which he recounts between chapters of Paper Mario: The Thousand-Year Door, where in the third of his stories, he states that he visited a location called "Circuit Break Island" where kart races are organized every day. Later, in Paper Mario: Color Splash, once all six Big Paint Stars have been retrieved, Luigi drives his kart on Rainbow Road to transport Mario to Bowser's castle to defeat him and restore peace to Prism Island; when Bowser (who has been transformed by black paint) is reverted to normal upon his defeat, he asks Mario if they have a kart race scheduled. Additionally, several stages based on Mario Kart have appeared in the Super Smash Bros. series: Super Smash Bros. Brawl features a Mario Circuit stage based on Figure-8 Circuit from Mario Kart DS, Super Smash Bros. for Nintendo 3DS features a Rainbow Road stage based on its appearance in Mario Kart 7, and Super Smash Bros. for Wii U features a Mario Circuit stage based on its appearance in Mario Kart 8, as well as reusing the Mario Circuit stage from Brawl. Although not actually shown in the first Super Smash Bros. for the Nintendo 64, the franchise (which at that time had been composed of just Super Mario Kart and Mario Kart 64) was alluded to in a promotional ad for the game in Nintendo Power, where it mentioned that Nintendo's famous cast had previously "raced go-karts" when announcing their new role in the fighting ring.
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. 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. 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. The game dwarfed all other five Mario Wii games released up until then for the Wii combined when comparing first week sales. 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. It ranked the fourth-best-selling game of December 2008 in the United States, selling in excess of 979,000 copies. 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. As of March 2009, Nintendo has sold 15.4 million copies of Mario Kart Wii worldwide. As of January 4, 2009, it has sold 2,133,000 copies in Japan. It is also the fourth-best-selling game of Japan in 2008. 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). It was the second-best-selling game of 2008 in the United States, selling in excess of 5 million copies. In France, it sold 4.8 million units, which is more than it sold in Japan (3.7 million).
Mario Kart Wii's Battle mode is similar to that seen in previous installments in which players drive around an enclosed arena and attack each other using items. The players are divided into two teams, red and blue, and teammates cannot harm each other with their items. There are two variants of Battle mode available: Balloon Battle and Coin Runners. In Balloon Battle, each player's kart has three attached balloons. A player gains a point each time they pop or steal a balloon belonging to an opposing team player, but loses a point each time they lose all balloons. In Coin Runners, the players collect coins scattered throughout the arena and attack opposing team members to make them drop coins. The team that has accumulated the most points or coins total when the three-minute time limit expires wins.
Arcade Machine Mario Kart Arcade GP DX is the third Mario Kart game for arcades, released in 2013. It adds Mario Kart 7's gliders and submersible karts, plus new playable characters to the arcade installments, Bowser Jr., Rosalina, Metal Mario, Baby Mario, Baby Peach, Daisy, and King Boo, the latter six being characters added through game updates (while King Boo could only be obtained through a limited-time event). Additionally, Don-chan crosses over from the Taiko no Tatsujin series, and Pac-Man is redesigned to use his appearance from the animated television show Pac-Man and the Ghostly Adventures. Two new modes are introduced as well: "Alter-Ego," which uses online functionality to allow players to race against ghosts set by other players; and "Team," which allows two players to face against two computer-controlled opponents, and combine their karts to form a more powerful vehicle.
Like most RPGs, the Final Fantasy installments use an experience level system for character advancement, in which experience points are accumulated by killing enemies. Character classes, specific jobs that enable unique abilities for characters, are another recurring theme. Introduced in the first game, character classes have been used differently in each game. Some restrict a character to a single job to integrate it into the story, while other games feature dynamic job systems that allow the player to choose from multiple classes and switch throughout the game. Though used heavily in many games, such systems have become less prevalent in favor of characters that are more versatile; characters still match an archetype, but are able to learn skills outside their class.
Mega Man set out to stop Wily and his robots again, who had stolen the new parts developed by Dr. Light and kidnapped Roll. If the player decides to pursue Wily, Mega Man will mention that Wily's scheming has ended, and then moves in close, presumably to apprehend him. However, he then reacts in shock when he discovers that "Wily" was in fact a mechanical duplicate. If the player decides to rescue Roll, Roll will apologize for worrying Mega Man before revealing she managed to steal some energy from the Wily Robot. In Mega Man's ending, Mega Man says he will bring peace for both humans and robots, and Dr. Wily informs Mega Man that he is no different than him, as he destroyed Wily's robots. Mega Man is in disbelief with what Wily said, but Dr. Light, Roll, and Auto appear to cheer him. Proto Man also appears if he was his partner. Mega Man starts feeling better, but Wily uses their distraction to escape again, and Mega Man starts to pursue him. His cooperative mode ending with Bass has him forced into a battle with Bass shortly after stopping Wily, despite both being significantly injured due to Bass wanting to fulfill his directive, although the conclusion is never revealed. In his cooperative mode ending with Duo, he wishes Duo luck as he proceeds to leave the planet with the energy.
Of the two gears available, the obvious standout is “Speed,” which allows you to slow down the world for brief but critical periods at the touch of a button. It would be hard to overstate how much this simple addition changes the feel of the game’s levels—an otherwise well-crafted, but not especially notable, collection of interesting gimmicks and corridors filled with the customary assortment of spikes and pits. The Mega Man formula typically stacks a horde of fast-moving, relatively fragile enemies against your hero, an aggressive, screen-clearing powerhouse who blasts them away to clear his path. By making Mega Man the most maneuverable thing in the equation, it inverts the basic question these games have been asking for 30 years, changing it from “How do I eliminate the obstacles in my way?” to “How do I elegantly weave my way through this situation in the fleetest, most stylish way possible?” Don’t want to deal with an awkwardly placed turret? Slow down time and navigate around it. An enemy leaps at you? Smack the Speed button, slide under them as they drift lazily over your head, and get on with your day. It’s empowering stuff, in a way that yet another flashy gun or attachment for your robot dog couldn’t match. The Speed gear’s mate, the Power gear, is far less of a game-changer, simply boosting your damage output and tweaking your special weapons, but it does force you to balance a shared heat gauge to keep either of the pair from burning out. And if that feels too restrictive, there’s also a low-key upgrade system on hand to ease the pressure and keep a careful player in bullet time as often as not. The game’s later levels push even this upgraded slowdown ability to its limits, but it never takes the full plunge into masochistic demands for perfect, precise play.
In Hyrule Warriors and Hyrule Warriors Legends, Impa is Zelda's faithful servant/protector, general, and advisor. General Impa possesses a samurai-like devotion to Zelda, similar to her Ocarina of Time and Skyward Sword incarnations. When Zelda goes missing, Impa is determined to find Zelda and enlists the help of the inexperienced Hero Link to find her. Ironically, Impa is suspicious and distrustful of the mysterious Sheik, mostly due to Sheik claim that she is a Sheikah survivor and member of Impa's tribe. Impa fails to realize Sheik's true identity, until it is revealed following Fake Zelda's defeat. However she knows Zelda character well enough to realize the Princess Zelda causing trouble in the Era of the Hero of Time was nothing more than a fake. She is shown to be visibly relieved when she learns that Princess Zelda had been fighting alongside her and the Hyrulean Forces while disguised as Sheik, despite her deception. After reuniting with the Princess, Impa returns to her role as Zelda's advisor and defender. Though she respects Zelda's judgment, Impa is shown to voice her opinion about the potential consequences, such as when she warned Zelda of the dangers of having Link remove the Master Sword from its pedestal in the Temple of the Sacred Sword in order to defeat Cia. Impa's fears are later realized when the final seal on Ganondorf's soul breaks, though continues to serve Zelda even after Ganondorf obtains the complete Triforce.
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.
Phantom Slash's fully charged attack is now momentarily delayed, allowing Zelda to move around before the Phantom rushes forward. Zelda can set it as a trap and attack the opponent in tandem with the Phantom, or she can retreat behind it for protection. This also discourages the opponent from reflecting the Phantom since she now has enough time to respond with Nayru's Love.
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.
Mega Man's playstyle is unique and unorthodox when compared to other fighters, having many projectiles in his moveset (his neutral attack, forward tilt, forward smash, neutral aerial, up aerial, Metal Blade, Crash Bomber and Leaf Shield are all projectiles). However, this only makes Mega Man's comboing ability better and more reliable, as his attacks can easily link into the other when used correctly, allowing Mega Man to easily rack up large amounts of damage on an opponent. His Metal Blade and Crash Bomber are considered to be two of the best projectiles in the game, as both have a wide variety of uses: Crash Bomber is a reliable mindgame tool that forces a punishable reaction out of the opponent: a defensive move (such as shielding or rolling), rushing Mega Man down in an attempt to give back the crash bomber, or simply taking the damage from its explosion. It also dishes out a good amount of shield damage and can combine well with the Metal Blade, forward smash, up aerial, and leaf shield for shield pressure. Metal Blades can string into a grab or dash attack, edgeguard, pressure shields, and even string into up tilt for a kill at higher percentages. Leaf Shield deprives the user of many of his options but in exchange he is granted four hitboxes around him and gives him the unique ability to attack while shielding or during invincibility frames, and it can also be used to gimp or interrupt recoveries of certain characters (such as Ness). When fired as a projectile, it also travels at a further range than any of his others and has high priority, it will outprioritize many other projectiles and continue moving. Complementing his heavy weight, Mega Man possesses an above average recovery in Rush Coil that makes him difficult to kill: it not only boosts him at a high distance, but has the unique quirk of allowing Mega Man to still use his double jump if he hasn't already and should Rush remain on-screen long enough, bouncing off of him can save the player if he gets meteor smashed
Three years after this, Dr. Wily, now working together with Dr. Light, went to investigate the ruins because the electromagnetic field started increasing, this being a good chance to clear his name. After a few days of search, Wily uncovered an ancient alien super computer inside the temple, Ra Moon, which revived his various Robot Masters from Mega Man 2 and Mega Man 3 by analyzing the information about them in Dr. Wily's laptop. Wily thought it would be a great chance to conquer the world.
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.
Outside of his armor, Rock appears as a ten-year-old boy with spiky hair, the color of which varies between games from black to brown. His armor, however, resembles that of most other Robot Masters in that it's a skintight bodysuit with large rounded coverings on the lower arms and legs, and typical 'superhero briefs'. Mega Man's primary color is light blue with a dark blue 'trim' (his arms, legs, helmet and 'briefs'). His helmet has a raised light blue square in the forehead and a light blue ridge running straight back from the square, resembling an exclamation mark. His helmet also features round light blue sections with red circles in the center over his ears. He also has red circles in his Mega Buster and below his feet.
The game introduces the double gear system. Using the shoulder buttons the player is able to activate either the power gear or the speed gear. The power gear makes your shots more powerful and the speed gear slows down enemies. You can only use each of these temporarily, because they'll over heat if you leave them active for too long. If this happens the double gear will will have to recharge before it can be used again. The game is perfectly designed so that you could make do without them, but it will push you to use these systems a lot. Some enemies are easier to dispatch with the speed gear, and most boss fights are made easier with the power gear. It seems gimmicky at first and upon first playing the game you'll often forget you have them, but once you settle in you'll find yourself using these systems more and more as you encounter hazards in levels that will encourage you to do so. There's another added benefit of the double gear system. When critically low on health you can press both shoulders at the same time to activate both the speed gear and power gear simultaneously. It's mostly a last ditch effort when low on health, and you can't actually turn this off, meaning your double gear will have to recharge without fail after its use, but it can help you out in a moment of desperation.
Link's adventures around the kingdom of Hyrule with Princess Zelda are not just restricted to the console at home. In 1989 there was an American animated series which was based on the first games and over time received a cult following. Since then, comics, books and other Zelda fan merch have become well-loved and have helped the series to become so well known. Most notably is the storybook "Hyrule Historia" which was released in 2011 for the series' 25th anniversary and offers a taste of Nintendo's successful story and their fascinating world.
"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.