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Post by Seth Drakin of Monster Crap on Oct 25, 2007 17:13:54 GMT -5
8. Donkey Kong Country Donkey Kong Country, released in Japan as Super Donkey Kong, is a video game developed by Rare, featuring the popular arcade character, Donkey Kong. It was released for the SNES and Super Famicom in 1994. It was ported to the Virtual Console on the Nintendo Wii, and released on December 7, 2006 in Australia, December 8, 2006 in Europe, December 12, 2006 in Japan, and February 19, 2007 in North America. It was produced by Tim Stamper. This was the first Donkey Kong game that was not produced or directed by Shigeru Miyamoto. In this game, Donkey Kong has to recover his stolen hoard of bananas from King K. Rool and the Kremlings. His banana hoard was located just in a cave underneath his house. He has the special help of his nephew and best buddy, Diddy Kong, who idolizes DK. Cranky Kong lends some advice along the way. Funky Kong and Candy Kong also lend a hand. It was also the first time Donkey Kong's home environment, Donkey Kong Island, was established. The game played much like typical platforming games of the day. One noticeable difference was the inclusion of two characters: Donkey Kong and Diddy Kong. Each Kong could take a hit, and once both were gone, a life was lost. The two had different abilities and strengths; Donkey could slap the ground and unveil secrets, as well as defeat stronger enemies, while Diddy was faster and more athletic. The player could switch between them via a "tag" that would be reused throughout the series. Donkey is best used in Caves, because there are stronger enemies in caves (according to the manual). Diddy is best for "acrobatic" levels. There were six worlds: Kongo Jungle, Monkey Mines, Vine Valley, Gorilla Glacier, Kremkroc Industries Inc., and Chimp Caverns (as well as one final level, Gangplank Galleon). Due to the game's graphical abilities, the levels could look quite different from each other, with one being a snowstorm-ridden mountain, and another being a dangerous factory. The Kongs' goal was to get to the end of the level, while collecting bananas (100 would give an extra life), extra life balloons, or animal tokens, which would send them to an animal partner themed bonus level. As with the Mario series, the Kongs could beat typical enemies simply by jumping on them. They can also throw barrels, slap the ground to turn enemies into a banana, or roll/cartwheel to knock them out. There were normal barrels, partner or DK barrels (which had a missing partner inside), steel barrels (which could bounce off walls and be ridden on), and TNT barrels which destroy enemies and certain walls with a powerful explosion. A prevalent part of the game were barrel cannon courses, where the player had to navigate the Kongs through cannon-like blast barrels.
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 17:21:21 GMT -5
7. Chrono Trigger Chrono Trigger is a console role-playing game developed and published by Square (now Square Enix) for the Super Nintendo Entertainment System video game console. It was first released on March 11, 1995 in Japan and on August 22, 1995 in North America. The game's story follows a group of young adventurers who are accidentally transported through time and learn that the world will be destroyed in the distant future. Vowing to prevent this disaster, they travel throughout history to discover the means to save the planet. Chrono Trigger was developed by a group called the "Dream Team" or "Dream Project" consisting of Hironobu Sakaguchi, Kazuhiko Aoki and composer Nobuo Uematsu, known for their works on the Final Fantasy series, and Yuuji Horii and artist Akira Toriyama, known for their works on the Dragon Quest series. At the time of its release, certain aspects of Chrono Trigger were seen as revolutionary — including multiple endings, plot-related sidequests focused on character development, unique battle system, and detailed graphics. It came in second place behind The Legend of Zelda: Ocarina of Time on the IGN Reader's Choice 2006 list of 100 greatest video games of all time, and was ported by TOSE and re-released by Square in Japan for the Sony PlayStation during 1999. In 2004, Chrono Trigger finished runner up to Final Fantasy VII in the inaugural GameFAQs video game battle. In 2001, it was released in North America as part of Final Fantasy Chronicles for the PlayStation, which also includes Final Fantasy IV. It has never been released in PAL territories. Chrono Trigger features standard RPG gameplay, but with various innovations. As with most early RPGs, the player assumes control of the protagonist and his companions throughout the game's two-dimensional fictional world, consisting of various forests, cities, and dungeons. Navigation is conducted via an overworld map, depicting the landscape from a scaled down overhead view. Locations such as cities and forests are represented by more realistically scaled field maps, in which players can converse with locals to procure items and services, solve puzzles and challenges, or encounter enemies. However, Chrono Trigger's gameplay deviates from traditional RPGs in that, rather than random encounters, many enemies are openly visible on field maps or lie in wait to ambush the party. Contact with enemies on a field map initiates a battle that occurs directly on the field map itself rather than on a separate battle screen. This concept had previously been featured in such titles as Secret of Mana and Final Fantasy Adventure, but was uncommon at the time for RPGs outside the action RPG genre. More in line with traditional RPG elements, players and enemies may use physical or magical attacks and items to wound targets during battles. For both the playable characters and the CPU-controlled enemies, each attack reduces their number of hit points (a numerically based life bar), which can be restored through potions or spells. When a playable character loses all hit points, he or she faints; if all the player's characters fall in battle, the game ends and must be restored from a previously saved chapter—except for specific storyline-related battles that allow the player to lose. Players can equip characters with weapons, armor, helmets, and accessories that provide special effects (such as increased attack power) in battle, and use various consumable items. These items and equipment may be purchased or found on field maps, often in treasure chests. By exploring new areas and combating enemies, players progress through Chrono Trigger's story. Chrono Trigger uses an Active Time Battle (ATB) system, a staple of Square's Final Fantasy game series that was designed by Hiroyuki Itô for Final Fantasy IV. However, the variation used in Chrono Trigger is different than previous versions; the game is defined on-screen as running "Active Time Battle 2.0". Each character can take action in battle once a personal timer — dependent on the character's speed statistic — counts to zero. Magic and special physical techniques — such as sword abilities — are handled through a system called "Techs". Techs deplete a character's Magic points (a numerical meter that works like Hit Points), and often have special areas of effect; some spells damage huddled monsters, while others can harm enemies spread in a line. Enemies often change positions during battle, creating opportunities for tactical Tech use. A unique feature of Chrono Trigger's Tech system is that numerous cooperative techniques may be used. Each character receives eight personal Techs which can be used in conjunction with others' to create Double and Triple Techs for greater effect. For instance, Crono's sword-spinning Cyclone Tech can be combined with Lucca's Flame Toss to create Fire Whirl. When characters with compatible Techs have enough Magic Points available to perform their techniques and are able to take action, the game automatically displays the combo as an option. Chrono Trigger features other unique gameplay traits, including time travel. Players have access to seven eras of the game world's history, and actions taken in the past eras affect future events. Throughout history, players find new allies, complete peripheral quests and search for keynote villains. Time travel is accomplished via portals and pillars of light called "time gates", as well as a time machine named "Epoch". Additionally, Chrono Trigger took advantage of Mode 7 texture mapping, employing the technique in a racing minigame and several cut scenes. The game also supports a New Game+ option. After completing the game, players may start the game over using data from the previous session. Character levels, learned techniques and equipment and items gathered copy over, while acquired money and some story-related items are discarded. Other unusual features of Chrono Trigger are that it can be completed without the protagonist in the party and that it features multiple endings. The player's progress prior to the final battle determines which of thirteen endings — some with slight variations determined by small choices — the player will receive. Moreover, some endings can only be viewed on a New Game+ session, in which the final boss can be challenged earlier than normally allowed. Square used the New Game+ concept in later titles, such as Vagrant Story, Chrono Cross, Parasite Eve and Final Fantasy X-2. Chrono Trigger's seven playable characters come from several different eras throughout the game world's history. The game begins in 1000 A.D. with Crono, Marle and Lucca. Crono is a silent protagonist, and characterized as a brave, fearless young man who is skilled in the use of the katana, while Marle is actually Princess Nadia of the Guardia kingdom, an active, spirited tomboy often at odds with her father, the king. Lucca is a mechanical genius and — more comfortable around machinery than people — has few friends other than Crono. She has a passionate interest in science, fueled by an accident that claimed her mother's legs several years earlier, and her home is now filled with laboratory equipment and machinery. From 2300 A.D., Robo is a robot with a bright and curious personality created to assist humans. A worldwide disaster in 1999 A.D. had rendered him dormant, but after he is found and repaired by Lucca, he joins the group out of gratitude.[9] At the other end of the timeline is Ayla, a prehistoric woman living in 65,000,000 B.C. Characterized as fierce, confident and unmatched in strength, Ayla is the chief of Ioka Village and has been leading her people in a war against the Reptites, evolved humanoid dinosaurs seeking dominance over the world. The last two characters to join the group come from 600 A.D. — Frog and the optional character Magus, though the latter was born in the 12000 B.C. era. Frog is a former squire originally named "Glenn"; his body was changed into that of an anthropomorphic frog by Magus. After Magus slew his friend, Cyrus, and transformed him into a frog, Frog dedicated his life to protecting the queen of Guardia and avenging Cyrus by killing Magus. Blaming himself for failing his friend, Frog is depicted as chivalrous but mired in regret over the past. Magus is a powerful sorcerer and the leader of the Mystics, a race of demons and intelligent animals who war with humanity in this time period. Magus was originally called "Janus", and was the prince of the Zeal kingdom in 12000 B.C. However, the extraterrestrial entity known as "Lavos" destroyed his kingdom and sent him to the era of 600 A.D. when he was still a child. Desiring vengeance against Lavos, and concerned over the unknown fate of his sister, Schala, he is portrayed as cynical and brooding. Chrono Trigger's story begins with the Millennial Fair of 1000 A.D., a celebration of the millennium since the founding of the Kingdom of Guardia. The protagonist, Crono, is awakened by his mother and proceeds to Leene Square, where the fair is being held. After accidentally bumping into a girl named "Marle", they quickly become friends and visit the main attraction of the fair, a teleportation device constructed by Crono's inventor friend, Lucca. An eager volunteer, Marle, disappears when the demonstration goes awry and reacts with her pendant, teleporting her through a mysterious portal, leaving only the pendant. Determined to find his new friend, Crono retrieves the discarded pendant and Lucca activates the machine once more, sending Crono through the same portal. He reappears in a forest grove, and upon finding a nearby town learns that he has gone back in time four hundred years. At Guardia Castle, he soon discovers Marle dressed in royal garb, and she reveals that the queen of Guardia in this era, Leene, has gone missing. A search party found Marle, and — mistaking her for the queen — brought her to the castle. A moment later, Marle vanishes once again and Lucca arrives, having created a device called the "Gate Key" that allows her to open nearby time portals. Lucca determines that Marle is actually the princess of Guardia in 1000 A.D., and that the death of her missing ancestor could cause Marle to never exist. With the help of a talking, humanoid amphibian called "Frog", Crono and Lucca discover that Queen Leene was kidnapped by the "Mystics", intelligent animals and demonic creatures who worship the wizard Magus. They then rescue her, save Marle and return to their own time period. There, Crono is placed on trial for allegedly kidnapping Marle. Through the manipulations of the king's chancellor, Crono is sentenced to death, but later breaks free from his prison. While making his escape, he locates Lucca and Marle, and the three flee into a nearby forest, where they are cornered by royal soldiers. There, the king asks Marle to return to his side, but she refuses due to his ill consideration of her friends and personal wishes. The three adventurers then stumble into a time gate activated by Lucca's Gate Key, and escape to a future era. There, they are shocked to find a devastated world filled with the ruins of advanced technology. While investigating a large dome structure, they discover a video recording of the destruction of the game world's surface, caused by a creature called "Lavos", who had been dwelling under the planet's surface until 1999 A.D. Determined to stop Lavos before it can destroy the world, the group enlists a robot from the future called "Robo" and — via another "time gate" — arrive at the ethereal End of Time (year ), where an enigmatic old man offers advice to the player for the game's quest. Additionally, various time gates located here allow access to all eras significant to the storyline. The party makes this a sort of a base of operations. Crono and his friends return to 1000 A.D., and soon discover that Magus apparently created Lavos during the Middle Ages.[14] They return to 600 A.D. and learn that they must obtain a sword called the "Masamune" in order to defeat Magus, but that only the legendary "Hero" can wield it. After helping Guardia's knights defend against an assault from Magus' army, they climb the Denadoro mountains and discover from its guardians, Masa and Mune, that the Masamune is broken. It is soon revealed that the legendary Hero is actually Frog, who keeps the hilt of the Masamune, and that the sword was made by Melchior, a swordsmith living in Crono's time. Returning to 1000 A.D., Melchior informs Crono and his companions that they require Dreamstone, a rock only found in ancient times, to repair the Masamune. The player must then guide the adventurers to 65,000,000 B.C. via a time gate at the End of Time in order to locate the mineral. There the party meets the cavewoman Ayla, who gives Crono Dreamstone after he wins a drinking contest with her. However, the Gate Key is stolen the next day by Reptites, advanced humanoid dinosaurs who are at war with humans, whom they refer to as "apes". Ayla helps Crono retrieve the Gate Key, and he and his friends return to Melchior's hut. With the aid of Lucca and Robo, Melchior repairs the blade, and Frog agrees to accompany Crono to Magus' castle and wield the Masamune against him. There, they fight Magus' generals — Ozzie, Flea and Slash — and an army of Mystics before facing Magus himself, who was in the process of casting a spell involving Lavos. Upon his defeat, he reveals that he did not create Lavos, but merely intended to summon it, and that the creature lies within the planet, siphoning its energy. The interruption of Magus' summon spell causes a massive time gate to open, swallowing Magus' castle and everyone within. Crono and his friends awaken in 65,000,000 B.C. once again, and after helping Ayla defeat the Reptites for a final time at their central fortress, it is revealed to the player that Lavos is an extraterrestrial life form that arrived on the world during this era. Discovering a new time gate at Lavos' impact crater, they visit the ancient, enlightened Kingdom of Zeal in 12000 B.C., where they learn more about the creature. This floating kingdom had recently discovered Lavos, and — seeking to drain its power — constructed a conduit for the energy known as the "Mammon Machine" and a facility to house it called the "Ocean Palace". A mysterious prophet in Zeal warns the kingdom's queen about the adventurers, and they are forced to return to 65,000,000 B.C., with the time gate they used then sealed. Unable to return to Zeal via the time gate, they go to the End of Time for advice and learn of the Wings of Time, a time machine constructed by Belthasar, a Guru of Zeal sent to the far future. Locating the machine in 2300 A.D., they rename it "Epoch" and return to 12000 B.C., where they learn that the Ocean Palace is soon to be activated. Rushing to the facility, they witness Lavos awakening, disturbed by the Mammon Machine. At this time, the prophet reveals himself to be Magus and attempts to destroy Lavos, but is defeated and his powers drained. Crono then challenges the creature, attempting to save the lives of his companions, but Crono is killed, his body vaporized by the monster. Lavos then destroys the entire kingdom, transports its prince, Janus, to the Middle Ages, and sends the three Gurus — Melchior, Belthasar and Gaspar — to various places throughout time. Before the remaining party members and Magus can be killed, Schala, Zeal's princess, saves them by transporting them out of the palace and to the only remaining human settlement while she remains behind. However, Crono's friends have little time to grieve before Dalton, a former leader of security in the kingdom, arrives at the village and declares himself ruler of the world. Having saved the Blackbird — an ornate airplane — from destruction, he interns the party aboard and takes to the sky. Additionally, Dalton impounds the Epoch, and has his henchmen give it flight capabilities. The party soon escapes and defeats Dalton in a battle atop the redesigned Epoch, which the adventurers then use to accidentally blast the Blackbird while they escape. Distraught over Crono's death, they meet with Magus, who reveals that he is Janus Zeal, and grew up in the Middle Ages waiting for a chance to get revenge on Lavos.[18] Moreover, he offers the party members the opportunity to settle their feud in a final battle, and informs them that Gaspar could possibly help bring Crono back. Should the player refuse to fight Magus, he then joins the party. Visiting the old man at the End of Time, the player learns that he is Gaspar, transported here during Lavos' destruction of Zeal. He gives them an egg-shaped device called the "Chrono Trigger", which he explains allows for a special form of time travel. Following his instructions, they soon use the device to visit the moment of Crono's death and freeze it in time, extracting him from the moment just before he would have been killed. With the team reassembled, the group visits Gaspar once again, who relates various issues affecting the world across the eras. He suggests that participating in these optional sidequests will help the party prepare for Lavos. Traveling to 600 A.D., they defeat a creature named "Retinite" who caused a forest to become a desert. To help cultivate the forest and ensure its survival, the party leaves Robo behind, and he spends the next several hundred years working to maintain the land. Returning to pick him up in 1000 A.D., the group holds a campfire reunion in the forest and speculate that the gates through time were created by an entity other than Lavos, who wished for the adventurers to travel through time and fulfill a specific purpose. After the group falls asleep, a mysterious red time gate appears, which Lucca enters. Traveling to 990 A.D., Lucca has the opportunity to save her mother from the accident that cost her the use of her legs. The incident prompts Lucca's younger self to take up an interest in machinery so that she can prevent any future accidents. Additionally, the party confronts the few remaining members of Magus' army in 600 A.D. His former generals, now realizing that he was only using the Mystics, attack the group once again, but die in the battle that follows. In 2300 A.D., the journey takes them to the facility where Robo was constructed. There, they discover that the programming of his AI creator, Mother Brain, has become corrupt, and that she is using the facility as an extermination plant for humans. With much regret, Robo destroys both his creator and reprogrammed friend, Atropos, shutting down the facility's system. Later, in 1000 A.D., the party learns that the ghost of Frog's friend, Cyrus, is haunting ancient ruins near a town. Traveling there, Frog visits the grave he had constructed for his friend, and helps his spirit find peace, even if he did not kill Magus. On another journey, the party embarks to find the Sun Stone, a mythical artifact once used as a power source in Zeal. They locate it in a lost stronghold of the kingdom, uprooted from the sea floor in 2300 A.D., but learn that its power has burnt out. Taking it to 65,000,000 B.C., they leave it to recharge over the course of millions of years, but later find that it was looted in 1000 A.D. In order to coax it from its captor, the greedy Porre mayor, they travel to 600 A.D. and teach charity to his ancestor by giving food to him and his wife. With the Sun Stone secured, in 600 A.D. they soon discover another legendary artifact, the Rainbow Shell. Located in the underground remains of the Reptite fortress — preserved since its destruction in 65,000,000 B.C. — the large shell is too large for the group to remove, so they procure the aid of the Middle Age's King Guardia XXI, who stores the large shell in Guardia Castle. However, when the party returns to 1000 A.D., they find that Marle's father, King Guardia XXXIII, is being put on trial by his own chancellor for allegedly attempting to sell the shell, now a royal heirloom.[26] Crono and his companions soon publicly reveal the chancellor to be a Mystic imposter, defeat him and help Marle and her father put their differences aside. Finally, the adventurers infiltrate the arisen Ocean Palace — now called the "Black Omen" — where Queen Zeal still resides, having survived Lavos' destruction of her kingdom and become a puppet to the creature's power. The party defeats the corrupted queen and destroys the Mammon Machine at the heart of the palace, causing the entire facility to be disintegrated. A final confrontation with Lavos itself follows, in which the party first penetrates the creature's shell with the Epoch (or chooses to fight through the shell without the use of the epoch), and then discovers that Lavos has been harvesting DNA on the planet while absorbing the energy produced. Presented with the results of Lavos' genetics, they confront its true form and finally destroy the creature. The actual ending of the game depends on when the player defeated Lavos, as well as some other choices that can produce minor variations. The first time through the game, team members say their goodbyes during the last night of the Millennial Fair and return to their own eras in time. Additionally, if Magus joined the party earlier, it is revealed that he now plans to search for his missing sister, Schala. Crono's mom then accidentally enters the time gate at the fair before it closes, however, prompting Crono, Marle and Lucca to set out in the Epoch on another adventure to find her while fireworks light up the night sky.
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Post by Z-A Sandbaggin' Son of a b!%@h on Oct 25, 2007 17:24:34 GMT -5
God Chrono Trigger RULES!
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 17:32:14 GMT -5
6. Final Fantasy VI aka Final Fantasy III Final Fantasy VI is a console role-playing game developed and published by Square (now Square Enix) in 1994 as a part of the Final Fantasy series. The game first appeared on the Super Nintendo Entertainment System, then was ported by TOSE with minor differences to the Sony PlayStation and the Nintendo Game Boy Advance. It was first released in North America as Final Fantasy III, although the original title has been restored in later releases. The game's story focuses on a group of rebels as they seek to overthrow an imperial dictatorship. Final Fantasy VI was the first game in the series to be directed by someone other than producer and series creator Hironobu Sakaguchi; the role was filled instead by Yoshinori Kitase and Hiroyuki Itô. Released to critical acclaim, the game is regarded as a landmark of the series and of the role-playing genre. Final Fantasy VI has more battle customization options than its predecessors and has the largest playable cast in the Final Fantasy series to date, excluding spin-off titles. It remains widely praised for its storyline and characters. Like previous Final Fantasy installments, Final Fantasy VI consists of four basic modes of gameplay: an overworld map, town and dungeon field maps, a battle screen, and a menu screen. The overworld map is a scaled-down version of the game's fictional world, which the player uses to direct characters to various locations. As with most games in the series, the three primary means of travel across the overworld are by foot, chocobo, and airship. With a few plot-driven exceptions, enemies are randomly encountered on field maps and on the overworld when traveling by foot. The game's plot develops as the player progresses through towns and dungeons. Town citizens will offer helpful information and some residents own item or equipment shops. Later in the game, visiting certain towns will activate side-quests. Dungeons appear as a variety of areas, including caves, sewers, forests, and buildings. These dungeons often have treasure chests containing rare items that are not available in most stores. Some dungeons feature puzzles and mazes, which require the player to divide the characters into multiple parties. The menu screen is where the player makes such decisions as which characters will be in the travelling party, which equipment they wield, the magic they learn, and the configuration of the gameplay. It is also used to track experience points and levels. Combat in Final Fantasy VI is menu-based, in which the player selects an action from a list of such options as Fight, Magic, and Item. A maximum of four characters may be used in battles, which uses the series' traditional Active Time Battle system, or ATB, which was designed by Hiroyuki Itô and first featured in Final Fantasy IV. Under this system, each character has an action bar that replenishes itself at a rate dependent on their speed statistic. When a character's action bar is filled, the player may assign an action. In addition to standard battle techniques, each character possesses a unique special ability. For example, Locke possesses the ability to steal items from enemies, while Celes' Runic ability allows her to absorb most magical attacks cast until her next turn. Characters are rewarded for victorious battles with experience points and money, called gil (GP in the original North American localization). When characters attain a certain amount of experience points, they gain a level, which increases their statistics. An additional player may play during battle scenarios, with control of individual characters assigned from the configuration menu. In contrast to previous versions of the Active Time Battle system, the player is able to pick from any character that has a filled action bar and has not yet received any commands, rather than being forced to issue commands to whichever character had his or her action bar filled first. Another new element is a powerful attack substitution that occasionally appears when a character's health is low. Similar features appear in later Final Fantasy titles under a variety of different names, including Limit Breaks, Trances, and Overdrives. Characters in Final Fantasy VI can be equipped with a wide variety of weapons, armor and accessories (known as "Relics") to increase their statistics and obtain special abilities. Most of this equipment can be used by several different characters, and each character may equip up to two Relics. Relics have a variety of uses and effects, some of which alter basic battle commands, allow characters to use multiple weapons, provide permanent status changes during battle or use protective magical spells in response to being near death. Although only two characters start the game with the ability to use magic, almost every character can learn to do so. Characters may equip magicite, which enables the summoning of espers, this game's incarnation of summoned monsters (including several recurring summons such as Ifrit, Shiva, Bahamut and Odin, along with many new summons exclusive to Final Fantasy VI), as well as that of specific magic spells. If a character has a piece of magicite equipped, he or she will gain "Magic Acquisition Points" after most battles. As a character gains magic AP, he or she gradually learns spells from the magicite equipped and will gain additional statistic bonuses when leveling up, depending on the magicite. Final Fantasy VI takes place on a large, unnamed world. During the course of the game, its geography and landscape change due to various developments in the game's plot. During the first half of the game, the world is divided into two major continents and referred to as the World of Balance. The northern continent is punctuated by a series of mountain ranges and contains many of the locations accessible to the player. Halfway through the game, the world's geographical layout is altered, resulting in its two large continents splitting into several islands of various size situated around a larger continent at their center. This altered layout of the game's locations is referred to as the World of Ruin. In contrast to the medieval settings featured in previous Final Fantasy titles, Final Fantasy VI is set in a steampunk environment. The structure of society parallels that of the latter half of the 19th century, with opera and the fine arts serving as recurring motifs throughout the game, and a level of technology comparable to that of the Second Industrial Revolution. Railroads are in place and a coal mining operation is run in the northern town of Narshe. Additionally, several examples of modern engineering and weaponry (such as a chainsaw, power drill and automatic crossbow) have been developed in the kingdom of Figaro. However, communication systems have not reached significant levels of development, with letters sent by way of carrier pigeon serving as the most common means of long-distance communication. The in-game historical context of the story is mysterious to the player at the beginning of the game, but over the course of the first half of the game (particularly towards the end of this segment), the characters come to understand the situation as follows. One thousand years before the events of the game, three gods who served as the source of all magic in the world were at war with one another. This quarrel released magical energy into the world, transforming any human touched by it into an esper, each under the control of the gods. The gods, known as the Warring Triad, then used the espers as soldiers in their war against one another in a conflict known as the War of the Magi. Eventually, the gods realized their war had disgraced them, and in order to repent, they returned free will to the espers and turned themselves to stone. Their only request was that the espers ensure their power remain sealed so that it could not be misused again. When the war ended, the remaining humans and espers were burdened with differences in lifestyle, appearance, and beliefs. As a result, the espers departed to a hidden land, taking the statues of the gods with them and sealing the entrance to their world. Gradually, the human race built a society based on technology while the War of the Magi passed into legend. In the present day, the most powerful technology is in the hands of the Empire, a cruel and expanding dictatorship led by Emperor Gestahl and his top generals, Kefka, Leo and Celes Chere. Approximately eighteen years before the events of the game begin, the barrier between the esper's land and the rest of the world weakens and a human woman passes through. Though most of the espers are untrusting of her and believe that humans cannot co-exist with espers, one named Maduin believes that they should at least try before passing judgment. The woman stays in the espers' world, and soon she and Maduin have a child named Terra. At this time, driven by greed to wield the legendary power of the espers, Gestahl takes advantage of the weakened barrier and launches a strike on the espers' land in an attempt to capture as many espers as possible. Despite the esper elder casting a spell to send Gestahl's forces back through the gateway and to seal the gate once again, many espers are captured, and Maduin, his wife, and infant Terra are also caught in the spell. Maduin and his child are captured, while his wife dies. Using the espers as a power source, Gestahl initiated a research program to combine magic with machinery and infuse humans with magical powers, the result being a technology known as Magitek. The Empire allocated this concept of Magitek into large mechanical vehicles known as Magitek Armor, allowing a soldier to use the power of magic. Additionally, Kefka was infused with magic, becoming one of the prototypes in a line of soldiers called Magitek Knights that would later include Celes Chere. The process was still experimental in the prototype phase and as a result, Kefka's sanity was impaired. Another Magitek invention was the Slave Crown, a device that allows a person to control another. As Terra grew older, the Empire would use this device to control her actions and use her as a weapon. Though the potency of Magitek is less than that of natural magic, as of the beginning of the game, the Empire is on the verge of rediscovering the full potential of magic by reopening the gateway to the world of the espers. However, the Empire's rule is opposed by the Returners, a group of rebels seeking to overthrow the Empire and free its territories. Final Fantasy VI features fourteen permanent playable characters, the most of any game in the main series, as well as several secondary characters who are only briefly controlled by the player. Primary characters include Terra Branford, a reserved half-human, half-esper girl who spent most of her life as a slave to the Empire and is unfamiliar with love; Celes Chere, a former general of the Empire, who joined the Returners after being jailed for questioning imperial practices; Locke Cole, a treasure hunter and rebel sympathizer with a powerful impulse to protect women; Edgar Roni Figaro, a consummate womanizer and the king of Figaro, who claims allegiance to the Empire while secretly supplying aid to the Returners; Sabin Rene Figaro, Edgar's brother, who fled the royal court in order to pursue his own path and hone his martial arts skills; Cyan Garamonde, a loyal knight to the kingdom of Doma who lost his family and friends as a result of Kefka poisoning the kingdom's water supply; Setzer Gabbiani, a habitual gambler and thrill seeker; Shadow, a ninja mercenary, who offers his services to both the Empire and the Returners at various stages throughout the game; Relm Arrowny, a young but tough artistic girl with magical powers; Strago Magus, Relm's elderly grandfather and a Blue Mage; Gau, a feral child surviving since infancy in the harsh wilderness known as the Veldt; Mog, a Moogle from the mines of Narshe; Umaro, a savage but loyal sasquatch also from Narshe, talked into joining the Returners through Mog's persuasion; and Gogo, a mysterious, fully shrouded master of the art of mimicry. Most of the main characters in the game hold a significant grudge against the Empire and, in particular, Kefka, who serves as one of the game's main antagonists along with Emperor Gestahl. The supporting character Ultros serves as a recurring villain and comic relief throughout the game. A handful of Final Fantasy VI characters have reappeared in later games, such as Secret of Evermore and Kingdom Hearts II. Additionally, Final Fantasy SGI, a short technology demo produced for the Silicon Graphics Onyx workstation, featured polygon based 3D renderings of Locke, Terra and Shadow. Final Fantasy VI begins with Terra Branford participating in an Imperial raid on Narshe in search of a recently unearthed frozen esper (later identified as Tritoch) found in the city's mines. However, during the raid, her controllers are killed and the Imperial control over her is broken, but she is unable to remember anything about her past. Locke Cole, a treasure hunter, promises to protect her until she can regain her memories and helps her escape to the hideout of the Returners, a group of militants opposing the Empire. Along the way, they pass through the Kingdom of Figaro and meet Edgar Roni Figaro, the king, and his estranged brother, Sabin Rene Figaro, who join them. Banon, the leader of the Returners, asks for Terra's help in their struggle against the Empire, and she agrees. Just as the resistance is preparing to return to Narshe to investigate the frozen esper, the Empire begins to invade the nearby town of South Figaro. Locke heads to the besieged town to slow the Empire's advance, while the rest of the group makes their way via rafting down the nearby Lethe River. However, they become separated after a battle with Ultros, self-proclaimed "octopus royalty" and a recurring antagonist, forcing the various members of the Returners to find their own ways to Narshe in three different scenarios controlled by the player. Eventually, the original party reunites in Narshe. Locke brings with him Celes Chere, one of the Empire's own generals, who he saved from execution for defying the Empire's ruthless practices. Sabin brings with him Cyan Garamonde, whose family was killed during the Empire's siege of Doma Castle when Kefka ordered the water supply poisoned, and Gau, a feral child he befriended on the Veldt. In Narshe, the Returners prepare to defend the frozen esper from the Empire. After the player successfully thwarts the Imperial invasion, Terra approaches the frozen esper, prompting her to transform into an esper-like form herself. She flies away, confused and horrified by her own transformation. The Returners set out to search for Terra and eventually trace her to the city of Zozo, though they are still shocked by her apparent existence as an esper. There, they also meet the esper Ramuh, who tells them that if they free various other espers from the Magitek Research Facility in the Empire's capital, Vector, they may find one who can help Terra. Vector is on the southern continent, to which the Empire does not allow maritime access, so the Returners go to the Opera House and recruit Setzer Gabbiani, who is believed to be the owner of the Blackjack, the only airship in the world. They then travel to Vector and attempt to rescue several espers, including Maduin, who is revealed to be Terra's father. However, the espers choose instead to give their lives to transform into magicite — the crystallized remains of their essences that form when they die and allow others to use their powers — which they bestow upon the Returners. Before the group can then escape, Kefka arrives and causes the Returners, including Locke, to momentarily doubt Celes' loyalty, much to her anguish. However, she provides proof to them of her support by covering for the group while the rest escape. The rest of the group then returns to Zozo, where they show Terra the magicite of her father, prompting her to gain knowledge of her past and accept herself as the half-human, half-esper child of Maduin and a human woman. After reuniting with Terra, the Returners decide that it is time to launch an all-out attack on the Empire, and Banon asks Terra to attempt contacting the espers' land in order to gain their support. Terra succeeds in making contact, and when the espers learn that the others captured by the Empire previously have now perished, they become infuriated and enter the human world, where they destroy much of Vector. When the Returners arrive in the capital, they find Emperor Gestahl claiming to no longer have the will to fight, inviting the Returners to a banquet to negotiate peace. Gestahl asks Terra to deliver a truce to the espers on his behalf, to which she agrees. Accompanied by Locke, Shadow (a ninja hired by the Empire) and Generals Celes and Leo, the player must then guide Terra to the remote village Thamasa in search of the espers, where they meet Strago Magus and his granddaughter, Relm Arrowny, who also accompany them. Soon, they find the espers and Terra convinces them to accept a truce with Gestahl. However, during the negotiations, Kefka attacks the espers, killing each of those still alive and capturing the magicite their essences become. Additionally, he kills General Leo, who is appalled by Kefka's dishonorable tactics and attempts to defend the espers. The Returners reunite, now aware that the peace was a ploy for Gestahl to obtain magicite and the stone statue remains of the Warring Triad within the espers' now-unsealed land. Kefka and Gestahl travel through the open gate to the esper world, find the Warring Triad, and prompt the island on which the esper world is located to detach and fly in the sky as an ominous Floating Continent. The Returners attempt to stop them from causing further damage, but despite their efforts, they are unable to prevent Kefka and Gestahl from gaining the power of the statues. Now empowered, Kefka promptly kills Gestahl and moves the statues out of their proper alignment, upsetting the balance of magical power and causing the destruction of most of the surface world. In the disaster, the Returners are separated from one another as Setzer's airship is torn apart. One year later, Celes awakens from a coma on a deserted island and learns that the world has been devastated by Kefka. Much of its human population has died and its plant and animal life are slowly being killed by sickness to punctuate humanity's despair. Celes sets out from the Solitary Island to try and reunite with as many of her friends as she can find. One by one, in a series of mostly optional side-quests, the gamer has the opportunity to reunite the group, all still alive, as well as new allies Umaro and Gogo. Each character has a side-quest that dramatically increases their power. Together, the reunited Returners launch a new offensive against Kefka, using the Falcon — an airship that belonged to a deceased friend of Setzer's — to reach Kefka's Tower and infiltrate it. Inside, the Returners battle their way through Kefka's defenses and destroy the three statues, the source of Kefka's newfound power. When destroying the statues, once the source of all magic, does not cause any noticeable reaction, the party realizes that Kefka has successfully drained the Warring Triad of power and has become the source of all magical power. Making a final stand against Kefka, the characters successfully destroy him, but since the gods' power had come to reside in him all magicite begins to shatter and Kefka's magically maintained tower begins to crumble. Terra leads the characters out as she begins to weaken due to her half-esper heritage. However, before her father's magicite shatters, his spirit informs her that by holding to the human side of herself, she may survive the passing of magic. In the end, the party escapes Kefka's Tower aboard the Falcon, Terra lives and they observe the world's communities rejuvenating themselves. The original North American localization and release of Final Fantasy VI by Square for the Super Nintendo featured several changes from the original Japanese version. The most obvious of these is the change of the game's title from Final Fantasy VI to Final Fantasy III; because the previous installment, Final Fantasy V, wasn't localized in North America at the time, Final Fantasy VI was distributed as Final Fantasy III to maintain naming continuity, as they had done with Final Fantasy IV. Unlike Final Fantasy IV (which was first released in North America as Final Fantasy II), there are no major changes to gameplay, though certain editorial adjustments exist in the English script. In a January 1995 interview with Super POWER magazine, translator Ted Woolsey explained that "there's a certain level of playfulness and ... sexuality in Japanese games that just doesn't exist here [in the USA], basically because of Nintendo of America's rules and guidelines". Consequently, objectional graphics (e.g. nudity) were censored and building signs in towns were changed, as well as religious allusions (e.g. the spell Holy was renamed Pearl). The localization also featured changes to several names, though some of these — in the case of characters — were necessitated by technical restrictions of only six letters per name (e.g. "Stragus" was shortened to "Strago"). Other changes were made for the game to meet Nintendo's aforementioned content guidelines (which Nintendo of America did to most games before the founding of the ESRB and its rating system) and simply due to differences between Asian and North American cultures. For example, Terra's Japanese name, Tina, sounds exotic to Japanese people, but is a common anglophone name. Finally, dialogue text files had to be shortened due to the limited data storage space available on the game cartridge's read-only memory. As a result, additional changes were rendered to dialogue in order to compress it into the available space. This translation was done in only 30 days by Woolsey alone. The PlayStation re-release featured only minor changes to the English localization. The title of the game was reverted back to Final Fantasy VI from Final Fantasy III, to unify the numbering scheme of the series in North America and Japan with the earlier release of Final Fantasy VII. A few item and character names were adjusted, as in the expansion of "Fenix Down" to "Phoenix Down." Unlike the PlayStation re-release of Final Fantasy IV included in the later Final Fantasy Chronicles compilation, the script was left essentially unchanged. Finally, while many fans continued to refer to the first "world" as the "World Of Balance" and the destroyed world as the "World Of Ruin", Square had begun to refer to the destruction event (that turns the Balance World to the Ruin World) as the "cataclysm" event, and in the bestiary unlockable, the game sorts the monsters as "Pre-C" (monsters that appear before the cataclysm) and Post-C (those that appear afterwards). This would continue throughout future translations, with the word being used more frequently to refer to the "world ending". The Game Boy Advance re-release featured a new translation by a different translator, Tom Slattery. This translation preserved most of the character names, location names, and terminology from the Woolsey translation, but changed item and spell names to match the conventions used in more recent titles in the series. The revised script preserved certain quirky lines from the original while changing or editing others, and it cleared up certain points of confusion in the original translation.
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 17:37:19 GMT -5
Now for the countdown update
150. King Of The Monsters 149. Captain America And The Avengers 148. Bugs Bunny Rabbit Rampage 147. Cannon Fodder 146. Wayne's World 145. Madden NFL 95 144. Metal Warriors 143. Super Godzilla 142. Spider-man & Venom: Separation Anxiety 141. Clay Fighter 140. Super Bomberman 2 139. X-Men: Mutant Apocalypse 138. Kirby's Avalanche 137. Striker 136. Fatal Fury Special 135. King Of Dragons 134. Rap Jam: Volume One 133. Disney's Magical Quest 132. Doom 131. Samurai Shodown 130. International Superstar Soccer 129. Breath Of Fire 128. Sim City 2000 127. U.N. Squadron 126. Desert Strike: Return To The Gulf 125. Daffy Duck: The Marvin Missions 124. Super Battleship 123. S.O.S. 122. Gradius III 121. Tetris 2 120. Lufia II: Rise Of The Sinistrels 119. The Lion King 118. Spider-man & Venom: Maximum Carnage 117. Demon's Crest 116. Pinball Fantasies 115. Inindo: Way Of The Ninja 114. World Cup Striker 113. Run Saber 112. NCAA Football 111. Krusty's Fun House 110. The Simpsons: Virtual Bart 109. Cool Spot 108. Tecmo Secret Of The Stars 107. Super Caesar's Palace 106. Pilotwings 105. Road Runner's Death Valley Rally 104. Romance Of The Three Kingdoms IV: Wall Of Fire 103. Teenage Mutant Ninja Turtles: Tournament Fighters 102. Riddick Bowe Boxing 101. Saturday Night Slam Masters 100. Super Return Of The Jedi 99. Shadowrun 98. Kirby's Dream Course 97. Rock N' Roll Racing 96. NHL 94 95. Madden NFL 97 94. Paladin's Quest 93. Axelay 92. Advanced Dungeons & Dragons: Eye Of The Beholder 91. Wrestlemania: The Arcade Game 90. FIFA International Soccer 89. Super Tennis 88. King Arthur's World 87. Terranigma 86. NBA Live 98 85. WWF Super Wrestlemania 84. Skyblazer 83. Madden NFL 98 82. Street Fighter Alpha 2 81. Soul Blazer 80. Secret Of Evermore 79. Ken Griffey Jr.'s Winning Run 78. Final Fight 3 77. Illusion Of Gaia 76. Parodius: Non-Sense Fantasy 75. Front Mission 74. Harvest Moon 73. Earthworm Jim 2 72. Flashback: The Quest For Identity 71. Super R-Type 70. Mortal Kombat III 69. Super Smash TV 68. Breath Of Fire II 67. The Legend Of The Mystical Ninja 66. Super Empire Strikes Back 65. Final Fight 2 64. Mighty Morphin Power Rangers 63. Mario Is Missing 62. Super Bomberman 3 61. Joe & Mac 60. Super Bomberman 59. Lufia & The Fortress Of Doom 58. R-Type III: The Third Lightning 57. Super Star Wars 56. Sunset Riders 55. Smash Tennis 54. Robotrek 53. Mega Man X3 52. Pocky & Rocky 51. Mega Man X2 50. Super Ghouls N' Ghosts 49. Earthworm Jim 48. Tetris Attack 47. Tiny Toons Adventures: Buster Busts Loose 46. NBA Jam 45. International Superstar Soccer Deluxe 44. Uniracers 43. EVO: The Search For Eden 42. Wild Guns 41. Mario Paint 40. Donkey Kong Country 3: Dixie Kong's Double Trouble 39. Ken Griffey Jr. Presents Major League Baseball 38. Mega Man 7 37. WWF Raw 36. Ogre Battle: March Of The Black Queen 35. Ultimate Mortal Kombat III 34. Mortal Kombat 33. Final Fight 32. NBA Jam: Tournament Edition 31. Killer Instinct 30. WWF Royal Rumble 29. F-Zero 28. Sim City 27. Kirby Superstar 26. Act Raiser 25. Contra III: The Alien Wars 24. Super Castlevania IV 23. Teenage Mutant Ninja Turtles IV: Turtles In Time 22. Donkey Kong Country 2: Diddy's Kong Quest 21. Zombies Ate My Neighbors 20. Street Fighter 2 Turbo: Hyper Fighting 19. Secret Of Mana 18. Super Street Fighter 2: The New Challengers 17. Star Fox 16. Street Fighter 2: The World Warrior 15. Super Punch-Out!! 14. Super Mario World 2: Yoshi's Island 13. Mega Man X 12. Final Fantasy VI aka Final Fantasy II 11. Mortal Kombat II 10. Super Mario All Stars 9. Earthbound 8. Donkey Kong Country 7. Chrono Trigger 6. Final Fantasy VI aka Final Fantasy III
The End Is Near.....As We Are About To Enter The Top 5
Here Are The Hints To The Final Five Games On Our List
* Racing Through The Mushroom Kingdom
* Samus Is Back On The Home Console
* Smithy Is Here
* The Past Is Linked
* The World Of Mario
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Post by forgottensinpwf on Oct 25, 2007 17:42:00 GMT -5
Super Mario RPG Super Mario Kart SUper Metroid Super Mario world Legend of Zelda: A Link to the past.
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 20:20:52 GMT -5
5. Super Metroid Super Metroid is an adventure video game developed by Nintendo R&D1 and published by Nintendo for the Super Nintendo Entertainment System video game console. Super Metroid is the third installment in the Metroid series of video games. With its 24-megabit cartridge size, it was the largest game available for the console at the time of its release. Super Metroid is a 2-D platform video game with action and adventure elements. Game progression revolves around sequentially gathering power-ups that allow Samus Aran (the main character) to overcome obstacles in order to access new parts of the world. Like most 2-D Metroid games, the world has a non-linear design and features many hidden areas, making exploration a central concept of the game. Super Metroid was also made available on the Wii's Virtual Console service on August 20, 2007 in North America, as part of the "Month of Metroid" Wii Shop Channel event. Super Metroid has been in the Top 20 Most Popular Downloads on the American Virtual Console since its debut and was the Number 1 download from August 21 to September 9, 2007, displaced by Super Mario Bros. It was made available on the Japanese Virtual Console on 20 September 2007. Super Metroid shares many aspects of gameplay with other games in the Metroid series. It takes place in a large, open-ended world with different areas that are connected via doors and elevators. Samus traverses the planet through its complex cavities to hunt down the Space Pirates. In order to progress in the game, Samus must defeat four main bosses: Kraid, the giant lizard whose base makes up a large part of Brinstar; Phantoon, a spectral entity that controls the desolate Wrecked Ship; Draygon, a crustacean monstrosity that occupies a submerged pirate lab in Maridia; and Ridley, who controls Norfair. There are two uses for items and equipment found in the game world: to defeat enemies and to overcome obstacles found in the environment. Some items augment the type of weapon the main character uses. Some items help facilitate the progression of the game by gaining new abilities that allows the player to explore areas that were previously inaccessible. Other items, like energy and reserve tanks increase Samus' maximum life total. After extinguishing the Metroids on their home planet of SR-388 in Metroid II: Return of Samus, bounty hunter Samus Aran brings the last surviving Metroid larva to the Ceres Space Colony. There, scientists conduct research on the larva and reach the conclusion that the powers of Metroids could be harnessed for the benefit of mankind. Confident that things are in order, Samus leaves Ceres in search of a new bounty to hunt. However, shortly after leaving, Samus picks up a distress call from Ceres and returns to investigate. As Samus explores the space colony, she is attacked by the dragon-like Ridley. Samus and Ridley engage in battle, but Ridley soon flies off with the larva in his talons. At the same time, a countdown sets off for the self-destruction of the space colony and Samus has 60 seconds to return to her gunship. Samus follows Ridley to planet Zebes, the home of the Space Pirates. The base was destroyed in the first Metroid game, but has now been rebuilt. It should be noted that a whole section of Crateria, the first section of Zebes, looks like Tourian from the first game (dubbed Old Tourian), with Mother Brain's old control chamber. She sets out to locate the Metroid larva and prevent the Pirates from gaining use of its powers. After defeating the four main bosses, Samus battles her way through Tourian, encountering newly bred Metroids. After passing through several corridors filled with crumbling enemies, she encounters a Metroid of incredible size. Before she can escape, the giant creature drains most of her life force. However, it seems to recognize Samus just in time; it appears that this huge Metroid is the larva taken from SR388. According to the Nintendo Power Player's Guide, the huge Metroid is aptly named "Super Metroid". As in the beginning of the game, "The Metroid followed [Samus] like [she] was its mother." After the Metroid departs, Samus recovers her energy and confronts Mother Brain. After Samus shatters the creature's stasis tank and inflicts enough damage, Mother Brain attaches itself to a giant mechanical body and the battle begins again. During the battle, Mother Brain uses a massive burst of energy from its eye, nearly destroying Samus. Samus finds herself unable to move while Mother Brain charges up to finish her off. Before the final blow can be inflicted, however, the Super Metroid suddenly attacks Mother Brain, draining its energy until it appears dead. The Metroid then attaches itself to Samus and begins feeding its energy to her. However, Mother Brain soon recovers and begins firing upon the hatchling, weakening it until it lifts off of Samus. A final shot destroys the hatchling, leaving its remains to fall upon Samus. Pulsating with light, Samus now finds that she possesses the Hyper Beam, an incredibly powerful weapon that has replaced her other beams. With it, she easily destroys Mother Brain, who falls to the floor and turns to dust. This in turn triggers a self-destruct sequence, giving Samus a mere three minutes to escape through the emergency evacuation shaft of the original base. Along the way, Samus rescues several Etecoons and a Dachora, then she makes it to her gunship just in time and takes off, watching the planet explode in a flash of light.
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 20:24:11 GMT -5
4. Super Mario Kart Super Mario Kart is the first video game in the Mario Kart series, released in 1992 for the Super Nintendo Entertainment System. Players race go-karts as one of eight characters from the Super Mario series. It features advanced graphics for the time thanks to its use of Mode 7 texture mapping. Super Mario Kart can be played by one or two players. All gameplay uses a forced split screen view. In single player mode, the top displays the course, while the bottom screen can either display a rear-view mirror perspective, or an overhead view of the whole track, displaying where all the racers are currently. In multiplayer, the bottom screen is assigned to the second player's view. The first single player mode is Grand Prix, in which one player races seven computer-controlled drivers. Engine classes of 50cc, 100cc, and 150cc are available (150cc is available upon acquiring gold in all the cups in 100cc). Larger engines result in faster vehicles and a greater level of difficulty. There are four cups to select: the Mushroom, Flower, Star, and Special Cups (100cc and 150cc only). Each cup consists of five tracks and the player must receive fourth place or better to advance to the next track. Places five through eight are given the "ranked out" title. The second mode is Time Trial, in which the player races through one track in an attempt to set a record for best lap time or course time. The first multiplayer mode is Grand Prix, which plays just like the single player version, but with one less computer-controlled driver. In order to proceed to the next track only one player is required to rank in the top four. The second mode is Match Race, which is a one-on-one race on any track. In Battle Mode, two players choose from four levels specially designed for battle mode and try to pop the three balloons surrounding the other player with items such as Koopa shells or banana peels. The last player with balloons wins. In Grand Prix and Match Race modes racers can collect coins which affect top speed and acceleration. In all modes, Lakitu rescues drivers who have driven off the track. Music in the game was composed by Soyo Oka and Taro Bando, and included some sequences and variants of Koji Kondo's works, though he had no direct involvement in the project.
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Post by Maidpool w/ Cleaning Action on Oct 25, 2007 20:25:38 GMT -5
Good job as always Seth. I haven't been around to post much the last few days, but I've read the thread.
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 20:28:42 GMT -5
3. Super Mario RPG: Legend Of The Seven Stars Super Mario RPG: Legend of the Seven Stars, released as simply Super Mario RPG in Japan, is a hybrid adventure/console role-playing game, developed and published by Square (now Square Enix) and Nintendo. Nintendo first released the game on March 9, 1996 in Japan and on May 13, 1996 in North America. Neither Nintendo nor Squaresoft ever released a PAL version. Super Mario RPG is the final Mario game for the Super Nintendo Entertainment System video game console, as well as being one of the last games Square produced for Nintendo hardware until Chocobo Land: A Game of Dice in 2002. The game was mainly developed by Square with direct guidance from producer Shigeru Miyamoto. IGN confirmed that Nintendo will re-release Super Mario RPG: Legend of the Seven Stars on Wii's Virtual Console in North America in 2007. Super Mario RPG is the first game in which Mario and Bowser fight as allies, and the first console role-playing game (RPG) in the Mario series containing token similarities to many other Square role-playing games such as Chrono Trigger and the Final Fantasy series with a story and action-based gameplay based on the Super Mario Bros. series. Mario's enemies are visible in the field; a battle ensues only if he comes in contact with one. This allows the player to evade unnecessary battles. It should be noted that some fights are necessary to advance the plot. Avoiding battles also means acquiring fewer experience points, causing characters to take greater, and inflict less, damage from attacks, making battles more difficult. The battles themselves are a blend of platforming elements and traditional role-playing game battles. As well as selecting attacks, the player is usually required to perform action commands to increase the damage done. These consist of timed button presses and other movements (such as rotating the control pad or pressing Y repeatedly) to determine the power of the character's attack, a concept that was carried over to some later role-playing games such as Final Fantasy VIII. As with many other role-playing games, items are an important tool in battles. The need to perform action commands in between navigating menus requires the player to be engaged in the battle the whole time. However, much of Super Mario RPG's gameplay is outside of monster battles. In the field, the game plays much like an isometric platformer, in which traditional Mario features and new ones (such as magic spells) play a key role. There are five characters the player can control: Mario, Mallow, Geno, Bowser, and Princess Toadstool. Each character has a unique set of attacks and techniques. The game's main characters include three of the main individuals of the franchise as well as two original characters. Mario is the main character who plays the role of the silent protagonist, and the hero who often saves the world. On his way to find and rescue Princess Toadstool — a common objective from previous Mario games — he meets up with the cloud-like being Mallow, who believes he is a tadpole. As he returns to his home with Mario, he learns the truth, that he is not a tadpole, and he was found floating in a river by his adoptive grandfather, Frogfucius, and sets off with Mario in the hope of finding his true parents. On their search, they meet a being from Star Road, who possesses a young boy's doll, Geno, taking on the doll's name and persona. He explains that he is an otherworldly traveler sent by a higher authority to recover the seven Star Pieces that must be found in order to stop Smithy, the main villain of the game. They eventually run into Bowser, and save Princess Toadstool. Bowser decides to help Mario, so he can reclaim his castle from the Smithy Gang; and the Princess, desperate to help, sneaks out of the Mushroom Kingdom to help on their travels. The story begins with Mario entering Bowser's Castle to rescue Princess Toadstool. Mario defeats Bowser, but a giant earthquake caused by a sword named Exor shakes the castle, sending Mario, Bowser, and Princess Toadstool flying in three different directions. Mario falls through the chimney into his house and returns to the Mushroom Kingdom with Toad to inform the Chancellor of the current situation. The Chancellor insists that Mario locate the Princess, defeat Bowser once and for all, and discover the truth behind the sword's intentions. Upon exiting the Chancellor's castle, Mario finds a new character named Mallow, who starts crying after his grandfather's coin is stolen; Mario helps Mallow retrieve the coin from Croco. Mario and Mallow return to Mushroom Kingdom so Mallow can complete his errand, but they find the Kingdom under attack. After defeating Mack, they discover their first Star Piece, which the Chancellor suggests is connected to the arrival of Smithy. Mario and Mallow head to Tadpole Pond to see Mallow's grandfather, Frogfucius, for more information on Smithy's forces. However, Frogfucius is unable to help them and instead urges Mallow to aid Mario in his quest. With the assistance of Geno, a star spirit who assumes the identity of a doll, Mario and Mallow manage to get the second Star Piece. Geno thanks them and introduces himself as a visitor from the Star Road. He explains how Exor shattered the Star Road into seven Star Pieces, and that all seven must be recovered to repair the Star Road. With the mystery behind the origin of the star pieces finally solved, Geno joins the party and they set out to search for the remaining five pieces and Peach. The heroes next arrive at Moleville where a shooting star has crashed into the hollowed-out mountain on the outskirts of town and trapped two kids that had been exploring inside. The party retrieves the two missing kids and the third Star Piece. While in Moleville, Mario also sees Bowser trying to reassemble his forces. When the crew receive word that someone was seen falling from the sky and landing on the roof of Booster Tower, the home of a rich and greedy madman, they decide to check it out. When they arrive, Bowser is seen standing outside the entrance, reminiscing about his own castle and how much he misses it. When the party explains how Smithy's involvement has affected Star Road, Bowser reluctantly decides to join up with Mario and his friends and works to stop Smithy in order to get his castle back. Bowser's help comes in handy, but Booster manages to escape with Peach and takes off for the nearby town of Marrymore in an attempt to marry her. Upon arriving in Marrymore, the heroes learn that Booster has kicked everyone out of the chapel and barricaded the doors. Fortunately, they find the Back Door, and manage to rescue Peach after Booster gets distracted by the enormous wedding cake. Finally, with the Princess found, the party returns to the Mushroom Kingdom and explains the situation to both her and the Chancellor. Against the wishes of the Chancellor, the Princess decides to join the party. On Frogfucius' advice, they head to Star Hill, where the party discovers the fourth Star Piece. The quest for the three remaining Star Pieces brings the party to Seaside Town, where the elder of the town informs the party that a Star Piece has fallen into the ocean and likely is controlled by a ruthless pirate called Jonathan Jones. The party finds Jones' Sunken Ship and manages to defeat Jones, earning the party the fifth Star Piece and Jones' respect. They return to Seaside Town and find out that the elder of the town was Yaridovich, a spear-themed member of the Smithy Gang, in disguise. In exchange for releasing the citizens of the town, Yaridovich demands the fifth Star Piece. Yaridovich's departure is delayed by Jones, which allows the party to defeat Yaridovich to regain the Star Piece. The party's journey continues through Land's End, a desolate conglomeration of mountain and desert regions, and Monstro Town, a place teeming with reformed monsters. With some help from the town's residents the party scales an inaccessible cliff in order to get to Bean Valley, which leads to a city in the sky. The city, Nimbus Land, is made up of inhabitants who look just like Mallow. As the party arrives, the royal adviser Valentina announces that the King's ill condition has turned critical. However, she also claims to have found the lost prince who takes over for the ill king; Valentina becomes the new queen when the prince asks her to marry him. Looking around the city, Mallow learns from the royal sculptor that he is the real prince. Garro, a Nimbus Land citizen, is able to sneak the party into the castle in order to rescue the king and queen. Seeing the real prince, Valentina and the impostor Dodo flee. After briefly falling out of Nimbus Land, the party defeats Valentina and Dodo, making them flee to Booster's Tower. They get the key and rescue Mallow's parents, the king and queen. Both are unharmed and perfectly healthy. After Mallow's reunion with his parents, the party continues onward, told by the queen that a star fell into the Barrel Volcano. The party finds the sixth Star Piece, but it is stolen by the Axem Rangers, an elite Smithy Gang fighting force. After chasing them onto their warship, named Blade, the party defeats the Rangers. The last star piece is in Bowser's Keep. After battling through many of Smithy's elite forces, the party battles Exor. Defeated, Exor transports them to a dark and lifeless factory, the center of Smithy's operations. The party makes its way through the factory and confronts Smithy. After being defeated, Smithy destroys the factory, and reveals his true form. Despite this, he is defeated and explodes. With Smithy gone and the final Star Piece in hand, Geno thanks the party and returns to the Star Road to repair it. The party heads outside in time to see Exor disintegrate.
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 20:34:43 GMT -5
2. The Legend Of Zelda: A Link To The Past The Legend of Zelda: A Link to the Past, known as Zelda no Densetsu Kamigami no Triforce in Japanese, is an adventure video game developed and published by Nintendo for the Super Nintendo Entertainment System video game console, and is the third installment in The Legend of Zelda series. It was first released in Japan, and was later released in in North America and Europe. Shigeru Miyamoto and his team were solely responsible for the development of this game. A Link to the Past uses a top-down perspective similar to the original The Legend of Zelda, instead of the sidescrolling format that Zelda II: The Adventure of Link uses. It added many mechanics and concepts to the series that have become commonplace, including multi-level dungeons and a variety of new equipment (such as the Hookshot and the Pegasus Boots). It has been well-received since its release, and is often considered one of the best installments of the series. To date, A Link to the Past has sold more than four million copies, and has been re-released for the Game Boy Advance and the Wii's Virtual Console. At the beginning of A Link to the Past, a young boy named Link is awakened by a telepathic message from Princess Zelda, who says that she is locked in the dungeon of Hyrule Castle. As the message closes, Link finds his uncle ready for battle, telling Link to remain in bed. However, Link ignores his uncle's command, and after his uncle leaves, follows him to Hyrule Castle. When he arrives, he finds his uncle seriously wounded. Link's uncle tells Link to rescue Princess Zelda from her prison, giving him a sword and shield. Link navigates the castle and rescues Zelda from her cell, and the two escape into a secret passage through the sewers that leads to a sanctuary. Link is told by a man in the sanctuary that Agahnim, a wizard who has usurped the throne, is planning to break a seal made hundreds of years ago by seven wise men. The seal was placed to imprison a dark wizard and the king of thieves named Ganon in the Dark World, which was once the Sacred Realm before Ganon invaded it, obtained the legendary Triforce and used its power to turn the realm into a land of darkness. Agahnim intends to break the seal by sending the descendants of the wise men who made the seal into the Dark World; the only thing that can defeat him is the Master Sword, a sword forged to combat evil. To prove that he is worthy to wield it, he needs three magic pendants. After retrieving the pendants, Link takes them to the resting place of the Master Sword. However, as Link draws the sword from its pedestal, Zelda telepathically calls him to the Sanctuary, informing him that soldiers of Hyrule Castle have arrived. Link arrives at the Sanctuary moments after the soldiers have vacated it, where he learns from the dying man that Zelda has been moved to Hyrule Castle. Link goes to rescue her, but arrives too late; Agahnim sends Zelda to the Dark World. Link then defeats Agahnim in battle, but is subsequently also sent to the Dark World. To save Hyrule, Link rescues the seven descendants of the wise men from dungeons scattered across the Dark World. Once the seven maidens are freed, they use their power to break the barrier around Ganon's Tower, where Link faces Agahnim again. After Link battles Agahnim for a second time, Ganon rises up from Agahnim's body, turns into a bat, and flies away. Link chases him, finally confronting him inside the Pyramid of Power in the Dark World. After battling, resulting in Ganon's demise, Link touches the Triforce and restores Hyrule to how it was before Ganon intervened. A Link to the Past uses The Legend of Zelda's overhead perspective as opposed to continuing with the sidescrolling perspective, using many mechanics and concepts from the original but also including many of its own new ones. For instance, as opposed to collecting Heart Containers, Link must usually collect four Heart Pieces in order to form a container, although there are whole Heart Containers, usually obtained after defeating a boss. As well, arrows can now be replenished similar to bombs in the original, as opposed to using a Rupee to fire an arrow. A Link to the Past takes some concepts from The Adventure of Link, including the magic meter which several items require to be used, including the Lantern. Control of Link is more flexible than in previous games, as he can walk diagonally and can run with the aid of an obtainable item. Link's sword attack was improved to slash sideways instead of merely thrusting forward; this gives his sword a broader range and makes combat easier. Link slashes his sword as the default attack in future Zelda games, although thrusting is also possible in the later 3D incarnations. Several recurring items and techniques were introduced for the first time in A Link to the Past, such as the Hookshot, the Master Sword, and the Pegasus Shoes. Heart Containers that increase the player's maximum life (hit points) in the earlier two games are present, but many are split into Pieces of Heart, four of which comprise one Heart Container. Most of them are well hidden, adding replay value to the game. Many dungeons are multi-level and require Link to walk between floors, and sometimes fall through holes to land in lower levels. A Link to the Past is the first appearance of what would subsequently become a major Zelda trademark: the existence of two parallel worlds between which the player travels. The first, called the Light World, is the ordinary Hyrule where Link grew up with his uncle. The second is what was once the Sacred Realm, but became the Dark World when Ganon acquired the Triforce. The Dark World is a corrupted version of Hyrule; the water is a dark, unpleasant color, the grass is dead, skulls replace rocks, and trees have faces. People change forms in the Dark World based on their nature; without an item to prevent it, Link turns into a pink rabbit. Each location in the Light World corresponds to a similar location in the Dark World, usually with a similar physical structure but an opposite nature (e.g. a desert in the Light World corresponds to a swamp in the Dark World). Link can travel from the Dark World to the Light World at almost any outside location by using a magic mirror (and back again from the same location using the portal left where he reappears in the Light World). There are several other hidden warp locations throughout the Light World. This enables a variety of puzzles that exploit slight differences between the Light and Dark Worlds.
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Post by gsguy on Oct 25, 2007 20:35:17 GMT -5
2. The Legend Of Zelda: A Link To The Past The Legend of Zelda: A Link to the Past, known as Zelda no Densetsu Kamigami no Triforce in Japanese, is an adventure video game developed and published by Nintendo for the Super Nintendo Entertainment System video game console, and is the third installment in The Legend of Zelda series. It was first released in Japan, and was later released in in North America and Europe. Shigeru Miyamoto and his team were solely responsible for the development of this game. A Link to the Past uses a top-down perspective similar to the original The Legend of Zelda, instead of the sidescrolling format that Zelda II: The Adventure of Link uses. It added many mechanics and concepts to the series that have become commonplace, including multi-level dungeons and a variety of new equipment (such as the Hookshot and the Pegasus Boots). It has been well-received since its release, and is often considered one of the best installments of the series. To date, A Link to the Past has sold more than four million copies, and has been re-released for the Game Boy Advance and the Wii's Virtual Console. At the beginning of A Link to the Past, a young boy named Link is awakened by a telepathic message from Princess Zelda, who says that she is locked in the dungeon of Hyrule Castle. As the message closes, Link finds his uncle ready for battle, telling Link to remain in bed. However, Link ignores his uncle's command, and after his uncle leaves, follows him to Hyrule Castle. When he arrives, he finds his uncle seriously wounded. Link's uncle tells Link to rescue Princess Zelda from her prison, giving him a sword and shield. Link navigates the castle and rescues Zelda from her cell, and the two escape into a secret passage through the sewers that leads to a sanctuary. Link is told by a man in the sanctuary that Agahnim, a wizard who has usurped the throne, is planning to break a seal made hundreds of years ago by seven wise men. The seal was placed to imprison a dark wizard and the king of thieves named Ganon in the Dark World, which was once the Sacred Realm before Ganon invaded it, obtained the legendary Triforce and used its power to turn the realm into a land of darkness. Agahnim intends to break the seal by sending the descendants of the wise men who made the seal into the Dark World; the only thing that can defeat him is the Master Sword, a sword forged to combat evil. To prove that he is worthy to wield it, he needs three magic pendants. After retrieving the pendants, Link takes them to the resting place of the Master Sword. However, as Link draws the sword from its pedestal, Zelda telepathically calls him to the Sanctuary, informing him that soldiers of Hyrule Castle have arrived. Link arrives at the Sanctuary moments after the soldiers have vacated it, where he learns from the dying man that Zelda has been moved to Hyrule Castle. Link goes to rescue her, but arrives too late; Agahnim sends Zelda to the Dark World. Link then defeats Agahnim in battle, but is subsequently also sent to the Dark World. To save Hyrule, Link rescues the seven descendants of the wise men from dungeons scattered across the Dark World. Once the seven maidens are freed, they use their power to break the barrier around Ganon's Tower, where Link faces Agahnim again. After Link battles Agahnim for a second time, Ganon rises up from Agahnim's body, turns into a bat, and flies away. Link chases him, finally confronting him inside the Pyramid of Power in the Dark World. After battling, resulting in Ganon's demise, Link touches the Triforce and restores Hyrule to how it was before Ganon intervened. A Link to the Past uses The Legend of Zelda's overhead perspective as opposed to continuing with the sidescrolling perspective, using many mechanics and concepts from the original but also including many of its own new ones. For instance, as opposed to collecting Heart Containers, Link must usually collect four Heart Pieces in order to form a container, although there are whole Heart Containers, usually obtained after defeating a boss. As well, arrows can now be replenished similar to bombs in the original, as opposed to using a Rupee to fire an arrow. A Link to the Past takes some concepts from The Adventure of Link, including the magic meter which several items require to be used, including the Lantern. Control of Link is more flexible than in previous games, as he can walk diagonally and can run with the aid of an obtainable item. Link's sword attack was improved to slash sideways instead of merely thrusting forward; this gives his sword a broader range and makes combat easier. Link slashes his sword as the default attack in future Zelda games, although thrusting is also possible in the later 3D incarnations. Several recurring items and techniques were introduced for the first time in A Link to the Past, such as the Hookshot, the Master Sword, and the Pegasus Shoes. Heart Containers that increase the player's maximum life (hit points) in the earlier two games are present, but many are split into Pieces of Heart, four of which comprise one Heart Container. Most of them are well hidden, adding replay value to the game. Many dungeons are multi-level and require Link to walk between floors, and sometimes fall through holes to land in lower levels. A Link to the Past is the first appearance of what would subsequently become a major Zelda trademark: the existence of two parallel worlds between which the player travels. The first, called the Light World, is the ordinary Hyrule where Link grew up with his uncle. The second is what was once the Sacred Realm, but became the Dark World when Ganon acquired the Triforce. The Dark World is a corrupted version of Hyrule; the water is a dark, unpleasant color, the grass is dead, skulls replace rocks, and trees have faces. People change forms in the Dark World based on their nature; without an item to prevent it, Link turns into a pink rabbit. Each location in the Light World corresponds to a similar location in the Dark World, usually with a similar physical structure but an opposite nature (e.g. a desert in the Light World corresponds to a swamp in the Dark World). Link can travel from the Dark World to the Light World at almost any outside location by using a magic mirror (and back again from the same location using the portal left where he reappears in the Light World). There are several other hidden warp locations throughout the Light World. This enables a variety of puzzles that exploit slight differences between the Light and Dark Worlds. It's still #1 to me dammit! Although I have no problem with Super Mario World.
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Post by MGH on Oct 25, 2007 20:37:25 GMT -5
2. The Legend Of Zelda: A Link To The Past The Legend of Zelda: A Link to the Past, known as Zelda no Densetsu Kamigami no Triforce in Japanese, is an adventure video game developed and published by Nintendo for the Super Nintendo Entertainment System video game console, and is the third installment in The Legend of Zelda series. It was first released in Japan, and was later released in in North America and Europe. Shigeru Miyamoto and his team were solely responsible for the development of this game. A Link to the Past uses a top-down perspective similar to the original The Legend of Zelda, instead of the sidescrolling format that Zelda II: The Adventure of Link uses. It added many mechanics and concepts to the series that have become commonplace, including multi-level dungeons and a variety of new equipment (such as the Hookshot and the Pegasus Boots). It has been well-received since its release, and is often considered one of the best installments of the series. To date, A Link to the Past has sold more than four million copies, and has been re-released for the Game Boy Advance and the Wii's Virtual Console. At the beginning of A Link to the Past, a young boy named Link is awakened by a telepathic message from Princess Zelda, who says that she is locked in the dungeon of Hyrule Castle. As the message closes, Link finds his uncle ready for battle, telling Link to remain in bed. However, Link ignores his uncle's command, and after his uncle leaves, follows him to Hyrule Castle. When he arrives, he finds his uncle seriously wounded. Link's uncle tells Link to rescue Princess Zelda from her prison, giving him a sword and shield. Link navigates the castle and rescues Zelda from her cell, and the two escape into a secret passage through the sewers that leads to a sanctuary. Link is told by a man in the sanctuary that Agahnim, a wizard who has usurped the throne, is planning to break a seal made hundreds of years ago by seven wise men. The seal was placed to imprison a dark wizard and the king of thieves named Ganon in the Dark World, which was once the Sacred Realm before Ganon invaded it, obtained the legendary Triforce and used its power to turn the realm into a land of darkness. Agahnim intends to break the seal by sending the descendants of the wise men who made the seal into the Dark World; the only thing that can defeat him is the Master Sword, a sword forged to combat evil. To prove that he is worthy to wield it, he needs three magic pendants. After retrieving the pendants, Link takes them to the resting place of the Master Sword. However, as Link draws the sword from its pedestal, Zelda telepathically calls him to the Sanctuary, informing him that soldiers of Hyrule Castle have arrived. Link arrives at the Sanctuary moments after the soldiers have vacated it, where he learns from the dying man that Zelda has been moved to Hyrule Castle. Link goes to rescue her, but arrives too late; Agahnim sends Zelda to the Dark World. Link then defeats Agahnim in battle, but is subsequently also sent to the Dark World. To save Hyrule, Link rescues the seven descendants of the wise men from dungeons scattered across the Dark World. Once the seven maidens are freed, they use their power to break the barrier around Ganon's Tower, where Link faces Agahnim again. After Link battles Agahnim for a second time, Ganon rises up from Agahnim's body, turns into a bat, and flies away. Link chases him, finally confronting him inside the Pyramid of Power in the Dark World. After battling, resulting in Ganon's demise, Link touches the Triforce and restores Hyrule to how it was before Ganon intervened. A Link to the Past uses The Legend of Zelda's overhead perspective as opposed to continuing with the sidescrolling perspective, using many mechanics and concepts from the original but also including many of its own new ones. For instance, as opposed to collecting Heart Containers, Link must usually collect four Heart Pieces in order to form a container, although there are whole Heart Containers, usually obtained after defeating a boss. As well, arrows can now be replenished similar to bombs in the original, as opposed to using a Rupee to fire an arrow. A Link to the Past takes some concepts from The Adventure of Link, including the magic meter which several items require to be used, including the Lantern. Control of Link is more flexible than in previous games, as he can walk diagonally and can run with the aid of an obtainable item. Link's sword attack was improved to slash sideways instead of merely thrusting forward; this gives his sword a broader range and makes combat easier. Link slashes his sword as the default attack in future Zelda games, although thrusting is also possible in the later 3D incarnations. Several recurring items and techniques were introduced for the first time in A Link to the Past, such as the Hookshot, the Master Sword, and the Pegasus Shoes. Heart Containers that increase the player's maximum life (hit points) in the earlier two games are present, but many are split into Pieces of Heart, four of which comprise one Heart Container. Most of them are well hidden, adding replay value to the game. Many dungeons are multi-level and require Link to walk between floors, and sometimes fall through holes to land in lower levels. A Link to the Past is the first appearance of what would subsequently become a major Zelda trademark: the existence of two parallel worlds between which the player travels. The first, called the Light World, is the ordinary Hyrule where Link grew up with his uncle. The second is what was once the Sacred Realm, but became the Dark World when Ganon acquired the Triforce. The Dark World is a corrupted version of Hyrule; the water is a dark, unpleasant color, the grass is dead, skulls replace rocks, and trees have faces. People change forms in the Dark World based on their nature; without an item to prevent it, Link turns into a pink rabbit. Each location in the Light World corresponds to a similar location in the Dark World, usually with a similar physical structure but an opposite nature (e.g. a desert in the Light World corresponds to a swamp in the Dark World). Link can travel from the Dark World to the Light World at almost any outside location by using a magic mirror (and back again from the same location using the portal left where he reappears in the Light World). There are several other hidden warp locations throughout the Light World. This enables a variety of puzzles that exploit slight differences between the Light and Dark Worlds. Best game of all time. I might just bust this out tomorrow...
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 20:38:07 GMT -5
1. Super Mario World Super Mario World is a platform game developed and published by Nintendo Co., Ltd. as a pack-in launch title for the Super Famicom/Super Nintendo Entertainment System. It has gone on to become a tremendous critical and commercial success, becoming the best seller for the platform, with 20 million copies sold worldwide. In Japan, Super Mario World is also known as Super Mario Bros. 4 and it was one of the launch games for the system, along with Pilotwings and F-Zero. The game has been re-released twice, first in a Game Boy Advance version with modified gameplay, as part of the Super Mario Advance series. The second re-release was for the Wii's Virtual Console in North America in 2007; there were no changes from the original SNES version. This is a side-scroller as in previous Mario games, and it takes advantage of the Super Nintendo's 16-bit graphics and stereo sound. The game consists of a journey through levels in seven worlds: Yoshi's Island, Donut Plains, Vanilla Dome, Twin Bridges Area (including the Cheese & Butter Bridges and Soda Lake) terminating in Cookie Mountain, Forest of Illusion, Chocolate Island, and the Valley of Bowser. There are also two secret worlds - Star Road and Special Zone (accessed via the Star World) - which can be found by finding a key and a key hole in certain levels. Experienced players can utilize the Star Road to reach the end of the game in only 12 levels. Super Mario World contains a "world map" screen, which provides a passive overview of all the game's levels; each level is accessed individually from the world map. The concept was previously seen in Super Mario Bros. 3, and World's execution is similar but more elaborate. The game features 72 courses laid out across the seven worlds, and 96 exits (some levels have more than one exit; these levels are usually marked red). Secret exits open up new routes on the overworld map, often leading to secret levels. When a player reaches the completion of the 96 "goals," the beginning screen will display a star next to the number "96" beside the file the goals were completed on. Something to consider, however, is the fact that the game cover states that it contains "96 levels," implying that the number of stages and exits are equal when in reality there are only 72 true levels. The Yoshis appear in four different colors (green, yellow, red, and blue), each with different abilities. Upon eating a shell of any color, blue Yoshis can fly, red Yoshis can spit fire, and yellow Yoshis stomp the ground, hurting nearby enemies. A yellow shell that has been entered by a Koopa becomes multicolored, allowing Yoshis of any color to fly, stomp, and spit fire all in one. There are also Baby Yoshis in the Star World levels which can be picked up by Mario. After eating five enemies, three berries, or any power-up, they will become a fully grown Yoshi of the same color. Numerous changes were made to the graphics, sound and presentation, as expected when a series moves to a more advanced console with 16-bit gameplay. For example Princess Toadstool (later known as Peach) for the first time is depicted with blonde hair and white gloves, in line with her official character design. Mario is capable of a variety of new moves, including a "spin jump". Mario can pick up and throw items, but is now also able to throw them upwards or set them down gently. In addition to the classic Fire Flower ability to project fireballs, the Cape Feather allows Mario to fly with a cape. He can also use the cape to glide down slowly and thus traverse wide distances while airborne. Conveniently, Mario can receive cape and fire power-ups even when he is regular Mario, eliminating the need to "power-up" to Super Mario first. Mario can also spin jump in this game allowing him to ricochet off of hazardous surfaces, break through blocks (only when "Super"), and destroy enemies he would normally bounce off of; a caped spin jump will cause the cape to hit enemies adjacent to Mario, while a fire spin jump will launch one fireball each to Mario's left and right. Mario can also look straight up, although this ability is not useful in-game, other than controlling "direction coins," coins that move up, down, etc., from blocks. Finally, Super Mario World introduced Yoshi, a dinosaur Mario can ride (see the Yoshi article for his abilities in SMW). Blocks are almost always a big part of a Mario game. In Super Mario World, one of the new blocks is the yellow block, which spins on its horizontal axis when hit, rendering it temporarily passable, then reverts to its solid state after a few seconds. (To destroy these blocks permanently, Mario must get a Super Mushroom and then spin jump on top of them. Blocks that are not destroyed using this method have items or a vine in them.) There are also blocks which Mario can pick up and throw, but disappear after a few seconds. New red triangular blocks grant Mario the ability to walk on vertical surfaces such as walls or pipes, or can be used as a trampoline when riding on Yoshi. Enemies hit by fireballs from Fire Mario will turn into coins which can be collected, rather than getting knocked off the screen; the same is true if Yoshi spits out a red Koopa shell (which becomes a trio of fireballs). Koopa Troopas jump out of their shells after being stomped on. Goombas can be picked up and thrown at other enemies like Koopa shells. Paratroopas become regular Koopa Troopas if stomped on. Stomping on the shell-less Koopa will completely defeat it. Once they are completely defeated, they will not reappear if the player returns to that area unless the player exits and then re-enters the level. Additionally, for the first time Bowser does not breathe fire in the game, and uses a machine to attack Mario. When any powered-up form of Mario gets hit by an enemy, he will revert back to Regular Mario. However, when Super Mario receives another power-up, his previous item is transferred to a "reserve box" at the top of the screen. When he is hit, the item drops down and he can catch it. For example, Fire Mario can interchange with Caped Mario at any time as long as the reserved item is held. However a Super Mushroom will never change Fire or Caped Mario, as he is already "super". Getting hit to the point to Regular Mario or pressing SELECT releases the item in the box. Super Mario World was the first Mario game to provide the option of exiting a level without losing a life or completing it. This capability is only activated after the player has finished the level at least once. When replaying a level, players can exit to the map screen by pressing the START button to pause the game, then pressing SELECT. It was also the first Mario game to use a visible halfway point marker in levels; if the player is able to activate the marker, and dies or exits the level before reaching the end, they will arrive at the marker's location when re-entering the level. The marker will stay "set" even if the player does not immediately re-enter the level, and will not be reset until that level is completed. The marker will even turn Regular Mario into Super Mario. The secret exits in some levels lead to one of five portals to Star Road, an otherwise secret realm. Each portal gives the player access to a level in the Star World. The levels here all have a baby Yoshi of a particular color (blue, red, or yellow), which must be fed five enemies or coins or eat a star (if available) for Mario to be able to ride it. Feeding a colored Yoshi a power-up results in it growing up immediately. Yoshis have special abilities when holding Koopa shells in their mouths, based on both their own color and the color of the shell. Blue color allows the Yoshi to fly, red spits fireballs instead of releasing the shell, and yellow stomps the ground to stun or kill all nearby enemies (green has no special ability, but is the only one that turns enemies into coins once swallowed). For example, a blue Yoshi who holds a red shell in its mouth can fly, and then will spit the shell out as fireballs, and a red Yoshi who eats a yellow shell can stomp, then shoot fireballs. Each level in Star World has two exits. The normal exit simply counts toward the total number of exits found; to properly complete it, however, the player must find the key and the keyhole (i.e. the secret exit) in each level to complete the circuit around the Star World and advance to Special Zone by finding the secret exit in Star World 5. In Special Zone, there is a Super Famicom logo in the top-left corner of the screen. This logo is also part of the European SNES logo. In the Special Zone, there are eight additional levels which are often said to be of particular difficulty. Some have unique characteristics not seen in any other part of the game. In the American translation, the levels are named with expressions from surfer slang (in the following order: Gnarly, Tubular, Way Cool, Awesome, Groovy, Mondo, Outrageous and Funky) whereas the Japanese version has other names describing the approximate difficulty of the courses (each two levels would refer to itself as the same course). Save points are provided after every other level. Completing the Special Zone results in a drastic change in graphics on whichever file the levels were completed on. Piranha Plants become pumpkins, Koopa Troopas now wear Mario masks and their colors have been switched so blue and yellow shells are now more common, and Bullet Bills become Pidgits. The world map takes on a different color scheme, using more of an Autumn palette - however, the levels themselves do not change color. In the Game Boy Advance port, however, this change does not take effect until all 96 exits are found. In the English SNES version, the redone enemies have new names, but in the Japanese version and Super Mario Advance 2, the enemies share the same name since they are basically the same enemy. In Super Mario Advance 2, two additional enemies receive a facelift: Pokey and Goomba (the latter of which is thought to have been considered for it in the SNES version since it has two identical copies in the game data, one of which is used after Dinosaur Land changes). Using Star Road also allows more experienced players to complete the game in only 12 stages. However, the stages are more difficult as the switch palaces have been skipped. At the end of the game, after defeating Bowser and saving the Princess, Mario, Princess, and Yoshi return to Yoshi's home where Yoshi babies of different colors hatch. After they all cheer and thank you, the credits roll. During the credits, photos of the various character and villains appear with their designated name given. This is similar to the ending of SNES's Donkey Kong Country.
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 20:41:10 GMT -5
Now For The Final Countdown Update
150. King Of The Monsters 149. Captain America And The Avengers 148. Bugs Bunny Rabbit Rampage 147. Cannon Fodder 146. Wayne's World 145. Madden NFL 95 144. Metal Warriors 143. Super Godzilla 142. Spider-man & Venom: Separation Anxiety 141. Clay Fighter 140. Super Bomberman 2 139. X-Men: Mutant Apocalypse 138. Kirby's Avalanche 137. Striker 136. Fatal Fury Special 135. King Of Dragons 134. Rap Jam: Volume One 133. Disney's Magical Quest 132. Doom 131. Samurai Shodown 130. International Superstar Soccer 129. Breath Of Fire 128. Sim City 2000 127. U.N. Squadron 126. Desert Strike: Return To The Gulf 125. Daffy Duck: The Marvin Missions 124. Super Battleship 123. S.O.S. 122. Gradius III 121. Tetris 2 120. Lufia II: Rise Of The Sinistrels 119. The Lion King 118. Spider-man & Venom: Maximum Carnage 117. Demon's Crest 116. Pinball Fantasies 115. Inindo: Way Of The Ninja 114. World Cup Striker 113. Run Saber 112. NCAA Football 111. Krusty's Fun House 110. The Simpsons: Virtual Bart 109. Cool Spot 108. Tecmo Secret Of The Stars 107. Super Caesar's Palace 106. Pilotwings 105. Road Runner's Death Valley Rally 104. Romance Of The Three Kingdoms IV: Wall Of Fire 103. Teenage Mutant Ninja Turtles: Tournament Fighters 102. Riddick Bowe Boxing 101. Saturday Night Slam Masters 100. Super Return Of The Jedi 99. Shadowrun 98. Kirby's Dream Course 97. Rock N' Roll Racing 96. NHL 94 95. Madden NFL 97 94. Paladin's Quest 93. Axelay 92. Advanced Dungeons & Dragons: Eye Of The Beholder 91. Wrestlemania: The Arcade Game 90. FIFA International Soccer 89. Super Tennis 88. King Arthur's World 87. Terranigma 86. NBA Live 98 85. WWF Super Wrestlemania 84. Skyblazer 83. Madden NFL 98 82. Street Fighter Alpha 2 81. Soul Blazer 80. Secret Of Evermore 79. Ken Griffey Jr.'s Winning Run 78. Final Fight 3 77. Illusion Of Gaia 76. Parodius: Non-Sense Fantasy 75. Front Mission 74. Harvest Moon 73. Earthworm Jim 2 72. Flashback: The Quest For Identity 71. Super R-Type 70. Mortal Kombat III 69. Super Smash TV 68. Breath Of Fire II 67. The Legend Of The Mystical Ninja 66. Super Empire Strikes Back 65. Final Fight 2 64. Mighty Morphin Power Rangers 63. Mario Is Missing 62. Super Bomberman 3 61. Joe & Mac 60. Super Bomberman 59. Lufia & The Fortress Of Doom 58. R-Type III: The Third Lightning 57. Super Star Wars 56. Sunset Riders 55. Smash Tennis 54. Robotrek 53. Mega Man X3 52. Pocky & Rocky 51. Mega Man X2 50. Super Ghouls N' Ghosts 49. Earthworm Jim 48. Tetris Attack 47. Tiny Toons Adventures: Buster Busts Loose 46. NBA Jam 45. International Superstar Soccer Deluxe 44. Uniracers 43. EVO: The Search For Eden 42. Wild Guns 41. Mario Paint 40. Donkey Kong Country 3: Dixie Kong's Double Trouble 39. Ken Griffey Jr. Presents Major League Baseball 38. Mega Man 7 37. WWF Raw 36. Ogre Battle: March Of The Black Queen 35. Ultimate Mortal Kombat III 34. Mortal Kombat 33. Final Fight 32. NBA Jam: Tournament Edition 31. Killer Instinct 30. WWF Royal Rumble 29. F-Zero 28. Sim City 27. Kirby Superstar 26. Act Raiser 25. Contra III: The Alien Wars 24. Super Castlevania IV 23. Teenage Mutant Ninja Turtles IV: Turtles In Time 22. Donkey Kong Country 2: Diddy's Kong Quest 21. Zombies Ate My Neighbors 20. Street Fighter 2 Turbo: Hyper Fighting 19. Secret Of Mana 18. Super Street Fighter 2: The New Challengers 17. Star Fox 16. Street Fighter 2: The World Warrior 15. Super Punch-Out!! 14. Super Mario World 2: Yoshi's Island 13. Mega Man X 12. Final Fantasy VI aka Final Fantasy II 11. Mortal Kombat II 10. Super Mario All Stars 9. Earthbound 8. Donkey Kong Country 7. Chrono Trigger 6. Final Fantasy VI aka Final Fantasy III 5. Super Metroid 4. Super Mario Kart 3. Super Mario RPG: Legend Of The Seven Stars 2. The Legend Of Zelda: A Link To The Past 1. Super Mario World
Congratulations For Completing This List....Hopefully You Did Not Use Any Cheat Codes.
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Post by gsguy on Oct 25, 2007 20:49:05 GMT -5
Great list as usual Seth.
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The Raven
Hank Scorpio
Where The Raven flies, there's Jeopardy!: Sports Edition
Posts: 5,907
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Post by The Raven on Oct 25, 2007 21:24:56 GMT -5
All my favorites for this system were in the top Ten, so excellent.
What was the final list for the Genesis? I never saw all of that thread.
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Post by gsguy on Oct 25, 2007 21:30:24 GMT -5
All my favorites for this system were in the top Ten, so excellent. What was the final list for the Genesis? I never saw all of that thread. Can't remember all of them but Sonic 2 was #1.
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Post by The Portable Stove on Oct 25, 2007 21:34:53 GMT -5
I believe that, except for one Streets of Rage game, the entire top 5 was composed of Sonic games.
That being said, this list was pretty good. I have no complaints about the Top 10, actually. Also, A Link to the Past is one of the only two LoZ games I could just never get in to.
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Post by forgottensinpwf on Oct 25, 2007 22:03:45 GMT -5
3. Super Mario RPG: Legend Of The Seven Stars Super Mario RPG: Legend of the Seven Stars, released as simply Super Mario RPG in Japan, is a hybrid adventure/console role-playing game, developed and published by Square (now Square Enix) and Nintendo. Nintendo first released the game on March 9, 1996 in Japan and on May 13, 1996 in North America. Neither Nintendo nor Squaresoft ever released a PAL version. Super Mario RPG is the final Mario game for the Super Nintendo Entertainment System video game console, as well as being one of the last games Square produced for Nintendo hardware until Chocobo Land: A Game of Dice in 2002. The game was mainly developed by Square with direct guidance from producer Shigeru Miyamoto. IGN confirmed that Nintendo will re-release Super Mario RPG: Legend of the Seven Stars on Wii's Virtual Console in North America in 2007. Super Mario RPG is the first game in which Mario and Bowser fight as allies, and the first console role-playing game (RPG) in the Mario series containing token similarities to many other Square role-playing games such as Chrono Trigger and the Final Fantasy series with a story and action-based gameplay based on the Super Mario Bros. series. Mario's enemies are visible in the field; a battle ensues only if he comes in contact with one. This allows the player to evade unnecessary battles. It should be noted that some fights are necessary to advance the plot. Avoiding battles also means acquiring fewer experience points, causing characters to take greater, and inflict less, damage from attacks, making battles more difficult. The battles themselves are a blend of platforming elements and traditional role-playing game battles. As well as selecting attacks, the player is usually required to perform action commands to increase the damage done. These consist of timed button presses and other movements (such as rotating the control pad or pressing Y repeatedly) to determine the power of the character's attack, a concept that was carried over to some later role-playing games such as Final Fantasy VIII. As with many other role-playing games, items are an important tool in battles. The need to perform action commands in between navigating menus requires the player to be engaged in the battle the whole time. However, much of Super Mario RPG's gameplay is outside of monster battles. In the field, the game plays much like an isometric platformer, in which traditional Mario features and new ones (such as magic spells) play a key role. There are five characters the player can control: Mario, Mallow, Geno, Bowser, and Princess Toadstool. Each character has a unique set of attacks and techniques. The game's main characters include three of the main individuals of the franchise as well as two original characters. Mario is the main character who plays the role of the silent protagonist, and the hero who often saves the world. On his way to find and rescue Princess Toadstool — a common objective from previous Mario games — he meets up with the cloud-like being Mallow, who believes he is a tadpole. As he returns to his home with Mario, he learns the truth, that he is not a tadpole, and he was found floating in a river by his adoptive grandfather, Frogfucius, and sets off with Mario in the hope of finding his true parents. On their search, they meet a being from Star Road, who possesses a young boy's doll, Geno, taking on the doll's name and persona. He explains that he is an otherworldly traveler sent by a higher authority to recover the seven Star Pieces that must be found in order to stop Smithy, the main villain of the game. They eventually run into Bowser, and save Princess Toadstool. Bowser decides to help Mario, so he can reclaim his castle from the Smithy Gang; and the Princess, desperate to help, sneaks out of the Mushroom Kingdom to help on their travels. The story begins with Mario entering Bowser's Castle to rescue Princess Toadstool. Mario defeats Bowser, but a giant earthquake caused by a sword named Exor shakes the castle, sending Mario, Bowser, and Princess Toadstool flying in three different directions. Mario falls through the chimney into his house and returns to the Mushroom Kingdom with Toad to inform the Chancellor of the current situation. The Chancellor insists that Mario locate the Princess, defeat Bowser once and for all, and discover the truth behind the sword's intentions. Upon exiting the Chancellor's castle, Mario finds a new character named Mallow, who starts crying after his grandfather's coin is stolen; Mario helps Mallow retrieve the coin from Croco. Mario and Mallow return to Mushroom Kingdom so Mallow can complete his errand, but they find the Kingdom under attack. After defeating Mack, they discover their first Star Piece, which the Chancellor suggests is connected to the arrival of Smithy. Mario and Mallow head to Tadpole Pond to see Mallow's grandfather, Frogfucius, for more information on Smithy's forces. However, Frogfucius is unable to help them and instead urges Mallow to aid Mario in his quest. With the assistance of Geno, a star spirit who assumes the identity of a doll, Mario and Mallow manage to get the second Star Piece. Geno thanks them and introduces himself as a visitor from the Star Road. He explains how Exor shattered the Star Road into seven Star Pieces, and that all seven must be recovered to repair the Star Road. With the mystery behind the origin of the star pieces finally solved, Geno joins the party and they set out to search for the remaining five pieces and Peach. The heroes next arrive at Moleville where a shooting star has crashed into the hollowed-out mountain on the outskirts of town and trapped two kids that had been exploring inside. The party retrieves the two missing kids and the third Star Piece. While in Moleville, Mario also sees Bowser trying to reassemble his forces. When the crew receive word that someone was seen falling from the sky and landing on the roof of Booster Tower, the home of a rich and greedy madman, they decide to check it out. When they arrive, Bowser is seen standing outside the entrance, reminiscing about his own castle and how much he misses it. When the party explains how Smithy's involvement has affected Star Road, Bowser reluctantly decides to join up with Mario and his friends and works to stop Smithy in order to get his castle back. Bowser's help comes in handy, but Booster manages to escape with Peach and takes off for the nearby town of Marrymore in an attempt to marry her. Upon arriving in Marrymore, the heroes learn that Booster has kicked everyone out of the chapel and barricaded the doors. Fortunately, they find the Back Door, and manage to rescue Peach after Booster gets distracted by the enormous wedding cake. Finally, with the Princess found, the party returns to the Mushroom Kingdom and explains the situation to both her and the Chancellor. Against the wishes of the Chancellor, the Princess decides to join the party. On Frogfucius' advice, they head to Star Hill, where the party discovers the fourth Star Piece. The quest for the three remaining Star Pieces brings the party to Seaside Town, where the elder of the town informs the party that a Star Piece has fallen into the ocean and likely is controlled by a ruthless pirate called Jonathan Jones. The party finds Jones' Sunken Ship and manages to defeat Jones, earning the party the fifth Star Piece and Jones' respect. They return to Seaside Town and find out that the elder of the town was Yaridovich, a spear-themed member of the Smithy Gang, in disguise. In exchange for releasing the citizens of the town, Yaridovich demands the fifth Star Piece. Yaridovich's departure is delayed by Jones, which allows the party to defeat Yaridovich to regain the Star Piece. The party's journey continues through Land's End, a desolate conglomeration of mountain and desert regions, and Monstro Town, a place teeming with reformed monsters. With some help from the town's residents the party scales an inaccessible cliff in order to get to Bean Valley, which leads to a city in the sky. The city, Nimbus Land, is made up of inhabitants who look just like Mallow. As the party arrives, the royal adviser Valentina announces that the King's ill condition has turned critical. However, she also claims to have found the lost prince who takes over for the ill king; Valentina becomes the new queen when the prince asks her to marry him. Looking around the city, Mallow learns from the royal sculptor that he is the real prince. Garro, a Nimbus Land citizen, is able to sneak the party into the castle in order to rescue the king and queen. Seeing the real prince, Valentina and the impostor Dodo flee. After briefly falling out of Nimbus Land, the party defeats Valentina and Dodo, making them flee to Booster's Tower. They get the key and rescue Mallow's parents, the king and queen. Both are unharmed and perfectly healthy. After Mallow's reunion with his parents, the party continues onward, told by the queen that a star fell into the Barrel Volcano. The party finds the sixth Star Piece, but it is stolen by the Axem Rangers, an elite Smithy Gang fighting force. After chasing them onto their warship, named Blade, the party defeats the Rangers. The last star piece is in Bowser's Keep. After battling through many of Smithy's elite forces, the party battles Exor. Defeated, Exor transports them to a dark and lifeless factory, the center of Smithy's operations. The party makes its way through the factory and confronts Smithy. After being defeated, Smithy destroys the factory, and reveals his true form. Despite this, he is defeated and explodes. With Smithy gone and the final Star Piece in hand, Geno thanks the party and returns to the Star Road to repair it. The party heads outside in time to see Exor disintegrate. what a fun game. best 8 bucks i've ever spent.
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