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* NintendoHard: While it is rather easy on the Basic difficulty, it can get surprisingly hard on the later difficulty settings. And Cosmos help you if spinning arrow notes are included.
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*** ''Final Bar Line'' adds the Supreme difficulty for this song. Say hello to '''2,182''' notes, there's a reason it's one of the few Difficulty 16 songs.
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Wait, "Online" isn't part of its title here? Odd.


** In terms of Title Quests in ''Final Bar Line'', the one for VideoGame/FinalFantasyXIVOnline consists of a whopping 32 songs.

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** In terms of Title Quests in ''Final Bar Line'', the one for VideoGame/FinalFantasyXIVOnline VideoGame/FinalFantasyXIV consists of a whopping 32 songs.
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** ''Final Bar Line'' has [[VideoGame/FinalFantasyXV MAGNUS INSOMNIA]] clocking in at 5:15 long with over 400 notes on Basic.
** In terms of Title Quests in ''Final Bar Line'', the one for VideoGame/FinalFantasyXIVOnline consists of a whopping 32 songs.
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A console version, ''Theathrhythm: Final Bar Line'', came out on February 16, 2023 for the UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4. It is a console adaptation of ''All Star Carnival'', using the same gameplay mechanics such as chords of multiple notes and the more difficult-to-achieve "rainbow Critical" note judgement. This version allows for local two-player multiplayer and online four-player versus multiplayer. The base game is set to have 385 songs at launch with additional 90 songs pulled from Square Enix's catalouge added via three Season Passes. The Deluxe Edition is notable for including remixes of ''VideoGame/FinalFantasyVII'' songs Aerith's Theme and Cosmo Canyon that were originally created for ''VideoGame/SuperSmashBrosUltimate''.

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A console version, ''Theathrhythm: Final Bar Line'', came out on February 16, 2023 for the UsefulNotes/NintendoSwitch Platform/NintendoSwitch and UsefulNotes/PlayStation4.Platform/PlayStation4. It is a console adaptation of ''All Star Carnival'', using the same gameplay mechanics such as chords of multiple notes and the more difficult-to-achieve "rainbow Critical" note judgement. This version allows for local two-player multiplayer and online four-player versus multiplayer. The base game is set to have 385 songs at launch with additional 90 songs pulled from Square Enix's catalouge added via three Season Passes. The Deluxe Edition is notable for including remixes of ''VideoGame/FinalFantasyVII'' songs Aerith's Theme and Cosmo Canyon that were originally created for ''VideoGame/SuperSmashBrosUltimate''.

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The game's success has earned it the right for a sequel, [[http://www.siliconera.com/2013/09/10/theatrhythm-final-fantasy-curtain-call-announced-for-nintendo-3ds/ Threatrhythm Final Fantasy: Curtain Call]] for the [=3DS=], which released in Japan of April 24, 2014, with North America and Europe getting it Sep.16th and 19th of 2014 respectively. and It now has over 200 tracks (including a number of DLC tracks from ''VideoGame/BravelyDefault'', the ''VideoGame/{{SaGa|RPG}}'' series, ''VideoGame/ChronoTrigger'', ''VideoGame/FinalFantasyAdventure'', ''VideoGame/SecretOfMana'', ''VideoGame/TrialsOfMana'' (then known as ''Seiken Densetsu 3'' even outside Japan), ''{{VideoGame/Xenogears}}'', ''VideoGame/TheWorldEndsWithYou'', ''VideoGame/LiveALive'', ''VideoGame/{{Nier}}'', ''VideoGame/NierAutomata'' and ''VideoGame/OctopathTraveler'') with 60 playable characters, which seemingly includes characters from the [=iOS=] version of the game plus more. It also has a new Versus Mode to compete in rhythm battles against other players that can also be played online and the option to use the buttons the play the game instead of the touchscreen. Finally, it also has a new set of Event Music stages with the ones in the first game remaining exclusive to it, and Airship Stages that show the notes flying into the screen from the horizon.

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The game's success has earned it the right for a sequel, [[http://www.siliconera.com/2013/09/10/theatrhythm-final-fantasy-curtain-call-announced-for-nintendo-3ds/ Threatrhythm Final Fantasy: Curtain Call]] for the [=3DS=], which released in Japan of April 24, 2014, with North America and Europe getting it Sep.16th and 19th of 2014 respectively. and It now has over 200 tracks (including a number of DLC tracks from ''VideoGame/BravelyDefault'', the ''VideoGame/{{SaGa|RPG}}'' series, ''VideoGame/ChronoTrigger'', ''VideoGame/FinalFantasyAdventure'', ''VideoGame/SecretOfMana'', ''VideoGame/TrialsOfMana'' (then known as ''Seiken Densetsu 3'' even outside Japan), ''{{VideoGame/Xenogears}}'', ''VideoGame/TheWorldEndsWithYou'', ''VideoGame/LiveALive'', ''VideoGame/{{Nier}}'', ''VideoGame/NierAutomata'' and ''VideoGame/OctopathTraveler'') with 60 playable characters, which seemingly includes characters from the [=iOS=] version of the game plus more. It also has a new Versus Mode to compete in rhythm battles against other players that can also be played online and the option to use the buttons the play the game instead of the touchscreen. Finally, it also has a new set of Event Music stages with the ones in the first game remaining exclusive to it, and Airship Stages that show the notes flying into the screen from the horizon.



** In the sequel, if you play FMS levels with button controls, you don't have to follow the hold triggers exactly like you have to with the stylus: just holding the circle pad in the direction the line is currently travelling causes the cursor to snap to it. Hitting the slide triggers at the end of said hold triggers with button controls takes some getting used to though. Two more are for Chaos Notes in the sequel: a Fortune Sphere will change a song to a lower difficulty level to make clearing a particularly troublesome song less of a hassle, and a Gambler's Soul will change a song to a random other song of the same type - particularly valuable for changing songs in boss fights into something that will have more triggers (allowing the player to do more damage).

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** In the sequel, Curtain Call, if you play FMS levels with button controls, you don't have to follow the hold triggers exactly like you have to with the stylus: just holding the circle pad in the direction the line is currently travelling causes the cursor to snap to it. Hitting the slide triggers at the end of said hold triggers with button controls takes some getting used to though. Two more are for Chaos Notes in the sequel: Curtain Call a Fortune Sphere will change a song to a lower difficulty level to make clearing a particularly troublesome song less of a hassle, and a Gambler's Soul will change a song to a random other song of the same type - particularly valuable for changing songs in boss fights into something that will have more triggers (allowing the player to do more damage).



* CriticalHit: The best rank for hitting a note correctly. Emphasized more in the sequel, where there are additional glowing critical triggers that allow the character to perform an extra-powerful hit in a BMS, give the character a burst of speed during a FMS and give an item during an EMS if you get a Critical on them.

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* CriticalHit: The best rank for hitting a note correctly. Emphasized more in the sequel, starting with Curtain Call, where there are additional glowing critical triggers that allow the character to perform an extra-powerful hit in a BMS, give the character a burst of speed during a FMS and give an item during an EMS if you get a Critical on them.



** During EMS, a cursor follows a pre-determined path circling all over the screen and notes appear along that path. The cursor is prone to suddenly speeding up or slowing down, ruining your timing unless you listen carefully to the music and know the song so you can keep to the beat in spite of the cursor's speed. It also seems that the timing for the notes in EMS songs is noticeably stricter than in other two song types, at least in the sequel, making it much harder to get a Critical on them.

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** During EMS, a cursor follows a pre-determined path circling all over the screen and notes appear along that path. The cursor is prone to suddenly speeding up or slowing down, ruining your timing unless you listen carefully to the music and know the song so you can keep to the beat in spite of the cursor's speed. It also seems that the The timing for the notes in EMS songs also is noticeably stricter than in other two song types, at least in the sequel, making it much harder to get a Critical on them.



* FakeLongevity: Going for all of the trophies in ''Curtain Call'' is definitely this as there are several that take a long time and are mutually exclusive to various game modes: 500 Songs must be played in Music Mode only and clearing a certain number of each type of Quest Medley with Inherited quests being counted separately (Quest Medleys lose a LOT of appeal after unlocking every character).

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* FakeLongevity: FakeLongevity:
** The games' main way of tracking process, Rhythmia, counts as this. It is obtained each time a song is cleared and accumulating it grants the player all non-trophy unlockables, it is required to complete the games and the only way to acquire more is by repeatedly playing songs until the various milestones are reached.
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Going for all of the trophies in ''Curtain Call'' and ''Final Bar Line'' is definitely this as there are several that take a long time and are mutually exclusive to various game modes: 500 Songs must be played in Music Mode only and clearing a certain number of each type of Quest Medley with Inherited quests being counted separately (Quest Medleys lose a LOT of appeal after unlocking every character).



** The airship songs in the sequel are a minor form of this: since the notes fly into the screen further away, their exact location is slightly harder to gauge. The airship's Feature Mode, Boost, makes this worse by reversing the perspective so that the notes now start off much larger and shrink as they approach the trigger zone.

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** The airship songs in the sequel ''Curtain Call'' are a minor form of this: since the notes fly into the screen further away, their exact location is slightly harder to gauge. The airship's Feature Mode, Boost, makes this worse by reversing the perspective so that the notes now start off much larger and shrink as they approach the trigger zone.



* LimitBreak: The 13 initially selectable characters will learn one when they reach level 40: most of them automatically deal massive amounts of damage to boss monsters, allowing you to kill them as soon as they appear which is extremely useful in Dark Notes, while others give various significant bonuses such as large stat boosts, large amounts of healing for every note if you chain enough in a row and huge damage multipliers for every spell cast. The sequel gives more characters a LimitBreak but there are still the odd few who lack one.

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* LimitBreak: The 13 initially selectable characters will learn one when they reach level 40: most of them automatically deal massive amounts of damage to boss monsters, allowing you to kill them as soon as they appear which is extremely useful in Dark Notes, while others give various significant bonuses such as large stat boosts, large amounts of healing for every note if you chain enough in a row and huge damage multipliers for every spell cast. The sequel gives sequels give more characters a LimitBreak but there are still the odd few who lack one.



** Chaos in the sequel. While his stats (except his [[MightyGlacier agility and luck]]) are decent from the get-go, he requires over twice (and in some cases, over four times) the experience to get his early level ups. In addition, he starts with no CP whatsoever. He makes up for it by rapidly gaining CP (to hit the usual unboosted maximum of 50) at late levels, and also being the fastest by far to gain his last 10 levels. In addition, most of his abilities are the highest-level versions of said abilities, or other powerhouse moves (like the aptly-named Ultima spell). It takes several level resets (thereby raising Chaos' max CP) or CP-raising cards that're all pretty rare to be able to equip more than one of his good abilities at a time.

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** Chaos in the sequel.starting with Curtain Call. While his stats (except his [[MightyGlacier agility and luck]]) are decent from the get-go, he requires over twice (and in some cases, over four times) the experience to get his early level ups. In addition, he starts with no CP whatsoever. He makes up for it by rapidly gaining CP (to hit the usual unboosted maximum of 50) at late levels, and also being the fastest by far to gain his last 10 levels. In addition, most of his abilities are the highest-level versions of said abilities, or other powerhouse moves (like the aptly-named Ultima spell). It takes several level resets (thereby raising Chaos' max CP) or CP-raising cards that're all pretty rare to be able to equip more than one of his good abilities at a time.



** ''Advent: One-Winged Angel'' from the iOS version. The song is six minutes long, two-to-three times the length of most other songs, on ''Easy'' there's 475 notes, and on Ultimate there's ''973''. The sequel also has this version of the song available as DLC; it has the same number of triggers, but technically fewer notes, since slide triggers only count as a single note as opposed to 2 in the iOS version.

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** ''Advent: One-Winged Angel'' from the iOS version. The song is six minutes long, two-to-three times the length of most other songs, on ''Easy'' there's 475 notes, and on Ultimate there's ''973''. The sequel ''Curtain Call'' also has this version of the song available as DLC; it has the same number of triggers, but technically fewer notes, since slide triggers only count as a single note as opposed to 2 in the iOS version.



* MetalSlime: Magic Pots are the closest thing to one: they only seem to appear on specific backgrounds and do so rarely, and killing one is generally worth at least as much EXP as every other enemy you kill on average in a single song combined. The sequel has Chaos Maps with "bracing" as a part of their title: these maps have a large number of songs with multiple Magic Pots and Movers as enemies, allowing you to use them to quickly level up your characters.

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* MetalSlime: Magic Pots are the closest thing to one: they only seem to appear on specific backgrounds and do so rarely, and killing one is generally worth at least as much EXP as every other enemy you kill on average in a single song combined. The sequel ''Curtain Call'' has Chaos Maps with "bracing" as a part of their title: these maps have a large number of songs with multiple Magic Pots and Movers as enemies, allowing you to use them to quickly level up your characters.



** The sequel takes it to its logical extreme with a medley comprising music from some of the main games, as well as visuals from all 14 main games. Even further extremes with now not just them, but the spin-off games represented such as Tactics, Crystal Chronicles, Mystic Quest, and even Advent Children (which wasn't even a game) now have them.

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** The sequel ''Curtain Call'' takes it to its logical extreme with a medley comprising music from some of the main games, as well as visuals from all 14 main games. Even further extremes with now not just them, but the spin-off games represented such as Tactics, Crystal Chronicles, Mystic Quest, and even Advent Children (which wasn't even a game) now have them.



* ThePaladin: Cecil slides from a regular MagicKnight to this in the sequel, losing his attack magic in favor for exclusive defensive attributes and physical damage power.

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* ThePaladin: Cecil slides from a regular MagicKnight to this in the sequel, ''Curtain Call'', losing his attack magic in favor for exclusive defensive attributes and physical damage power.



** There are nine ranks based on the player's points. From F, up to SSS, with the stoic bonus. In the sequel, stats are rated on the same scale as well.

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** There are nine ranks based on the player's points. From F, up to SSS, with the stoic bonus. In the sequel, Starting with ''Curtain Call'', stats are rated on the same scale as well.



* SummonMagic: By scoring well in certain sections of Battle Stages, you can summon [[FireIceLightning Ifrit, Shiva, Ramuh]], [[DiagonalCut Odin]], or [[NonElemental Bahamut]]. The sequel adds [[BadassArmy Knights of the Round]] and [[JokeCharacter Chocobo]] into the mix. ''Final Bar Line'' adds Alexander and Leviathan.

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* SummonMagic: By scoring well in certain sections of Battle Stages, you can summon [[FireIceLightning Ifrit, Shiva, Ramuh]], [[DiagonalCut Odin]], or [[NonElemental Bahamut]]. The sequel ''Curtain Call'' adds [[BadassArmy Knights of the Round]] and [[JokeCharacter Chocobo]] into the mix. ''Final Bar Line'' adds Alexander and Leviathan.



** More obvious in the sequel if you play an FMS based on an airship song; those involve, naturally, piloting the game's airship instead of walking. As those are much faster, you can see the wraparound much more frequently.

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** More obvious in the sequel ''Curtain Call'' if you play an FMS based on an airship song; those involve, naturally, piloting the game's airship instead of walking. As those are much faster, you can see the wraparound much more frequently.

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Widget Series has been renamed to Quirky Work as per TRS (it's also YMMV).


An... [[WidgetSeries out-of-nowhere]] entry in the [[RunningGag reflex-inducingly popular]] ''Franchise/FinalFantasy'' series, this game's premise is relatively simple: bringing the "conflict of the gods" plot of ''VideoGame/DissidiaFinalFantasy'' to the UsefulNotes/Nintendo3DS and later a port to iOS, but in the form of ''a RhythmGame''. In other words, it's ''VideoGame/GrooveCoaster'' [[JustForFun/XMeetsY meets]] ''Franchise/FinalFantasy''.

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An... [[WidgetSeries out-of-nowhere]] An entry in the [[RunningGag reflex-inducingly popular]] ''Franchise/FinalFantasy'' series, this game's premise is relatively simple: bringing the "conflict of the gods" plot of ''VideoGame/DissidiaFinalFantasy'' to the UsefulNotes/Nintendo3DS and later a port to iOS, but in the form of ''a RhythmGame''. In other words, it's ''VideoGame/GrooveCoaster'' [[JustForFun/XMeetsY meets]] ''Franchise/FinalFantasy''.



* WidgetSeries: And then some!
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Hurting Hero is a disambiguation


** ''Anime/FinalFantasyVIIAdventChildren'': [[GirlyBruiser Leather Suit Tifa]] and [[HurtingHero Cloudy Wolf Cloud]][[note]]DownloadableContent only[[/note]]

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** ''Anime/FinalFantasyVIIAdventChildren'': [[GirlyBruiser Leather Suit Tifa]] and [[HurtingHero Cloudy Wolf Cloud]][[note]]DownloadableContent Cloud[[note]]DownloadableContent only[[/note]]
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* ''VideoGame/FinalFantasyVII'': [[HurtingHero Cloud Strife]], [[InnocentFlowerGirl Aerith Gainsborough]], [[WhiteHairBlackHeart Sephiroth]] and [[MsFanservice Tifa Lockhart]][[note]]DownloadableContent for the iOS version only[[/note]]

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* ''VideoGame/FinalFantasyVII'': [[HurtingHero [[AnimeHair Cloud Strife]], [[InnocentFlowerGirl [[PluckyGirl Aerith Gainsborough]], [[WhiteHairBlackHeart Sephiroth]] and [[MsFanservice [[TheHeart Tifa Lockhart]][[note]]DownloadableContent for the iOS version only[[/note]]

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