History Videogame / FinalFantasyVI

6th Feb '16 8:31:01 AM DrakeClawfang
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** Opening the Sealed Gate sets off a chain of events that allows Kefka and Gestahl and enter the Esper world, find the Warring Triad, and ultimately allowing Kefka's rise to power.
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** Opening the Sealed Gate sets off a chain of events that allows Kefka and Gestahl and to enter the Esper world, find the Warring Triad, and ultimately allowing allows Kefka's rise to power.

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** Opening * SufficientlyAnalyzedMagic: It's what allowed the Sealed Gate sets off a chain Empire to create {{Magitek}}; they figured out how to "extract" magic from Espers, refine it into some sort of events that allows Kefka fuel or power source, and Gestahl and enter the Esper world, find the Warring Triad, and ultimately allowing Kefka's rise to power.create machines powered by it.
6th Feb '16 8:25:45 AM DrakeClawfang
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** The boss Wrexsoul can be [[PuzzleBoss rather complicated]] to defeat; you're ''supposed'' to kill your own party members until he emerges from hiding, and then attack him. Or, you know, you could just [[GoodBadBugs cast Banish]], that works just as well (if you don't mind not getting the Item Drop). The latter solution is still viable in the GBA version of the game, suggesting it was either an intended way to finish the boss, or an AscendedGlitch for that encounter (as the Vanish/Doom bug was corrected). Given that Banish worked on the [=SoulSavers=] even without the Vanish/Doom bug in the original, the former seems likely. ** And, as usual in Final Fantasy, ReviveKillsZombie. The otherwise-challenging boss Phantom Train happens to be undead, so you can throw a Phoenix Down at it and end the fight in one round.
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** The boss Wrexsoul can be [[PuzzleBoss rather complicated]] to defeat; you're ''supposed'' to kill your own party members until he emerges from hiding, and then attack him. Or, you know, you could just [[GoodBadBugs cast Banish]], that works just as well (if you don't mind not getting the Item Drop). The latter solution is still viable in That the GBA version of the game, suggesting it was either an intended way Soul Savers are vulnerable to finish the boss, or an AscendedGlitch for that encounter (as the Vanish/Doom bug was corrected). Given that Banish worked on the and this was not changed in re-releases suggests it may have been intended.[[note]]Banish delays an enemy's "final attack" script that normally executes when they die. The [=SoulSavers=] even without are scripted to endlessly respawn when they die, but if you kill both of them with Banish, that script is delayed a turn. Thus. before they get a chance to come back, the Vanish/Doom bug in the original, the former seems likely. game reads that all enemies have been defeated, and therefore, you win![[/note]] ** And, as As usual in Final Fantasy, ''Final Fantasy'', ReviveKillsZombie. The otherwise-challenging boss Phantom Train happens to be undead, so you can throw a Phoenix Down at it and end the fight in one round.

*** Magic Master in the Cultists' Tower uses the same strategy, but due to where you're fighting, you can't use physcial attacks. You can, however, use Berserk and completely bypass his brutal magic spells. He still hits pretty hard, but this is simply remedied by vanishing all of the party members. Also, since he plays by the same rules, just draining his magic to 0 will make him just drop dead, and this even skips hit last-ditch ultimate spell.
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*** Magic Master in the Cultists' Tower uses the same strategy, but due to where you're fighting, you can't use physcial attacks. You can, however, use Berserk and completely bypass his brutal magic spells. He still hits pretty hard, but this is simply remedied by vanishing Vanishing all of the party members. Also, since he plays by the same rules, just draining his magic to 0 will make him just drop dead, and this even skips hit last-ditch ultimate spell.
6th Feb '16 8:20:07 AM DrakeClawfang
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* MagicVersusScience: In a way. The Returners (Celes exempted) utilize natural Magic from Magicite to combat the Empire's Magitek, which uses Magic weaponized by Science.
6th Feb '16 7:19:50 AM Steven
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** The GBA version in general can qualify, if you're used to exploiting some of the better-known GoodBadBugs of the SNES version. *** "What, Vanish+Doom and Vanish+X-Zone won't kill bosses anymore?" *** "I can't make characters NighInvulnerable by equipping Magic-Evade-boosting equipment?!" *** "The Darkness status actually matters now?!?" *** "Now that the Evade stat works, my weapon attacks couldn't hit these stupid bears who stole all my money and ran away?!?!"
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** The GBA GBA/mobile version in general can qualify, if you're used to exploiting some of the better-known GoodBadBugs bugs of the SNES version. *** "What, Vanish+Doom version. Vanish + Doom and Vanish+X-Zone won't kill Vanish + X-Zone/Banish doesn't work on bosses anymore?" *** "I anymore. The evade stat works properly so that you can't make characters NighInvulnerable by equipping Magic-Evade-boosting equipment?!" *** "The Darkness status be nigh unkillable with just magic evade anymore and it also means that enemies can actually matters now?!?" *** "Now that the Evade stat works, my weapon dodge your physical attacks couldn't hit these stupid bears who stole all my money since evasion now works. Blind actually works properly and ran away?!?!"you'll have to deal with it when it pops up.
5th Feb '16 5:32:37 PM DrakeClawfang
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* DevelopersForesight: ''Every'' playable character has the same range of movement and expression sprites. On the one hand, this is so, with certain scenes where the party leader makes these animations, every character has a sprite to use for them. However, even ''temporary'' playable characters, like General Leo, Banon, and Locke's merchant disguise, have the same animations, so if you hack or glitch them into the party, they still work. Even Esper Terra and the Imp, which are normally impossible to have as party leaders, have a full range of animations they never use, just in case. However, the developers didn't have ''full'' foresight; temporary playable characters lack Chocobo-riding sprites, so riding one with them as party leader makes them glitch up.[[note]]They furthermore overlooked a Chocobo Stable on the world map south of Figaro Castle, so a determined player can head there in Banon's scenario, rent a Chocobo, and behold his lack of a riding sprite with no glitches or hacks required. Whoops.[[/note]]
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* DevelopersForesight: ''Every'' DevelopersForesight: ** Every playable character has the same range of movement and expression sprites. On the one hand, this is so, with certain scenes where the party leader makes these animations, every character has a sprite to use for them. However, even ''temporary'' temporary playable characters, like General Leo, Banon, and Locke's merchant disguise, have the same animations, so if you hack or glitch them into the party, they still work. Even Esper Terra and the Imp, which are normally impossible to have as party leaders, have a full range of animations they never use, just in case. However, the developers didn't have ''full'' foresight; temporary playable characters lack Chocobo-riding sprites, so riding one with them as party leader makes them glitch up.[[note]]They furthermore overlooked a Chocobo Stable on the world map south of Figaro Castle, so a determined player can head there in Banon's scenario, rent a Chocobo, and behold his lack of a riding sprite with no glitches or hacks required. Whoops.[[/note]][[/note]] ** You know how party members not in the party loiter around the airship deck? If you somehow hack or glitch Umaro or Gogo into your party in the World of Balance, they still have places assigned to them in the Blackjack for them to appear when they're not in the party.
4th Feb '16 7:01:33 PM DrakeClawfang
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** [[spoiler:General Leo]] and Rachel's deaths are yet another example of this in the series. ** In some parts of the game, a single set of dialogue is used for whoever is set as the leader of the party. There's nothing incongruous about ''most'' of the characters saying the lines, but in cases like Shadow and Umaro, it can cause {{Out Of Character Moment}}s. ** When Celes makes her way to the mainland and finds Sabin in the nearest town, he is relieved to see her, naturally. It's possible to skip this and return for Sabin later, though. His reaction will still show relief to see his old allies again... even if you show up with a party of solely Gogo. Yeah, great to see you again, person in bizarre clothing I've never met before.
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** [[spoiler:General Leo]] and Rachel's deaths are yet another example of this in the series. series. Though the latter leads to a sly bit of GameplayAndStoryIntegration. [[spoiler:A Phoenix Down won't revive her, but a Phoenix ''Magicite'', on the other hand...]] ** Magic is said to have weakened in the world after the War of the Magi, and no normal human can use it without a Magitek infusion. Doesn't really explain all the special attacks and abilities characters can use that deal magic damage, like Shadow's Skeans, some of Edgar's Tools, and Sabin's Blitzes. While it is feasible that perhaps monsters can still use magic (since supernatural things ''do'' still exist), that doesn't explain how Gau can somehow gain the ability to use magic by mimicing the behavior of those monsters with his Rages, yet once he comes out of it he suddenly forgets. ** In some parts of the game, a single set of dialogue is used for whoever is set as the leader of the party. There's nothing incongruous about ''most'' of the characters saying the lines, but in cases like Shadow and Umaro, it can sometimes cause {{Out Of Character Moment}}s. Moment}}s when your party leader is ill-suited to act this way. Like Shadow laughing at Cyan's embarrassment over his flowers, or Gau getting over his YouNoTakeCandle speech patterns for cutscenes. ** When Celes makes her way to Throughout the mainland and finds Sabin in world of Ruin, a lot of "canned dialogue" is used for many scenarios, as the nearest town, he is relieved developers likely didn't care to see her, naturally. It's include unique dialogue for every possible to skip this and return for Sabin later, though. His reaction will still show relief to see his character that might be present. However, it makes things a bit odd when recruiting old allies again... even if you show up party members with a party of solely Gogo. Yeah, great to see you again, person in bizarre clothing I've never Gogo and/or Umaro, who none of them have ever met before.before. This results in Gau deciding to join up with two strangers to travel for no reason, Cyan expressing relief at the survival of the same strangers of a catastrophe they weren't there for, and so on.
4th Feb '16 6:51:33 PM DrakeClawfang
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* DevelopersForesight: ''Every'' playable character has the same range of movement and expression sprites. On the one hand, this is so, with certain scenes where the party leader makes these animations, every character has a sprite to use for them. However, even ''temporary'' playable characters, like General Leo, Banon, and Locke's merchant disguise, have the same animations, so if you hack or glitch them into the party, they still work. Even Esper Terra and the Imp, which are normally impossible to have as party leaders, have a full range of animations they never use, just in case. However, the developers didn't have ''full'' foresight; temporary playable characters lack Chocobo-riding sprites, so riding one with them as party leader makes them glitch up.[[labelnote]]They furthermore overlooked a Chocobo Stable on the world map south of Figaro Castle, so a determined player can head there in Banon's scenario, rent a Chocobo, and behold his lack of a riding sprite with no glitches or hacks required. Whoops.[[/labelnote]]
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* DevelopersForesight: ''Every'' playable character has the same range of movement and expression sprites. On the one hand, this is so, with certain scenes where the party leader makes these animations, every character has a sprite to use for them. However, even ''temporary'' playable characters, like General Leo, Banon, and Locke's merchant disguise, have the same animations, so if you hack or glitch them into the party, they still work. Even Esper Terra and the Imp, which are normally impossible to have as party leaders, have a full range of animations they never use, just in case. However, the developers didn't have ''full'' foresight; temporary playable characters lack Chocobo-riding sprites, so riding one with them as party leader makes them glitch up.[[labelnote]]They [[note]]They furthermore overlooked a Chocobo Stable on the world map south of Figaro Castle, so a determined player can head there in Banon's scenario, rent a Chocobo, and behold his lack of a riding sprite with no glitches or hacks required. Whoops.[[/labelnote]][[/note]]
4th Feb '16 6:50:27 PM DrakeClawfang
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* DevelopersForesight: ''Every'' playable character has the same range of movement and expression sprites. On the one hand, this is so, with certain scenes where the party leader makes these animations, every character has a sprite to use for them. However, even ''temporary'' playable characters, like General Leo, Banon, and Locke's merchant disguise, have the same animations, so if you hack or glitch them into the party, they still work. Even Esper Terra and the Imp, which are normally impossible to have as party leaders, have a full range of animations they never use, just in case. However, the developers didn't have ''full'' foresight; temporary playable characters lack Chocobo-riding sprites, so riding one with them as party leader makes them glitch up.[[labelnote]]They furthermore overlooked a Chocobo Stable on the world map south of Figaro Castle, so a determined player can head there in Banon's scenario, rent a Chocobo, and behold his lack of a riding sprite with no glitches or hacks required. Whoops.[[/labelnote]]
19th Jan '16 12:11:08 PM nombretomado
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Square originally released ''Final Fantasy VI'' on the Super Nintendo, but has since ported it twice (both times under the original title). The first port ended up on the original PlayStation; while it added a number of CGI cutscenes throughout the game, it made no other alterations to the game (aside from slowdown and sound emulation issues). The other port, released on the Game Boy Advance, was much more technically competent: while it had no additional cutscenes, it included new dungeons, gear, and Espers; it also featured a brand-new translation (the PS1 port recycled Woolsey's script) that retained many of Woolsey's original lines and all of his name changes, stuck closer to the original script, and uncensored certain elements (while censoring others that had been uncensored in previous versions). The GBA port also fixed numerous bugs, rebalanced the battle system, made the graphics easier on the eyes, and featured slightly remixed music, the last of which remains [[TheyChangedItNowItSucks a source of contention for some fans]]. Square re-released the SNES version on the VirtualConsole in Japan, Europe and North America, re-released the PlayStation port on the [=PlayStation=] Store, and released an enhanced version of the game for mobile devices, which was later released on {{Steam}}.
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Square originally released ''Final Fantasy VI'' on the Super Nintendo, but has since ported it twice (both times under the original title). The first port ended up on the original PlayStation; while it added a number of CGI cutscenes throughout the game, it made no other alterations to the game (aside from slowdown and sound emulation issues). The other port, released on the Game Boy Advance, was much more technically competent: while it had no additional cutscenes, it included new dungeons, gear, and Espers; it also featured a brand-new translation (the PS1 port recycled Woolsey's script) that retained many of Woolsey's original lines and all of his name changes, stuck closer to the original script, and uncensored certain elements (while censoring others that had been uncensored in previous versions). The GBA port also fixed numerous bugs, rebalanced the battle system, made the graphics easier on the eyes, and featured slightly remixed music, the last of which remains [[TheyChangedItNowItSucks a source of contention for some fans]]. Square re-released the SNES version on the VirtualConsole in Japan, Europe and North America, re-released the PlayStation port on the [=PlayStation=] Store, and released an enhanced version of the game for mobile devices, which was later released on {{Steam}}. UsefulNotes/{{Steam}}.
16th Jan '16 2:26:08 PM 4maskwolf
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The Dev Team Thinks Of Everything is now Developers Foresight. Removed a non-illustrative example.
* TheDevTeamThinksOfEverything: If you got to the room holding Ramuh and Esper Terra for the first time with a solo-Gau party, this happens: -->'''Gau:''' Terra... she okay?\\ '''Ramuh:''' Her life is in no danger. She simply used a power she didn't know she had, and it overwhelmed her. Now her body won't listen to what she's telling it to do. As for myself, I am Ramuh--the esper, Ramuh.\\ '''Gau:''' Espers... live other world... right? ** And so on. Eventually they stop trying to rewrite dialogue for every character, though. There are some segments with dialogue in quotation marks that isn't attributed to any particular character. ** Another example is the various character segments during the ending when two characters are paired up for the same segment: Edgar with Sabin, Celes without Locke and even Relm without Strago.
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