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		<title>Breath of Fire II</title>
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		<summary type="html">&lt;p&gt;2600:1700:E5D0:A9A0:8188:871:AA24:4E6: &lt;/p&gt;
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&lt;div&gt;{{Short description|1994 video game}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| title = Breath of Fire II&lt;br /&gt;
| image = File:Breath_of_Fire_II_cover_art.png&lt;br /&gt;
| developer = [[Capcom]]&lt;br /&gt;
| publisher = {{vgrelease|WW|Capcom|EU|Laguna Video Games|EU|[[Ubi Soft]] &amp;lt;small&amp;gt;(GBA)&amp;lt;/small&amp;gt;}}&lt;br /&gt;
| director = &lt;br /&gt;
| producer = [[Tokuro Fujiwara]]&lt;br /&gt;
| designer = Yoshinori Kawano&lt;br /&gt;
| programmer = &lt;br /&gt;
| artist = &lt;br /&gt;
| writer = Makoto Ikehara&lt;br /&gt;
| composer = Yuko Takehara&lt;br /&gt;
| series = &#039;&#039;[[Breath of Fire]]&#039;&#039;&lt;br /&gt;
| platforms = [[SNES]], [[Game Boy Advance]]&lt;br /&gt;
| released = &#039;&#039;&#039;SNES&#039;&#039;&#039;{{vgrelease|JP|December 2, 1994|NA|December 10, 1995&amp;lt;ref&amp;gt;{{cite web|url=https://www.nintendo.com/gamemini?gameid=m-Game-0000-676 |title=Breath of Fire II (SNES) |website=[[Nintendo]] |publisher=Nintendo of America |archive-url=https://web.archive.org/web/20071017121025/http://www.nintendo.com/gamemini?gameid=m-Game-0000-676 |archive-date=2007-10-17 |url-status=dead}}&amp;lt;/ref&amp;gt;|EU|April 25, 1996{{Citation needed|reason=No source for release date.|date=January 2025}}}}&#039;&#039;&#039;Game Boy Advance&#039;&#039;&#039;{{vgrelease|JP|December 21, 2001|NA|April 15, 2002&amp;lt;ref&amp;gt;{{cite web |url=https://www.nintendo.com/gamemini?gameid=m-Game-0000-740 |title=Breath of Fire II (GBA) |website=[[Nintendo]] |publisher=Nintendo of America |archive-url=https://web.archive.org/web/20040219090118/http://www.nintendo.com/gamemini?gameid=m-Game-0000-740 |archive-date=2004-02-19 |url-status=dead }}&amp;lt;/ref&amp;gt;|EU|June 28, 2002&amp;lt;ref name=&amp;quot;GBAEU&amp;quot;&amp;gt;{{cite magazine |publisher=Future plc |issue=118 |date=July 2002 |magazine=[[Official Nintendo Magazine]] |title=Reviews: Breath of Fire II |pages=92–3}}&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
| genre = [[Role-playing video game|Role-playing]]&lt;br /&gt;
| modes = [[Single-player]]&lt;br /&gt;
| caption = Japanese Super Famicom cover artwork&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Breath of Fire II&#039;&#039;&#039;&#039;&#039;{{efn|Released in Japan as {{Nihongo||ブレス オブ ファイアII 使命の子|Buresu obu Faia Tsū: Shimei no Ko|Breath of Fire II: The Destined Child}}}} is a [[role-playing video game]] developed and published by [[Capcom]]. First released in 1994, the game was licensed to Laguna for European release in 1996. It is the second entry in the &#039;&#039;[[Breath of Fire]]&#039;&#039; series. It was later ported to [[Game Boy Advance]] and re-released worldwide. The game was released on [[Wii]]&#039;s [[Virtual Console]] in North America on August 27, 2007. Nintendo of Europe&#039;s website mistakenly announced it for release on July 27, 2007, but it was in fact released two weeks later, on August 10, 2007. In 2013, it was released for the [[Wii U]] Virtual Console. In 2016, it was released for the [[New Nintendo 3DS]] Virtual Console. In 2019, it was released for the [[Nintendo Switch]] SNES games library.&lt;br /&gt;
&lt;br /&gt;
Unlike later installments in the series, &#039;&#039;Breath of Fire II&#039;&#039; is a direct sequel to &#039;&#039;[[Breath of Fire (video game)|Breath of Fire]]&#039;&#039;. Set 500 years after the original game,&amp;lt;ref name=&amp;quot;Official&amp;quot;&amp;gt;{{cite web |title=ブレス オブ ファイアII ～使命の子～ ストーリー |url=http://www.capcom.co.jp/newproducts/consumer/gbabof2/story/index.html |publisher=[[Capcom]] |year=2001 |access-date=2010-06-02 |language=ja |url-status=dead |archive-url=https://web.archive.org/web/20100419140256/http://www.capcom.co.jp/newproducts/consumer/gbabof2/story/index.html |archive-date=2010-04-19 }}&amp;lt;/ref&amp;gt; the story centers on an orphan named Ryu Bateson, whose family vanished mysteriously long ago. After his friend is falsely accused of a crime, Ryu embarks on a journey to clear his name.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&#039;&#039;Breath of Fire II&#039;&#039; is a traditional [[role-playing video game]] featuring two-dimensional [[sprite (computer graphics)|character sprites]] and environments.&amp;lt;ref name=&amp;quot;GSpotVC&amp;quot; /&amp;gt; Players view the game from a top-down perspective and move their characters in four directions across various environments including towns and dungeons while interacting with non-player characters and battling enemies to advance the story. &lt;br /&gt;
[[File:BOF2 town.png|frame|left|Navigation on a town&#039;s map]]&lt;br /&gt;
The game features a redesigned, text-based game menu as opposed to the icon-based design of the original &#039;&#039;[[Breath of Fire (video game)|Breath of Fire]]&#039;&#039;, as well as a new &amp;quot;Monster Meter&amp;quot; that indicates the probability of encountering enemy monsters in a given area.&amp;lt;ref name=&amp;quot;Menumanual&amp;quot;&amp;gt;{{cite book |title=Breath of Fire II Instruction Manual |id=U/SNS-AF2E-USA |pages=8–16 |publisher=[[Capcom]] |year=1995}}&amp;lt;/ref&amp;gt; Players are required to venture into dangerous areas throughout the game world as dictated by the story, and randomly encounter enemies every few steps which must be defeated to advance. As the game progresses, new characters, each with their own specific abilities, join the player&#039;s party. Like the previous game, only four characters may be in a party at a given time, but now may not be freely switched outside of certain areas. Each character has a unique Personal Action that may be performed outside of combat that allows the player to access certain areas, destroy objects, avoid traps, or move about the game more easily.&amp;lt;ref name=&amp;quot;Charmanual&amp;quot; /&amp;gt; &#039;&#039;Breath of Fire II&#039;&#039; includes a new town-building feature that allows the player to populate their own village with special characters found throughout the game.&amp;lt;ref name=&amp;quot;Guide2&amp;quot;&amp;gt;{{cite book |title=Breath of Fire II Authorized Game Secrets |author=Greer, Ray |pages=163–168 |publisher=[[Prima Games]] |isbn=0-7615-0396-X |year=1996}}&amp;lt;/ref&amp;gt; Each character has their own distinct job, and may be invited to live in houses that the player adds by donating currency to one of three carpenters, each with their own building style. Six special inhabitants known as Shamans may also join the town, each with their own [[Classical element|elemental alignment]], and up to two at a time may be fused with party members to grant them new forms and abilities. While joined with a shaman, characters become stronger and may gain access to additional abilities while in battle.&amp;lt;ref name=&amp;quot;Guide2&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat in &#039;&#039;Breath of Fire II&#039;&#039; is presented using a [[turn-based strategy|turn-based]] approach, where the player inputs commands for each character at the start of each round with the actions taking place by order of each character&#039;s and enemy&#039;s &amp;quot;agility&amp;quot; rating.&amp;lt;ref name=&amp;quot;Battlemanual&amp;quot;&amp;gt;{{cite book |title=Breath of Fire II Instruction Manual |id=U/SNS-AF2E-USA |pages=17–20 |publisher=[[Capcom]] |year=1995}}&amp;lt;/ref&amp;gt; A new Formation feature allows the player to organize their party into different positions, allowing certain members an increase in speed, defense, or attack power. Players win battles by defeating every enemy present, dealing damage by using normal attacks along with magic spells and items. When all enemies are defeated, they yield experience points that go toward leveling up characters, making them stronger and giving them access to new spells.&amp;lt;ref name=&amp;quot;Battlemanual&amp;quot; /&amp;gt; Each character&#039;s health is represented by numerical [[hit points]] that indicate their remaining vitality, and are knocked out if the value reaches zero, with the battle ending if each member of a player&#039;s party is knocked out. Progress is recorded using the [[game cartridge]]&#039;s internal battery back-up memory, which can be accessed at [[dragon]] statues throughout gameplay.&amp;lt;ref name=&amp;quot;Savemanual&amp;quot;&amp;gt;{{cite book |title=Breath of Fire II Instruction Manual |id=U/SNS-AF2E-USA |pages=5–6 |publisher=[[Capcom]] |year=1995}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
The characters of &#039;&#039;Breath of Fire II&#039;&#039; were designed by Capcom artist Tatsuya Yoshikawa, who also provided artwork for the cast of the previous game. &#039;&#039;Breath of Fire II&#039;&#039; features nine playable characters who join the player&#039;s party at set points throughout the story, each with their own selection of attacks, magic spells, and personal actions which can be used to pass certain obstacles and solve puzzles.&amp;lt;ref name=&amp;quot;Charmanual&amp;quot; /&amp;gt; &lt;br /&gt;
[[File:BOF2 cast.PNG|thumb|250px|right|The main characters of &#039;&#039;Breath of Fire II&#039;&#039;. From left to right, back row to front row: Rand, Sten, Jean, Katt, Ryu, Nina, Bow, and Spar. Not shown: Bleu.]]&lt;br /&gt;
The main protagonist is a 16-year-old boy named Ryu Bateson, who shares his name with the main character from the original &#039;&#039;Breath of Fire&#039;&#039;, who mysteriously finds himself alone in the world one day after his father and sister disappear and all townspeople in his village forget who he is. As a member of the elusive Dragon Clan, Ryu possess the ability to transform into powerful [[dragon|draconic]] beings with destructive abilities, and makes his way as a &amp;quot;Ranger&amp;quot;, a sword-for-hire.&amp;lt;ref name=&amp;quot;Charmanual&amp;quot; /&amp;gt; He is joined by his friend and fellow Ranger, Bow (&amp;quot;Boche Doggy&amp;quot; in the Japanese version),&amp;lt;ref name=&amp;quot;Japcharacter&amp;quot; /&amp;gt; a thief and member of the Grassrunner clan of dog-people who uses a [[crossbow]] and healing spells. Throughout the game, players recruit additional characters at different points in the story, including Katt (&amp;quot;Rinpu Chuan&amp;quot; in the Japanese version),&amp;lt;ref name=&amp;quot;Japcharacter&amp;quot;&amp;gt;{{cite web |url=http://www.capcom.co.jp/newproducts/consumer/gbabof2/chara/index.html |language=ja |publisher=[[Capcom]] |title=ブレス オブ ファイアII ～使命の子～/キャラクター紹介 |year=2001 |access-date=2010-06-06 |url-status=dead |archive-url=https://web.archive.org/web/20100419162712/http://www.capcom.co.jp/newproducts/consumer/gbabof2/chara/index.html |archive-date=2010-04-19 }}&amp;lt;/ref&amp;gt; a member of the Woren clan of cat-people who fights at a coliseum; Rand Marks, muscular [[pangolin]]-person who fights with his bare hands; Nina Windia, descendant of the original Nina from &#039;&#039;Breath of Fire&#039;&#039; and princess of a clan of winged humans who was exiled due to her black wings, a bad omen in her country; Sten Legacy, a former soldier from a kingdom of monkey-people who makes his way as a trickster and performer; Ekkal Hoppa de Pe Jean, or simply Jean (&amp;quot;Tapeta&amp;quot; in the Japanese version),&amp;lt;ref name=&amp;quot;Japcharacter&amp;quot; /&amp;gt; a love-struck prince of a race of frog-people who struggles to regain his kingdom after his throne is usurped; and Spar (&amp;quot;Aspara Gus&amp;quot; in the Japanese version),&amp;lt;ref name=&amp;quot;Japcharacter&amp;quot; /&amp;gt; an emotionless plant girl who can commune with nature and is held captive by a traveling sideshow.&amp;lt;ref name=&amp;quot;Charmanual&amp;quot;&amp;gt;{{cite book |title=Breath of Fire II Instruction Manual |id=U/SNS-AF2E-USA |pages=23–25 |publisher=[[Capcom]] |year=1995}}&amp;lt;/ref&amp;gt; An optional character in the form of the immortal [[Magician (fantasy)|sorceress]] Bleu (&amp;quot;Deis&amp;quot; in the Japanese version) from the original &#039;&#039;Breath of Fire&#039;&#039; may also be recruited.&amp;lt;ref name=&amp;quot;Guide1&amp;quot;&amp;gt;{{cite book |title=Breath of Fire II Authorized Game Secrets |author=Greer, Ray |page=174 |publisher=[[Prima Games]] |isbn=0-7615-0396-X |year=1996}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Story===&lt;br /&gt;
&#039;&#039;Breath of Fire II&#039;&#039; is set in a [[fantasy]] world 500 years after the events of the original game.&amp;lt;ref name=&amp;quot;Official&amp;quot; /&amp;gt; The story opens on Ryu, age 6, living in the village of Gate with his sister Yua and father Ganer, a priest for the Church of St. Eva. Years earlier, Ryu&#039;s mother disappeared when [[demon]]s erupted from a hole in a mountain on the outskirts of town, which was eventually blocked by a large dragon. One day, after visiting the dragon near the mountainside, Ryu returns to find his family missing and that no one in the village remembers who he is. Believing him to be an orphan, the townsfolk send him to live at the church with Father Hulk, who has seemingly been acting pastor for years. There, Ryu meets Bow, a fellow orphan, and runs away with him during a storm. The two seek shelter in a cave, where they encounter the demon Barubary, who claims that Ryu is the &amp;quot;Destined Child&amp;quot;, knocks them unconscious, and disappears.&amp;lt;ref&amp;gt;&#039;&#039;&#039;Barubary:&#039;&#039;&#039; Go ahead.. Ryu! Let me see you open the gate .. destined child .. and .. that is when you will know the strength of God!! {{cite video game|title=Breath of Fire II |developer=Capcom |publisher=Capcom |date=December 5, 1995 |platform=Super NES}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ten years later, Ryu and Bow live together in HomeTown. As members of a Rangers guild, they are tasked with finding the lost pet of Mina, princess of the Kingdom of Windia. The two reluctantly complete the task and upon their return, Bow is charged with stealing from Trout, a local rich man. Bow claims he was framed by a mysterious &amp;quot;winged thief&amp;quot;. Both escape the town the following night, and Bow remains in hiding while Ryu leaves to find the real thief and clear his friend&#039;s name. To gather information, Ryu travels to Coursair, a town with a large coliseum, and becomes a challenger in the arena against Katt, the coliseum&#039;s most popular fighter. Ryu gains Katt&#039;s trust by foiling the coliseum manager&#039;s plot to poison her and stage the fight, and then allies with her and Rand, an employee at the Coliseum, to defeat the manager, who has been possessed by a demon. While Rand stays behind to help construct Bow&#039;s hideout, Ryu and Katt arrive at HomeTown to investigate. There, they meet Nina, a student of magic and Mina&#039;s older sister. When Mina is kidnapped by a gang in an effort to blackmail Nina, she joins Ryu and Katt to defeat the gang&#039;s leader, who is also a demon in disguise. The party returns Mina to Windia, but find themselves expelled from the castle due to the superstition surrounding Nina&#039;s black wings. They are joined by Sten, a trickster who fails to swindle them and pledges himself to their cause. In the port town of Capitan, the party encounters Ray, a wandering priest of St. Eva, and assist him in rescuing a number of villagers from Capitan&#039;s dry well. Afterwards, Bow&#039;s hideaway is rebuilt into TownShip, and Ryu meets a [[Shaman]], who taps into his latent ability to transform into a dragon, revealing him to be a part of the Dragon Clan thought missing for hundreds of years.&lt;br /&gt;
&lt;br /&gt;
Upon traveling to a new continent, the group meets Jean, a frog-prince whose castle of SimaFort has been usurped by an impostor, whom the party is able to expose as a demon and defeat. The party retrieves the real thief, a bat-winged girl named Patty, from SimaFort&#039;s dungeon and turn her over to Trout. Exonerated, Bow rejoins the party, but expresses suspicion over Trout. He and Ryu break into Trout&#039;s house at night and find Patty imprisoned in a secret dungeon, and defeat Trout, also possessed by a demon. Suspecting the demon outbreak to be part of a larger problem, the party searches the world for Spar, a Grassman able to communicate with plants. Upon rescuing Spar from the clutches of a traveling sideshow, the party consults with the Great Wise Tree Gandaroof and discover that he is losing his memory. He requests that the party acquire the Therapy Pillow from the city of Tunlan so that they can enter his mind to restore it. To communicate with the people of Tunlan, the party first retrieves the Famous Flute from Sten&#039;s hometown of HighFort, where Sten is forced to confront his past as a former soldier and help rescue the kingdom from Shupkay, another demon in disguise. After saving Tunlan&#039;s princess from demonic possession, the party uses the Therapy Pillow to visit Gandaroof&#039;s mind, which is being destroyed by the demon Aruhameru. Aruhameru claims that Gandaroof possesses knowledge that threatens his &amp;quot;God&amp;quot;, and reveals that he destroyed the people of Gate&#039;s memory of Ryu.&lt;br /&gt;
&lt;br /&gt;
Once the party vanquishes Aruhameru, they learn that the demon outbreak is linked to Gate and the Church of St. Eva. When Rand&#039;s mother Daisy is abducted by St. Eva&#039;s soldiers, Nina decides to return to Windia and obtain the &amp;quot;mark of the wing&amp;quot;, an old relic that will allow her to transform into the Great Bird and fly the group to St. Eva&#039;s Grand Church. After reuniting with her parents and consorting with the spirit of her great-great-great-great grandmother, the original Nina from &#039;&#039;Breath of Fire&#039;&#039;, Nina obtains the mark and prepares to undergo a ceremony that will transform her into the Great Bird permanently.&amp;lt;ref&amp;gt;&#039;&#039;&#039;Nina (I):&#039;&#039;&#039; ..Congratulations Nina. I&#039;m your .. great great great great .. Grandmother! / &#039;&#039;&#039;Nina (II):&#039;&#039;&#039; ..Grandmother!? / &#039;&#039;&#039;Nina (I):&#039;&#039;&#039; That&#039;s right.. I&#039;m your ancestor. {{cite video game|title=Breath of Fire II |developer=Capcom |publisher=Capcom |date=December 5, 1995 |platform=Super NES}}&amp;lt;/ref&amp;gt; However, Mina steals the mark and takes her sister&#039;s place, sacrificing her humanity. Traveling on Mina, the party makes their way to Evrai, the home of St. Eva. They find themselves trapped within the city, but manage to escape with the help of Claris, a young woman allied with a group of rebels seeking to destroy St. Eva.&lt;br /&gt;
&lt;br /&gt;
Seeking out the rebels, the party meets their leader Tiga, and reunite with Patty, now the rebels&#039; benefactor. Together, the rebels and the party discover that St. Eva is a front for a demon who uses the prayers of worshippers to empower itself, and Tiga formulates a plan to infiltrate the Grand Church. The plan succeeds, and the party learns that Habaruku, St. Eva&#039;s high priest, has captured Claris. Tiga attempts to rescue her, only for both him and Claris to be killed. The party pursues Habaruku, but Ray blocks their path and attacks them in dragon form, revealing himself as a member of the Dragon Clan. The battle awakens a powerful new dragon form in Ryu, which he uses to vanquish Ray. The party then rescues Daisy, who sacrifices herself to save Rand from a trap so that her son can continue fighting. In the catacombs of the church, the party finds Ryu&#039;s father Ganer attached to an energy-draining machine, having been kidnapped by Aruhameru ten years ago. Ryu and his friends either kill or rescue him, demolishing the church in doing so, and make their way back to Gate to stop the demons&#039; plot once and for all. In Gate, the party watches as Father Hulk and the townsfolk try to destroy the dragon with a bomb, believing it to be responsible for the death of Gate&#039;s forest. The bomb weakens the dragon, allowing demons to escape from the mountain. Remorseful, Hulk asks the party to bring Patty, who has knowledge of the dragon. Upon Patty&#039;s arrival, Father Hulk captures her and reveals himself to be Habaruku in disguise, declaring his plan to sacrifice Patty, a member of the Dragon clan (and Ryu&#039;s sister Yua), to open the gate and release his God. With help from the dragon, the party defeats Habaruku.&lt;br /&gt;
&lt;br /&gt;
The dragon thanks the party and reveals herself to be Ryu&#039;s mother Valerie, a member of the Dragon Clan that traveled from their underground hiding place and married Ryu&#039;s father, later assuming the form of a dragon to save her family from the invading demons. Valerie gives the party the choice of allowing her to resume her duty of guarding the gate, or traveling to defeat the demons for good; she sacrifices herself to open the gate if they agree. The party travels deep underground to the demon stronghold, where they meet the last remaining members of the Dragon Clan. Ryu gains the ultimate dragon power of Anfini and battles Barubary, the demon from his past. Once Barubary is defeated, the party confronts his master, Deathevn, St. Eva&#039;s God and a remnant of Myria, the main antagonist of the previous game.&amp;lt;ref&amp;gt;&#039;&#039;&#039;Elder:&#039;&#039;&#039; It was something that the Goddess left behind in this world. It was like a small scar. It may be called...... the seed of evil. / ......What the evil Goddess left deep underground...... That name was...... &amp;quot;Deathevn&amp;quot;. {{cite video game|title=Breath of Fire II |developer=Capcom |publisher=Capcom |date=December 5, 1995 |platform=Super NES}}&amp;lt;/ref&amp;gt; Using Anfini, Ryu defeats Deathevn, and returns home with his friends, although he realizes that Deathevn has not truly been defeated and will someday return. Two possible endings occur based on the player&#039;s actions — either Ryu sacrifices himself like his mother by transforming into a dragon to prevent further demon encroachment, or, if the player saved Ganer and enabled TownShip to fly, Ganer pilots the town onto the mountain, sealing it for good.&amp;lt;ref name=&amp;quot;GuideEnd&amp;quot;&amp;gt;{{cite book |title=Breath of Fire II Authorized Game Secrets |author=Greer, Ray |page=154 |publisher=[[Prima Games]] |isbn=0-7615-0396-X |year=1996}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A third ending also exists: If the player chooses not to enter the cave and confront Deathevn when prompted by Valerie, a non-standard game over will be triggered in which the demons ultimately break through the weakened seal and conquer the world.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&#039;&#039;Breath of Fire II&#039;&#039; was developed by many of the same [[Capcom]] employees who worked on the [[Breath of Fire (video game)|previous game]], including producer [[Tokuro Fujiwara]] and lead designer Yoshinori Kawano. While the character designs for the original &#039;&#039;Breath of Fire&#039;&#039; were conceived by company head of development [[Keiji Inafune]], the cast of &#039;&#039;Breath of Fire II&#039;&#039; was created entirely by artist Tatsuya Yoshikawa, who had previously only provided promotional art for the game&#039;s predecessor. Unlike the original &#039;&#039;Breath of Fire&#039;&#039;, which was licensed to [[Square Soft]] for its North American release, the English version of &#039;&#039;Breath of Fire II&#039;&#039; was localized and published entirely by Capcom USA. The game was released in North America one year after the Japanese version in December 1995, and would later become the first &#039;&#039;Breath of Fire&#039;&#039; title to become available in Europe in April 1996.{{Citation needed|reason=No source for release date.|date=January 2025}}&lt;br /&gt;
&lt;br /&gt;
Three days before the release of the original &#039;&#039;Breath of Fire&#039;&#039; on Nintendo&#039;s [[Game Boy Advance]] in July 2001, Capcom announced that they would similarly port &#039;&#039;Breath of Fire II&#039;&#039; to the handheld, with an initial release date some time in 2002.&amp;lt;ref name=&amp;quot;GBA1&amp;quot;&amp;gt;{{cite web |website=[[IGN]] |title=Breath of Fire Continues |date=2001-07-03 |access-date=2010-06-09 |url=http://gameboy.ign.com/articles/096/096318p1.html |author=Harris, Craig}}&amp;lt;/ref&amp;gt; Like the re-release of its predecessor, the handheld version features re-drawn character portraits in menu screens, new still images used in cutscenes throughout the game, and a re-designed battle interface similar to &#039;&#039;[[Breath of Fire IV]]&#039;&#039;.&amp;lt;ref name=&amp;quot;IGNGBA&amp;quot; /&amp;gt; New features include a dash button that allows players to move through the game faster,&amp;lt;ref name=&amp;quot;GSpotGBA&amp;quot; /&amp;gt; as well as an item-sharing system where two players may link together using the Game Boy Advance [[Game Link Cable|link cable]] to exchange items between game cartridges.&amp;lt;ref name=&amp;quot;Official&amp;quot; /&amp;gt; To celebrate the game&#039;s release in December 2001, Capcom of Japan held an art contest for fans to submit artwork featuring characters from the first two &#039;&#039;Breath of Fire&#039;&#039; games, with the winner chosen by the Game Boy Advance version&#039;s staff.&amp;lt;ref name=&amp;quot;Art&amp;quot;&amp;gt;{{cite web |url=http://www.capcom.co.jp/newproducts/consumer/gbabof2/illust/index.html |year=2001 |script-title=ja:ＧＢＡ「ブレス オブ ファイア」シリーズ イラストコンテスト結果発表！！ |publisher=[[Capcom]] |language=ja |url-status=dead |archive-url=https://web.archive.org/web/20100625060109/http://www.capcom.co.jp/newproducts/consumer/gbabof2/illust/index.html |archive-date=2010-06-25 }}&amp;lt;/ref&amp;gt; In January 2002, Capcom USA announced that an English version of &#039;&#039;Breath of Fire II&#039;&#039; would be heading to North America the following April.&amp;lt;ref name=&amp;quot;GBA2&amp;quot;&amp;gt;{{cite web |website=[[GameSpot]] |date=2002-01-23 |title=New media: Breath of Fire II |access-date=2010-06-09 |url=http://www.gamespot.com/news/2841793.html?tag=result%3Btitle%3B0}}&amp;lt;/ref&amp;gt; A European version would also be released in July 2002, published by [[Ubisoft]].&amp;lt;ref name=&amp;quot;GBAEU&amp;quot;&amp;gt;{{cite magazine |publisher=Future plc |issue=118 |date=July 2002 |magazine=[[Official Nintendo Magazine]] |title=Reviews: Breath of Fire II |pages=92–3}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
While the background music for the original &#039;&#039;Breath of Fire&#039;&#039; was composed by four members of Capcom&#039;s sound team [[Alph Lyla]], the score for &#039;&#039;Breath of Fire II&#039;&#039; was written entirely by series newcomer Yuko Takehara.&amp;lt;ref name=&amp;quot;OST&amp;quot;&amp;gt;{{cite web |title=RPGFan Soundtracks - Breath of Fire II ~ The Chosen Child |date=2002-07-23 |url=http://www.rpgfan.com/soundtracks/bof2-ost/index.html |publisher=RPGFan |access-date=2010-06-09 |archive-date=2009-12-30 |archive-url=https://web.archive.org/web/20091230094049/http://rpgfan.com/soundtracks/bof2-ost/index.html |url-status=dead }}&amp;lt;/ref&amp;gt; In January 1995, the &#039;&#039;Breath of Fire II: Shimei no Ko Original Soundtrack&#039;&#039; was released in Japan by [[Sony Records]], and featured 28 selected themes from the game on a single disc.&amp;lt;ref name=&amp;quot;OST&amp;quot; /&amp;gt; A complete musical selection from the title would not be made commercially available until 2006, with the release of the &#039;&#039;Breath of Fire Original Soundtrack Special Box&#039;&#039;, which contained all music from the first five games of the series.&amp;lt;ref name=&amp;quot;Box&amp;quot;&amp;gt;{{cite web |title=RPGFan Soundtracks - Breath of Fire OST Special Box |date=2006-09-25 |access-date=2009-06-09 |url=http://www.rpgfan.com/soundtracks/bofbox/index.html |author=Strange, Derek |publisher=RPGFan |archive-date=2009-02-10 |archive-url=https://web.archive.org/web/20090210032902/http://www.rpgfan.com/soundtracks/bofbox/index.html |url-status=dead }}&amp;lt;/ref&amp;gt; In order to promote the game, Capcom hired [[J-pop]] singer Mio Watanabe to record a theme song that played during the game&#039;s television commercial in Japan called &amp;quot;Owaranai Ai&amp;quot; (終わらない愛, &#039;&#039;lit. Unending Love&#039;&#039;), which was released as a single in December 1994 by Alfa Records.&amp;lt;ref name=&amp;quot;Theme&amp;quot;&amp;gt;{{cite web |title=ALDA-2009 / Unending Love / Mio Watanabe |url=http://vgmdb.net/album/12354 |access-date=2010-06-09 |publisher=VGMDb}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{Video game reviews&lt;br /&gt;
| na= true&lt;br /&gt;
| GBA = true&lt;br /&gt;
| SNES = true&lt;br /&gt;
| WII = true&lt;br /&gt;
| EGM_GBA = 7.5/10&amp;lt;ref name=&amp;quot;EGMGBA&amp;quot;&amp;gt;{{cite magazine |magazine=[[Electronic Gaming Monthly]] |date=May 2002 |title=Breath of Fire II GBA Review |publisher=Ziff Davis Media |page=115 |issue=159}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| EGM_SNES = 7.5/10&amp;lt;ref name=&amp;quot;EGMSNES&amp;quot;&amp;gt;{{cite magazine |magazine=[[Electronic Gaming Monthly]] |date=December 1995 |publisher=Sendai Publishing |title=Breath of Fire 2 SNES Review |author=Andrew Baran |author2=Mark Lefebvre |author3=Mike Desmond |author4=Sushi-X |name-list-style=amp|issue=77|page=40}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| EuroG_WII = 8/10&amp;lt;ref name=&amp;quot;EuroGVC&amp;quot;&amp;gt;{{cite web |url=http://www.eurogamer.net/articles/r_vcroundup100807_wii |website=[[Eurogamer]] |title=Virtual Console Roundup Review / Wii / Eurogamer |date=2007-08-13 |author=Whitehead, Dan |access-date=2010-06-02}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| Fam_GBA = 8/10, 7/10, 7/10, 7/10&amp;lt;ref name=&amp;quot;FamGBA&amp;quot;&amp;gt;{{cite magazine|title=Game Boy Advance|magazine=ファミ通クロスレビュー2001パーフェクトガイド|trans-magazine=[[Famitsu|Weekly Famitsu Cross Review 2001 Perfect Guide]]|year=2002|publisher=[[Enterbrain]]|language=Japanese|location=Tokyo|p=155}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| Fam_SNES = 7/10, 6/10, 7/10, 8/10&amp;lt;ref name=&amp;quot;Famitsu&amp;quot;&amp;gt;{{cite magazine|magazine=Famicom Tsūshin|date=December 9, 1994|language=Japanese|publisher=ASCII Corporation|title=New Games Cross Review|authorlink1=Hirokazu Hamamura|first1=Hamamura&lt;br /&gt;
|last1=Tsūshin|last2=Doitsu|first2=Suzuki|first3=Miki|last3=Watanabe&lt;br /&gt;
|last4=Chuji|first4=Giorgio|location=Japan|p=37|issue=202}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GamePro_GBA = 5/5&amp;lt;ref name=&amp;quot;GameProGBA&amp;quot;&amp;gt;{{cite magazine |publisher=IDG |author=Major Mike |issue=166 |date=April 2002 |magazine=[[GamePro]] |title=Breath of Fire II Review |url=http://www.gamepro.com/article/reviews/22586/breath-of-fire-ii/|archive-url=https://web.archive.org/web/20110607070350/http://www.gamepro.com/article/reviews/22586/breath-of-fire-ii/|archive-date=2011-06-07}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GamePro_SNES = 4.5/5 (all four categories)&amp;lt;ref name=&amp;quot;GameProSNES&amp;quot;&amp;gt;{{cite magazine |publisher=IDG |issue=88 |date=January 1996 |magazine=[[GamePro]] |title=Role-Player&#039;s Realm: Breath of Fire II |pages=132–3}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GSpot_GBA = 7.7/10&amp;lt;ref name=&amp;quot;GSpotGBA&amp;quot;&amp;gt;{{cite web |website=[[GameSpot]] |author=Torres, Ricardo |url=http://www.gamespot.com/gba/rpg/breathoffire2/review.html |date=2002-04-19 |access-date=2010-06-02 |title=Breath of Fire II Review for Game Boy Advance}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GSpot_WII = 6.5/10&amp;lt;ref name=&amp;quot;GSpotVC&amp;quot;&amp;gt;{{cite web |website=[[GameSpot]] |author=Shau, Austin |url=http://www.gamespot.com/wii/rpg/breathoffireii/review.html |date=2008-01-10 |access-date=2010-06-02 |title=Breath of Fire II Review for Wii |url-status=dead |archive-url=https://web.archive.org/web/20090816083829/http://www.gamespot.com/wii/rpg/breathoffireii/review.html |archive-date=2009-08-16 }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GSpy_SNES = 9/10&amp;lt;ref&amp;gt;{{cite web |url=http://hg101.classicgaming.gamespy.com/snes/breath2.htm |title=Archived copy |website=hg101.classicgaming.gamespy.com |access-date=12 January 2022 |archive-url=https://web.archive.org/web/20071214181911/http://hg101.classicgaming.gamespy.com/snes/breath2.htm |archive-date=14 December 2007 |url-status=dead}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| IGN_GBA = 8.3/10&amp;lt;ref name=&amp;quot;IGNGBA&amp;quot;&amp;gt;{{cite web |website=[[IGN]] |author=Harris, Craig |url= http://gameboy.ign.com/articles/357/357327p1.html |date=2007-09-04 |access-date=2010-06-02 |title=Breath of Fire II Review}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| IGN_SNES = 8/10&amp;lt;ref name=&amp;quot;IGNSNES&amp;quot;&amp;gt;{{cite web |website=[[IGN]] |author=Thomas, Lucas M. |url= http://retro.ign.com/articles/863/863164p1.html |date=2007-09-04 |access-date=2010-06-02 |title=Breath of Fire II Review}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| IGN_WII = 8/10&amp;lt;ref name=&amp;quot;IGNVC&amp;quot;&amp;gt;{{cite web |website=[[IGN]] |author=Thomas, Lucas M. |url=http://wii.ign.com/articles/817/817485p1.html |date=2002-04-15 |access-date=2010-06-02 |title=Breath of Fire II Review |archive-url=https://web.archive.org/web/20120924100947/http://www.ign.com/articles/2007/09/05/breath-of-fire-ii-review |archive-date=2012-09-24 |url-status=dead }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NLife_SNES = 8/10&amp;lt;ref name=&amp;quot;NLifeNES&amp;quot;&amp;gt;{{cite web|url=http://www.nintendolife.com/reviews/vc/breath_of_fire_ii_snes|website=[[Nintendo Life]]|title=Breath of Fire II Review (SNES)|date=2007-08-11|last=McFerran|first= Damien|access-date=2020-06-15}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NLife_WII = 6/10&amp;lt;ref name=&amp;quot;NLifeWII&amp;quot;&amp;gt;{{cite web|url=http://www.nintendolife.com/reviews/wiiu-eshop/breath_of_fire_ii_snes|website=[[Nintendo Life]]|title=Breath of Fire II Review (Wii U eShop / SNES)|date=2013-09-23|last=Whitehead|first= Thomas|access-date=2020-06-15}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NP_GBA = 3.1/5&amp;lt;ref name=&amp;quot;NPGBA&amp;quot;&amp;gt;{{cite magazine |magazine=[[Nintendo Power]] |issue=155 |date=April 2002 |pages=152 |publisher=Nintendo of America |title=Breath of Fire II GBA Review}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| Play_GBA = 8/10&amp;lt;ref name=&amp;quot;PlayGBA&amp;quot;&amp;gt;{{cite journal |journal=[[Play (UK magazine)|Play]] |page=67 |date=May 2002 |publisher=Imagine Publishing |issue=79 |title=Breath of Fire II GBA Review}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GR_GBA = 75%&amp;lt;ref name=&amp;quot;GRGBA&amp;quot;&amp;gt;{{cite web |title=Breath of Fire II for Game Boy Advance - GameRankings |publisher=[[GameRankings]] |year=2002 |access-date=2016-05-11 |url=http://www.gamerankings.com/gba/550865-breath-of-fire-ii/index.html |archive-date=2012-09-22 |archive-url=https://web.archive.org/web/20120922231304/http://www.gamerankings.com/gba/550865-breath-of-fire-ii/index.html |url-status=dead }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GR_SNES = 76%&amp;lt;ref name=&amp;quot;GRSNES&amp;quot;&amp;gt;{{cite web |title=Breath of Fire II for SNES - GameRankings |publisher=[[GameRankings]] |year=2002 |access-date=2016-05-11 |url=http://www.gamerankings.com/snes/563530-breath-of-fire-ii/index.html |archive-date=2012-09-22 |archive-url=https://web.archive.org/web/20120922231346/http://www.gamerankings.com/snes/563530-breath-of-fire-ii/index.html |url-status=dead }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| MC_GBA = 81%&amp;lt;ref name=&amp;quot;MCGBA&amp;quot;&amp;gt;{{cite web |title=Breath of Fire II (gba: 2002): Reviews |year=2002 |url=http://www.metacritic.com/games/platforms/gba/breathoffire2?q=breath%20of%20fire |website=[[Metacritic]] |access-date=2009-02-10 |archive-date=2009-07-06 |archive-url=https://web.archive.org/web/20090706133427/http://www.metacritic.com/games/platforms/gba/breathoffire2?q=breath%20of%20fire |url-status=dead }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NGen_SNES = {{rating|3|5}}&amp;lt;ref name=&amp;quot;NGen13&amp;quot;/&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Breath of Fire II&#039;&#039; was released on December 2, 1994 for the [[Super Famicom]], the same week as Sony&#039;s [[PlayStation (console)|PlayStation]] console in Japan, and debuted on Japanese software charts as the seventh highest-selling game of its first week with 89,700 copies.&amp;lt;ref name=&amp;quot;Famitsu&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;FamSNES&amp;quot;&amp;gt;{{cite magazine |publisher=Enterbrain, Inc. |magazine=[[Famitsu|Weekly Famitsu]] |date=1994-12-08 |title=Enterbrain Top 30 Sales Chart |language=ja}}&amp;lt;/ref&amp;gt; It was given an 8 out of 10 in two separate Reader Cross Reviews printed by &#039;&#039;[[Famicom Tsūshin]]&#039;&#039;,&amp;lt;ref&amp;gt;読者 クロスレビュー: ブレス オブ ファイアII. Weekly Famicom Tsūshin. No.324. Pg.44. 3 March 1995.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;読者 クロスレビュー: ブレスオブファイアII -使命の子-. Weekly Famicom Tsūshin. No.333. Pg.34. 5 May 1995.&amp;lt;/ref&amp;gt; and it would go on to sell a total of 350,000 copies in the region by the end of 1995.&amp;lt;ref name=&amp;quot;FamSNES2&amp;quot;&amp;gt;{{cite magazine |magazine=[[Famitsu|Weekly Famitsu]] |date=1995-01-05 |publisher=Enterbrain, Inc. |title=Enterbrain Software Sales Data |language=ja}}&amp;lt;/ref&amp;gt; The game became popular enough to be re-released in the region for the [[Nintendo Power (cartridge)|Nintendo Power]] flash RAM peripheral in September 1997 at a reduced price.&lt;br /&gt;
&lt;br /&gt;
Reviews in North America were mixed to positive. The four reviewers of &#039;&#039;[[Electronic Gaming Monthly]]&#039;&#039; generally found the game worth getting for its high quality sound and lengthy quest. Though Mark Lefebvre felt the graphics were below average and that the game overall &amp;quot;could have been a little better&amp;quot;, the other three reviewers were more enthusiastic, praising the graphics and the shaman mechanic.&amp;lt;ref name=&amp;quot;EGMSNES&amp;quot;/&amp;gt; &#039;&#039;[[GamePro]]&#039;&#039;{{&#039;}}s Major Mike was also impressed with the sheer length of the RPG. While remarking that there are very few cinematic scenes compared to the first &#039;&#039;Breath of Fire&#039;&#039;, he was pleased with the complexity of both the main story and most of the side quests. He also complimented the graphics and the change to different musical themes halfway through the game, and summarized, &amp;quot;This long, absorbing game offers plenty of story turns, intense battles, and intriguing characters.&amp;quot;&amp;lt;ref name=&amp;quot;GameProSNES&amp;quot;/&amp;gt; A reviewer for &#039;&#039;[[Next Generation (magazine)|Next Generation]]&#039;&#039; said that the game &amp;quot;is larger and more involved than its predecessor, but unfortunately also much less interesting. While some parts are very clever (you are able to build your home town, populating it with stray homeless folks you run across), it suffers from too little direction, a purely mechanical storyline, and the clunkiest dialogue since &#039;&#039;[[Night Trap]]&#039;&#039;.&amp;quot;&amp;lt;ref name=&amp;quot;NGen13&amp;quot;&amp;gt;{{cite magazine|title=Breath of Fire 2|magazine=[[Next Generation (magazine)|Next Generation]]|issue=13 |publisher=[[Imagine Media]] |date=January 1996|page=170}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similar to the original Super Nintendo Entertainment System release, the Game Boy Advance version met with mostly positive reception from critics, with the Japanese version receiving a 29 out of 40 score from &#039;&#039;[[Famitsu|Weekly Famitsu]]&#039;&#039; magazine.&amp;lt;ref name=&amp;quot;FamGBA&amp;quot; /&amp;gt; [[GameSpot]] compared the game to the previous version, calling it a &amp;quot;faithful translation of the SNES game&amp;quot; and praised the title&#039;s new save feature allowing players to record their progress at any time, but found that its music &amp;quot;leans toward the bland side of things&amp;quot; and &amp;quot;lack[s] personality&amp;quot;.&amp;lt;ref name=&amp;quot;GSpotGBA&amp;quot; /&amp;gt; [[IGN]] found the game to be a step up from the first game&#039;s Game Boy Advance port, stating that &amp;quot;The storyline and characters make Breath of Fire II a much better game than the first adventure in the series...even though the game hasn&#039;t changed a whole lot.&amp;quot; The website additionally felt that the game&#039;s lack of spaces in text fields and shoddy translation hurt the overall presentation, and the graphics were not up to par with games designed initially for the handheld such as [[Camelot Software Planning|Camelot]]&#039;s &#039;&#039;[[Golden Sun]]&#039;&#039;.&amp;lt;ref name=&amp;quot;IGNGBA&amp;quot; /&amp;gt; &#039;&#039;[[GamePro]]&#039;&#039; awarded the Game Boy version a perfect score as well as an Editor&#039;s Choice Award, stating that the only flaw was the game&#039;s low difficulty, declaring that &amp;quot;In the realm of today’s high-powered next-gen role-players, BOFII is an excellent time-killer&amp;quot;.&amp;lt;ref name=&amp;quot;GameProGBA&amp;quot; /&amp;gt; The game would later be nominated for &amp;quot;Best Port of a 16-bit Classic&amp;quot; and &amp;quot;Best Role-Playing Game on Game Boy Advance&amp;quot; in GameSpot&#039;s Best and Worst of 2002 Awards.&amp;lt;ref name=&amp;quot;GSpot2002&amp;quot;&amp;gt;{{cite web |website=[[GameSpot]] |year=2002 |access-date=2010-06-02 |url=http://www.gamespot.com/gamespot/features/all/bestof2002/gba4.html |title=Best and Worst of 2002 - Best Port of a 16-bit Classic |url-status=dead |archive-url=https://web.archive.org/web/20081203185931/http://www.gamespot.com/gamespot/features/all/bestof2002/gba4.html |archive-date=2008-12-03 }}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;GSpot2002b&amp;quot;&amp;gt;{{cite web |website=[[GameSpot]] |year=2002 |access-date=2010-06-02 |url=http://www.gamespot.com/gamespot/features/all/bestof2002/gba9.html |title=Best and Worst of 2002 - Best Role-Playing Game on Game Boy Advance |url-status=dead |archive-url=https://web.archive.org/web/20081203190721/http://www.gamespot.com/gamespot/features/all/bestof2002/gba9.html |archive-date=2008-12-03 }}&amp;lt;/ref&amp;gt; The Game Boy Advance version holds a 75% review average on GameRankings,&amp;lt;ref name=&amp;quot;GRGBA&amp;quot; /&amp;gt; as well as an 81% average on [[Metacritic]].&amp;lt;ref name=&amp;quot;MCGBA&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Breath of Fire II&#039;&#039;{{&#039;}}s Virtual Console release in 2007 met with mixed response. GameSpot called attention to the title&#039;s &amp;quot;pleasing visual presentation&amp;quot; and breadth of content, but found the game&#039;s localization to be &amp;quot;terrible&amp;quot; along with unpolished gameplay mechanics that made it appear to be a &amp;quot;hasty, careless effort&amp;quot;. The game&#039;s pacing was also said to be poor, with too many &amp;quot;mundane tasks&amp;quot; laden throughout the story, recommending it to players who could look past its &amp;quot;rough edges&amp;quot;.&amp;lt;ref name=&amp;quot;GSpotVC&amp;quot; /&amp;gt; IGN called the game&#039;s translation &amp;quot;average at best&amp;quot; with the lack of adequate spacing in text fields still present, yet ultimately calling it a &amp;quot;solid, enjoyable RPG experience...though not a role-playing masterpiece on the level of &#039;&#039;[[Final Fantasy VI]]&#039;&#039; or &#039;&#039;[[Chrono Trigger]]&#039;&#039;&amp;quot;.&amp;lt;ref name=&amp;quot;IGNVC&amp;quot; /&amp;gt; [[Eurogamer]] called attention to the game&#039;s high rate of random battles, but nonetheless called the game &amp;quot;a beautifully crafted and impeccably produced adventure&amp;quot;.&amp;lt;ref name=&amp;quot;EuroGVC&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2006, &#039;&#039;[[Nintendo Power]]&#039;&#039; ranked the game 171st in its list of the top 200 games released across all Nintendo consoles, ten places behind the original &#039;&#039;[[Breath of Fire (video game)|Breath of Fire]]&#039;&#039;.&amp;lt;ref name=&amp;quot;NP200&amp;quot;&amp;gt;{{cite magazine |magazine=[[Nintendo Power]] |date=February 2006 |pages=58–66 |publisher=[[Nintendo|Nintendo of America]] |issue=200 |title=Nintendo Power&#039;s Top 200 Games}}&amp;lt;/ref&amp;gt; In 2018, [[Complex Networks|Complex]] listed the game 75th on their &amp;quot;The Best Super Nintendo Games of All Time&amp;quot; writing: &amp;quot;Breath of Fire II isn’t too different from the original, but different enough to not be a direct clone. It’s a fun, turn-based RPG. But it’s not as good as the first one.&amp;quot;&amp;lt;ref&amp;gt;{{Cite web|last=Knight|first=Rich|date=April 30, 2018|title=The Best Super Nintendo Games of All Time|url=https://www.complex.com/pop-culture/the-100-best-super-nintendo-games/|access-date=2022-01-27|website=Complex|language=en}}&amp;lt;/ref&amp;gt; IGN rated the game 53rd in its Top 100 SNES Games.&amp;lt;ref&amp;gt;{{Citation |title=Top 100 SNES Games of All Time - IGN.com |url=https://www.ign.com/lists/top-100-snes-games |language=en |access-date=2022-08-24}}&amp;lt;/ref&amp;gt; In 2023, Time Extension included the game on their &amp;quot;Best JRPGs of All Time&amp;quot; list.&amp;lt;ref&amp;gt;{{cite web |last1=Bell |first1=Lowell |title=Best JRPGs Of All Time |url=https://www.timeextension.com/guides/best-jrpgs-of-all-time |website=Time Extension |publisher=Hookshot Media |access-date=25 February 2023 |date=25 February 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{notelist}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://web.archive.org/web/20070607150456/http://www.capcom.co.jp/newproducts/consumer/gbabof2/index.html Official Game Boy Advance version website] {{in lang|ja}}&lt;br /&gt;
*[https://www.nintendo.co.jp/wii/vc/vc_bof2/index.html Official Virtual Console version website] {{in lang|ja}}&lt;br /&gt;
*[http://www.uvlist.net/game-6413-Breath+of+Fire+II &#039;&#039;Breath of Fire II&#039;&#039; screenshots and reviews]&lt;br /&gt;
&lt;br /&gt;
{{Breath of Fire series}}&lt;br /&gt;
{{Authority control}}&lt;br /&gt;
&lt;br /&gt;
[[Category:1994 video games]]&lt;br /&gt;
[[Category:Breath of Fire]]&lt;br /&gt;
[[Category:Fiction about airships]]&lt;br /&gt;
[[Category:Game Boy Advance games]]&lt;br /&gt;
[[Category:Japanese role-playing video games]]&lt;br /&gt;
[[Category:Nintendo Classics games]]&lt;br /&gt;
[[Category:Single-player video games]]&lt;br /&gt;
[[Category:Super Nintendo Entertainment System games]]&lt;br /&gt;
[[Category:Turn-based role-playing video games]]&lt;br /&gt;
[[Category:Video games about demons]]&lt;br /&gt;
[[Category:Video games about dragons]]&lt;br /&gt;
[[Category:Video games about shapeshifting]]&lt;br /&gt;
[[Category:Video games developed in Japan]]&lt;br /&gt;
[[Category:Virtual Console games for Nintendo 3DS]]&lt;br /&gt;
[[Category:Virtual Console games for Wii U]]&lt;br /&gt;
[[Category:Virtual Console games]]&lt;/div&gt;</summary>
		<author><name>2600:1700:E5D0:A9A0:8188:871:AA24:4E6</name></author>
	</entry>
	<entry>
		<id>https://wiki.sarg.dev/index.php?title=Adventures_of_Yogi_Bear&amp;diff=564376</id>
		<title>Adventures of Yogi Bear</title>
		<link rel="alternate" type="text/html" href="https://wiki.sarg.dev/index.php?title=Adventures_of_Yogi_Bear&amp;diff=564376"/>
		<updated>2025-10-27T00:28:55Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E5D0:A9A0:8188:871:AA24:4E6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Short description|1994 video game}}&lt;br /&gt;
{{Refimprove|date=October 2025}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| title = Adventures of Yogi Bear&lt;br /&gt;
| image = Adventures of Yogi Bear box art.jpg&lt;br /&gt;
| caption = North American SNES box art&lt;br /&gt;
| developer = Blue Turtle&lt;br /&gt;
| publisher = {{vgrelease|NA|[[Cybersoft (video game company)|Cybersoft]]|EU|[[Empire Interactive]]}}&lt;br /&gt;
| designer = Martin Wakeley (SNES)&lt;br /&gt;
| composer = George Villiers (SNES)&lt;br /&gt;
| platforms = [[Super NES]], [[Sega Genesis|Mega Drive]]&lt;br /&gt;
| released = &#039;&#039;&#039;Super NES&#039;&#039;&#039; {{vgrelease|NA|October 1994|EU|November 24, 1994}}&#039;&#039;&#039;Mega Drive&#039;&#039;&#039;{{vgrelease|EU|1994}}&lt;br /&gt;
| genre = [[Platform game|Platform]]&lt;br /&gt;
| modes = [[Single-player video game|Single-player]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adventures of Yogi Bear&#039;&#039;&#039;&#039;&#039; is a [[platform game]] published by [[Cybersoft (video game company)|Cybersoft]] on October 1, 1994, in North America and later in Japan and Europe.  The game is called &#039;&#039;&#039;&#039;&#039;Yogi Bear&#039;&#039;&#039;&#039;&#039; in Japan, &#039;&#039;&#039;&#039;&#039;Yogi Bear&#039;s: Cartoon Capers&#039;&#039;&#039;&#039;&#039; for the European Super NES version, and &#039;&#039;&#039;&#039;&#039;Yogi Bear Cartoon Capers&#039;&#039;&#039;&#039;&#039; for the Mega Drive version.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
[[File:AdventuresofYogiBearSNESTheyKilledYogi.png|175px|left|thumb|This is the result of Yogi Bear being hit by weasels in this game.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventures of Yogi Bear&#039;&#039; is a [[platform game]] in which the player controls [[Yogi Bear]] and must progress through five levels representing Yogi&#039;s home, Jellystone Park. Jellystone Park must not be turned into a chemical dumping zone; only Yogi can prevent that from happening.&lt;br /&gt;
&lt;br /&gt;
The player must navigate through various climate zones (including [[tundra]], [[swamp]]s, and [[grasslands]]) in order to retrieve the [[picnic basket]]s. Collecting 100 time clocks allow players to receive an additional life.{{Citation needed|date=August 2017}} Enemies in the game include bats, skunks, weasels, ghosts, and other assorted baddies.&lt;br /&gt;
&lt;br /&gt;
Players can also ride on [[mine cart]]s and participate in [[surfing]] while using a [[beaver]] for a makeshift surfboard.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
Reviewing the SNES version, &#039;&#039;[[GamePro]]&#039;&#039; commented that &#039;&#039;Adventures of Yogi Bear&#039;&#039; is too easy and simplistic to appeal to experienced gamers, but that its pleasant atmosphere and lush graphics would make it enjoyable for novice players.&amp;lt;ref&amp;gt;{{cite magazine |title=ProReview: Yogi Bear|magazine=[[GamePro]]|issue=64|publisher=[[International Data Group|IDG]]|date=November 1994|page=158}}&amp;lt;/ref&amp;gt; Similarly, &#039;&#039;[[Electronic Gaming Monthly]]&#039;&#039; praised the &amp;quot;cute&amp;quot; graphics and sound effects, criticized the simplistic gameplay, and concluded that &amp;quot;younger kids will probably take to this game faster than older players will.&amp;quot; They gave the game a 6.2 out of 10.&amp;lt;ref&amp;gt;{{cite magazine |title=Review Crew: Yogi Bear |magazine=[[Electronic Gaming Monthly]]|issue=62|publisher=Sendai Publishing|date=September 1994|page=32}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{moby game|id=/adventures-of-yogi-bear}}&lt;br /&gt;
&lt;br /&gt;
{{Yogi Bear}}&lt;br /&gt;
&lt;br /&gt;
[[Category:1994 video games]]&lt;br /&gt;
[[Category:Cybersoft (video game company) games]]&lt;br /&gt;
[[Category:Empire Interactive games]]&lt;br /&gt;
[[Category:GameTek games]]&lt;br /&gt;
[[Category:Platformers]]&lt;br /&gt;
[[Category:Sega Genesis games]]&lt;br /&gt;
[[Category:Single-player video games]]&lt;br /&gt;
[[Category:Super Nintendo Entertainment System games]]&lt;br /&gt;
[[Category:Video games based on Yogi Bear]]&lt;br /&gt;
[[Category:Video games developed in the United Kingdom]]&lt;/div&gt;</summary>
		<author><name>2600:1700:E5D0:A9A0:8188:871:AA24:4E6</name></author>
	</entry>
	<entry>
		<id>https://wiki.sarg.dev/index.php?title=Crusader:_No_Remorse&amp;diff=760291</id>
		<title>Crusader: No Remorse</title>
		<link rel="alternate" type="text/html" href="https://wiki.sarg.dev/index.php?title=Crusader:_No_Remorse&amp;diff=760291"/>
		<updated>2025-10-26T21:55:47Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E5D0:A9A0:8188:871:AA24:4E6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{short description|1995 video game}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
|title=Crusader: No Remorse&lt;br /&gt;
| image=Crusader - No Remorse cover.jpg&lt;br /&gt;
| developer=[[Origin Systems]]&amp;lt;br /&amp;gt;[[Realtime Associates]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(console versions)&amp;lt;/small&amp;gt;&lt;br /&gt;
| publisher=[[Electronic Arts]]&lt;br /&gt;
| director = Tony Zurovec&lt;br /&gt;
| producer = [[Warren Spector]]&lt;br /&gt;
| designer = Mark Vittek&lt;br /&gt;
| programmer = Tony Zurovec&lt;br /&gt;
| artist = Beverly Garland&lt;br /&gt;
| writer = Lisa Smith&amp;lt;br /&amp;gt;Mark Vittek&lt;br /&gt;
| composer = [[Dan Gardopée]] &amp;lt;br /&amp;gt; [[Andrew Sega]]&lt;br /&gt;
| engine=Enhanced &#039;&#039;[[Ultima VIII: Pagan]]&#039;&#039; engine&lt;br /&gt;
| platforms=[[MS-DOS]], [[PlayStation (console)|PlayStation]],  [[Sega Saturn]]&lt;br /&gt;
| released=&#039;&#039;&#039;MS-DOS&#039;&#039;&#039;{{vgrelease|NA|September 1995&amp;lt;ref&amp;gt;{{Cite web |title=&#039;&#039;Crusader: No Remorse&#039;&#039; |url=http://www.gamespot.com/action/crusnore/index.html |archive-url=https://web.archive.org/web/19970205010659/http://www.gamespot.com/action/crusnore/index.html |archive-date=February 5, 1997 |access-date=June 29, 2024 |website=[[GameSpot]]}}&amp;lt;/ref&amp;gt;|EU|1995}} &#039;&#039;&#039;PlayStation, Saturn&#039;&#039;&#039;{{vgrelease|NA|December 24, 1996&amp;lt;ref&amp;gt;{{Cite web |date=2016-06-10 |title=Press release: 1996-12-24: Electronic Arts&#039; ORIGIN Systems ships Crusader: No Remorse for PlayStation and Sega Saturn |url=https://segaretro.org/Press_release:_1996-12-24:_Electronic_Arts%27_ORIGIN_Systems_ships_Crusader:_No_Remorse_for_PlayStation_and_Sega_Saturn |access-date=2023-05-06 |website=Sega Retro |language=en}}&amp;lt;/ref&amp;gt;|EU|March 14, 1997&amp;lt;ref&amp;gt;{{cite magazine |author=&amp;lt;!-- not stated --&amp;gt; |date=April 1997 |title=Checkpoint |url=https://archive.org/details/Computer_and_Video_Games_Issue_185_1997-04_EMAP_Images_GB/page/n47/mode/2up |magazine=[[Computer and Video Games]] |publisher=[[Ascential|EMAP]] |issue=185 |page=48}}&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
| genre=[[Action game|Action]]&lt;br /&gt;
| modes=[[Single-player]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Crusader: No Remorse&#039;&#039;&#039;&#039;&#039; is an [[action game]] developed by [[Origin Systems]] and published by [[Electronic Arts]]. It was first released in 1995 for [[MS-DOS]], with the [[PlayStation (console)|Sony PlayStation]] and [[Sega Saturn]] ports following in 1997. Set in a [[dystopian]] future 22nd century, the game centers on The Captain, a [[Special forces|special ops officer]] and [[supersoldier]], who defects from the tyrannical world government, the World Economic Consortium (WEC), and joins the Resistance rebels.&lt;br /&gt;
&lt;br /&gt;
Critically well-received, &#039;&#039;No Remorse&#039;&#039; was followed by the PC-only sequel &#039;&#039;[[Crusader: No Regret]]&#039;&#039; in 1996.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
[[File:Crusader No Remorse screenshot.jpg|thumb|left|The Silencer is shooting a non-combatant with two guards and a robot present.]]&lt;br /&gt;
&#039;&#039;Crusader&#039;&#039; is divided into missions, each with their own locations and objectives. Settings vary from factories to military bases to offices to space stations, and contain a variety of enemy soldiers and servomechs, traps, puzzles and non-combatants (who can be killed with no penalty and their bodies can be looted for credits). All locations have alarm systems which are triggered by walking into view of security cameras or destroying a secured door, and can be deactivated by using an alarm box. So long as the alarm is active, either a new enemy soldier will teleport into the area every few seconds or a confined servomech will be released, depending on where the player is. In addition, the player cannot use keycard slots or door switches while an alarm is active. In the PC version, the Silencer can carry no more than five firearms at once.&lt;br /&gt;
&lt;br /&gt;
The game featured an unprecedented level of setting interaction. Most of the environment can be destroyed by weapons fire and some traps or defenses can be manipulated for use against the enemy. The geography of the setting encourages the use of tactics and combinations of moves in order to hit the targets effectively with the minimum possible loss of resources.&amp;lt;ref&amp;gt;{{cite magazine|title=Crusader: No Remorse: Stick it to the Man |magazine=[[Electronic Gaming Monthly]]|issue=89|publisher=[[Ziff Davis]]|date=December 1996|pages=292–3}}&amp;lt;/ref&amp;gt; &#039;&#039;No Regret&#039;&#039; added a handful of new maneuvers to the original game, including the ability to dive forward, and to sidestep while crouching. Weapons, ammunition, credits (money), healing facilities, and other equipment are scattered through the levels, allowing the player to upgrade their arsenal. {{clear left}}&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
&lt;br /&gt;
Due to economic downfalls, the nations of the planet Earth began gradually to organize themselves into huge economic super-conglomerates. Eventually, these continental organizations merged into the World Economic Consortium. The WEC is a tyrannical entity, on paper an economic allegiance, but in practice a type of &amp;quot;New World Order&amp;quot; dictatorship. While the world is made to look peaceful and prosperous, the reality is that most liberties are suspended, taxes are well over 90%, military force is used mercilessly against those who dare oppose the WEC, and freedom is barely even remembered. Only an elite upper class of WEC executives have true power and wealth; among these are WEC President Gauthier and Chairman Nathaniel Draygan. The WEC is being fought by an organization calling itself the Resistance, led by former WEC colonel Quentin Maxis, promoted to general when risen to command of the group. The Resistance is a severely outnumbered and outgunned ragtag mix of disparate people: ex-WEC soldiers and employees rub elbows with political dissidents and criminals searching for pardon.&lt;br /&gt;
&lt;br /&gt;
As &#039;&#039;No Remorse&#039;&#039; opens, a team of three Silencers—enigmatic super-soldiers—are returning from a botched mission in which they disobeyed an order to fire upon civilians who were (mistakenly) believed to be rebels. They are ambushed by a WEC mech and two of the Silencers are killed. The remaining one, a nameless captain (the player character), was able to disable the mech with a grenade. Reconsidering his options, the Silencer joins the Resistance, where, as a significant symbol of the WEC&#039;s military power and political philosophy, he is met with resentment, distrust and outright hatred. As the game progresses, the Silencer uncomplainingly undertakes dangerous missions, often with substandard equipment, and his continued success gradually earns the respect of his fellow Resistance members.&lt;br /&gt;
&lt;br /&gt;
The Silencer eventually uncovers secret plans for a WEC [[space station]], the Vigilance Platform, which can attack any location on Earth from space, meaning cities with a known Resistance presence can simply be annihilated at the leisure of the WEC. All such cities are threatened with orbital bombardment unless they surrender. Concurrently, the player&#039;s Resistance cell is betrayed from within, and almost all the [[non-player character]]s are killed. Despite these setbacks, the Silencer infiltrates the Vigilance Platform and destroys it. The traitor is also on the station, guarding the lifepods, and challenges the Silencer to a duel over the access card for the last pod. As the Vigilance Platform is exploding, the Silencer is contacted by Chairman Draygan, who swears vengeance against him.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&#039;&#039;Crusader: No Remorse&#039;&#039; was developed by Loose Cannon Productions, a division of Origin Systems.&amp;lt;ref name=&amp;quot;NGen13&amp;quot;&amp;gt;{{cite magazine|title=Origin|magazine=[[Next Generation (magazine)|Next Generation]]|issue=13 |publisher=[[Imagine Media]] |date=January 1996|pages=105–8}}&amp;lt;/ref&amp;gt; It was directed by Tony Zurovec, whose chief inspiration for the game was &#039;&#039;[[Castle Wolfenstein]]&#039;&#039;.&amp;lt;ref name=makingof /&amp;gt; The game uses an advanced version of the &#039;&#039;[[Ultima VIII: Pagan]]&#039;&#039; [[Isometric projection|isometric view]] engine featuring full [[SVGA]] graphics. The game&#039;s audio uses a specially made engine, called Asylum Sound System, which employs [[MOD (file format)|MOD]] files rather than [[General MIDI]], in order to provide good quality without relying on expensive hardware. Each mission and intermission level has its own track. The soundtracks for both games were composed by [[Andrew Sega]] and [[Dan Grandpre]] of the now-defunct [[Straylight Productions]].&lt;br /&gt;
&lt;br /&gt;
The game is single player only, though a [[cooperative multiplayer]] mode supporting up to four players was being included in the game up until just before its release.&amp;lt;ref name=&amp;quot;NGen13&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Crusader&#039;&#039; games feature [[full motion video]] (FMV) sequences with live actors; FMVs are used in [[cutscene]]s to further the story, generally through interaction with other characters. These conversations are generally one-sided, as the player character never speaks. Like many Origin games, &#039;&#039;No Remorse&#039;&#039; shipped with significant in-universe back-story material, including a fold-out propaganda poster, newspaper and guides from the WEC and the Resistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Crusader&#039;&#039; contains several references to Origin&#039;s &#039;&#039;[[Wing Commander (franchise)|Wing Commander]]&#039;&#039; series and is also referenced by other games. The introduction of the game shows a dating system as used in &#039;&#039;Wing Commander&#039;&#039; (a year number, followed by a decimal signifying a day). According to &#039;&#039;Wing Commander&#039;&#039; backstory, the Terran Confederation is a government that replaced the WEC&amp;lt;ref&amp;gt;{{cite web |url=http://www.wcnews.com/encyclopedia/showrecord.php?id=1478 |title=Wing Commander CIC Encyclopedia |publisher=Wcnews.com |date=2004-08-06 |access-date=2012-10-13 |archive-url=https://web.archive.org/web/20120929081724/http://www.wcnews.com/encyclopedia/showrecord.php?id=1478 |url-status=live |archive-date=2012-09-29 }}&amp;lt;/ref&amp;gt; and the &#039;&#039;[[Wing Commander Arena]]&#039;&#039; manual &amp;quot;Star*Soldier&amp;quot; has an advertisement for an in-game movie titled &#039;&#039;No Regret&#039;&#039;, which is portrayed in the manual as based on true events. Furthermore, an article in the newspaper added to the &#039;&#039;No Remorse&#039;&#039; box mentions [[SHODAN]] and the Citadel space station in a reference to &#039;&#039;[[System Shock]]&#039;&#039;, and the blood-soaked operating tables seen throughout certain levels are of the same model used in &#039;&#039;[[Bioforge]]&#039;&#039;, on which its main character LEX was created on. According to the game&#039;s lead designer Tony Zurovec these references are solely [[easter egg]]s and &#039;&#039;Crusader&#039;&#039; is not sharing a universe with any other game series.&amp;lt;ref&amp;gt;{{cite web |url=http://www.gog.com/en/news/your_questions_about_crusader_answered_by_tony_zurovec |archive-url=https://web.archive.org/web/20140816103104/http://www.gog.com/news/your_questions_about_crusader_answered_by_tony_zurovec | archive-date=2014-08-16 |title=News – Your questions about Crusader answered by Tony Zurovec |publisher=GOG.com |access-date=2012-10-13}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because &#039;&#039;Crusader: No Remorse&#039;&#039; was written in [[C++]] and [[assembly language]], a straight port to gaming consoles was not possible, meaning the code had to be rewritten from scratch for the PlayStation and Saturn versions.&amp;lt;ref name=&amp;quot;NGen23&amp;quot;&amp;gt;{{cite magazine|title=NG Alphas: Crusader: No Remorse|magazine=[[Next Generation (magazine)|Next Generation]]|issue=23 |publisher=[[Imagine Media]] |date=November 1996|pages=167–8}}&amp;lt;/ref&amp;gt; Since both the consoles have only 2 MB of RAM each, some aspects had to be scaled back for the conversion; the resolution was cut from 640x480 to 320x240, and the color palette was reduced.&amp;lt;ref name=&amp;quot;NGen23&amp;quot;/&amp;gt; In turn, the unique features of each console were utilized to improve on the PC version in places; new music was added to use the music overlays, and the Saturn&#039;s second processor was used for background calculations.&amp;lt;ref name=&amp;quot;NGen23&amp;quot;/&amp;gt; The forward roll from &#039;&#039;Crusader: No Regret&#039;&#039; was added to both console versions.&amp;lt;ref name=&amp;quot;NGen23&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jorg Newman, producer of both the PlayStation and Saturn versions, remarked that despite the changes, &amp;quot;overall I&#039;d call this a very conservative, very direct port.&amp;quot;&amp;lt;ref name=&amp;quot;NGen23&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Release==&lt;br /&gt;
{{expand section|date=September 2013}}&lt;br /&gt;
&lt;br /&gt;
In June 2011 the game and its sequel was re-released by the [[Digital distribution|digital distributor]] [[GOG.com]] with compatibility for Windows XP/7/8 and Mac OS X (10.8.6 or newer).&amp;lt;ref&amp;gt;[https://secure.gog.com/gamecard/crusader_no_remorse Crusader: No Remorse on GOG.com] (June 2011)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{Video game reviews&lt;br /&gt;
| GR = 73% &amp;lt;small&amp;gt;(PlayStation)&amp;lt;/small&amp;gt;&amp;lt;ref&amp;gt;{{cite web|url=http://www.gamerankings.com/ps/197007-crusader-no-remorse/index.html |title=Crusader: No Remorse for PlayStation |website=GameRankings |access-date=2012-10-13 |archiveurl=https://web.archive.org/web/20191209000906/https://www.gamerankings.com/ps/197007-crusader-no-remorse/index.html |archivedate=December 9, 2019}}&amp;lt;/ref&amp;gt; &amp;lt;br /&amp;gt;70% &amp;lt;small&amp;gt;(Saturn)&amp;lt;/small&amp;gt;&amp;lt;ref&amp;gt;{{cite web |url=http://www.gamerankings.com/saturn/197008-crusader-no-remorse/index.html |title=Crusader: No Remorse for Saturn |website=GameRankings |access-date=2012-10-13 |archiveurl=https://web.archive.org/web/20191209000816/https://www.gamerankings.com/saturn/197008-crusader-no-remorse/index.html |archivedate=December 9, 2019}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| EGM = 6.5/10, 4/10, 5.5/10, 4.5/10 &amp;lt;small&amp;gt;(Saturn)&amp;lt;/small&amp;gt;&amp;lt;ref name=EGM92&amp;gt;{{cite magazine|magazine=[[Electronic Gaming Monthly]]|issue=92|date=March 1997|p=48|url=https://archive.gamehistory.org/item/29051fde-9b96-4ce9-8864-0647c2cd0d1e|via=[[Video Game History Foundation]]|accessdate=September 29, 2025|publisher=Ziff Davis|title=Review Crew|last1=Smith|first1=Shawn|last2=Tsu|first2=Dan|last3=Boyer|first3=Crispin|author4=Sushi-X|location=[[Chicago]]}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GI = 7.25/10 &amp;lt;small&amp;gt;(PlayStation)&amp;lt;/small&amp;gt;&amp;lt;ref&amp;gt;[https://web.archive.org/web/19970811124030/http://www.gameinformer.com/mar97/crusade.html March 1997 Issue], GameInformer.com (archived)&amp;lt;/ref&amp;gt;&lt;br /&gt;
| GSpot = 8.4/10 &amp;lt;small&amp;gt;(PC)&amp;lt;/small&amp;gt;&amp;lt;ref name=GSpotRev&amp;gt;{{cite web|last=Dulin |first=Ron |url=http://www.gamespot.com/crusader-no-remorse/reviews/crusader-no-remorse-review-2538477/ |title=Crusader: No Remorse Review |publisher=GameSpot.com |date=May 1, 1996 |access-date=2012-10-13 |archive-url=https://web.archive.org/web/20120123121413/http://www.gamespot.com/crusader-no-remorse/reviews/crusader-no-remorse-review-2538477/ |archive-date=January 23, 2012 }}&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt;7.1/10 &amp;lt;small&amp;gt;(PlayStation)&amp;lt;/small&amp;gt;&amp;lt;ref name=GSPS&amp;gt;{{cite web|first=Jeff|last=Gerstmann|author-link=Jeff Gerstmann|date=January 16, 1997 |url=http://www.gamespot.com/crusader-no-remorse/reviews/crusader-no-remorse-review-2547187/ |title=Crusader: No Remorse Review |website=[[GameSpot]] |access-date=2012-10-13}}&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;7.4/10 &amp;lt;small&amp;gt;(Saturn)&amp;lt;/small&amp;gt;&amp;lt;ref name=GSSat&amp;gt;{{cite web|first=Trent|last=Ward|date=January 23, 1997 |url=http://www.gamespot.com/crusader-no-remorse/reviews/crusader-no-remorse-review-2533855/ |title=Crusader: No Remorse Review |website=[[GameSpot]] |access-date=2012-10-13}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| IGN = 7/10 &amp;lt;small&amp;gt;(PlayStation)&amp;lt;/small&amp;gt;&amp;lt;ref&amp;gt;{{cite web|url=http://uk.ign.com/articles/1997/01/22/crusader-no-remorse |title=Crusader: No Remorse – IGN |date=22 January 1997 |publisher=Uk.ign.com |access-date=2012-10-13}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| PCGUS = 93%&amp;lt;ref&amp;gt;{{cite web|url=http://www.pcgamer.com/reviews/285.html|archive-url=https://web.archive.org/web/19991206140251/http://www.pcgamer.com/reviews/285.html|title=PC Gamer Online|archive-date=6 December 1999|work=pcgamer.com|access-date=3 June 2015}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| rev1 = &#039;&#039;[[Computer Games Magazine]]&#039;&#039;&lt;br /&gt;
| rev1Score = 4.5/5 &amp;lt;small&amp;gt;(PC)&amp;lt;/small&amp;gt;&amp;lt;ref name=CGMrev&amp;gt;{{cite web|first=Rod|last=White|url=http://www.cdmag.com/articles/017/098/crusader_review.html|archive-url=https://web.archive.org/web/20030817043804/http://www.cdmag.com/articles/017/098/crusader_review.html|title=Crusader: No Remorse Review|archive-date=17 August 2003|work=cdmag.com|access-date=3 June 2015}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NGen = 5/5 &amp;lt;small&amp;gt;(PC)&amp;lt;/small&amp;gt;&amp;lt;ref name=NGen13rev&amp;gt;{{cite magazine |title=Grail Chase|magazine=[[Next Generation (magazine)|Next Generation]]|issue=13 |publisher=[[Imagine Media]] |date=January 1996|page=167}}&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;4/5 &amp;lt;small&amp;gt;(PlayStation)&amp;lt;/small&amp;gt;&amp;lt;ref name=NGen29&amp;gt;{{cite magazine|title=Crusader: No Remorse|magazine=[[Next Generation (magazine)|Next Generation]]|issue=29|publisher=[[Imagine Media]] |date=May 1997|page=144}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| rev2 = &#039;&#039;[[Arcane (magazine)|Arcane]]&#039;&#039;&lt;br /&gt;
| rev2Score = 7/10&amp;lt;ref name=&amp;quot;Arcane2&amp;quot;/&amp;gt;&lt;br /&gt;
| rev3 = &#039;&#039;[[Sega Saturn Magazine]]&#039;&#039;&lt;br /&gt;
| rev3Score = 68% &amp;lt;small&amp;gt;(Saturn)&amp;lt;/small&amp;gt;&amp;lt;ref name=SSM17&amp;gt;{{cite magazine|last=Glancey |first=Paul |title=Review: Crusader: No Remorse|magazine=[[Sega Saturn Magazine]]|issue=17 |publisher=[[Emap International Limited]]|date=March 1997|pages=64–65}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| rev4 = &#039;&#039;[[Computer Game Review]]&#039;&#039;&lt;br /&gt;
| rev4Score = 89/90/91&amp;lt;ref name=cgr&amp;gt;{{cite web | archive-url=https://web.archive.org/web/19961221184244/http://www.nuke.com/cgr/reviews/1295/crusade/crusade.htm | url=http://www.nuke.com/cgr/reviews/1295/crusade/crusade.htm | title=Holy Warrior | date=December 1995 | author1=Snyder, Frank | author2=Chapman, Ted | author3=Kaiafas, Tasos | work=[[Computer Game Review]] | archive-date=December 21, 1996 }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| Edge = 8/10 &amp;lt;small&amp;gt;(PC)&amp;lt;/small&amp;gt;&amp;lt;ref&amp;gt;{{cite magazine|title=Review Crew: Crusader: No Remorse|magazine=[[Edge (magazine)|Edge]]|issue=28|publisher=[[Future Publishing]]|date=January 1996|page=82}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Crusader: No Remorse&#039;&#039; was a commercial success. According to Denis Murphy of &#039;&#039;[[Retro Gamer]]&#039;&#039;, &amp;quot;Tony had hoped that &#039;&#039;Crusader&#039;&#039; would sell at least 100,000 copies, yet it eventually sold well over a quarter of a million and generated a higher return on investment than any other standalone product in Origin&#039;s history.&amp;quot;&amp;lt;ref name=makingof&amp;gt;{{cite journal | author=Murphy, Denis | title=The Making of: &#039;&#039;Crusader: No Remorse&#039;&#039; | pages=76–79 | journal=[[Retro Gamer]] | issue=116 }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Crusader: No Remorse&#039;&#039; was enthusiastically received by critics. &#039;&#039;[[GameSpot]]&#039;&#039;{{&#039;}}s Ron Dullin called it &amp;quot;so viscerally exciting that its shortcomings can be overlooked.&amp;quot; He elaborated that while the story and [[full motion video]] cutscenes are cheesy and the controls &amp;quot;can send your character jumping across the screen without warning&amp;quot;, the graphics make the &amp;quot;amoral&amp;quot; pleasures of killing innocent people and destroying harmless pieces of scenery gratifying enough for the game to feel like pure fun.&amp;lt;ref name=GSpotRev/&amp;gt; A reviewer for &#039;&#039;[[Next Generation (magazine)|Next Generation]]&#039;&#039; made the same criticisms of the cutscenes and controls, and likewise felt the game to be outstanding in spite of these flaws. He summarized that it &amp;quot;has all the elements it takes to be an outstanding title: an original interface, killer graphics, spectacular sound ...&amp;quot;&amp;lt;ref name=NGen13rev/&amp;gt; Rod White of &#039;&#039;[[Computer Games Magazine]]&#039;&#039; disputed &#039;&#039;GameSpot&#039;&#039; and &#039;&#039;Next Generation&#039;&#039;{{&#039;}}s characterization of &#039;&#039;Crusader: No Remorse&#039;&#039; as a mindless &amp;quot;shoot everything in sight&amp;quot; game, pointing out that shooting certain people prevents the player from receiving helpful advice, and in some cases even makes it impossible to complete the mission. While he agreed that blowing things up in the game is satisfying, he described the game as an exciting yet thoughtful shooter with controls akin to &#039;&#039;[[Fade to Black (video game)|Fade to Black]]&#039;&#039;, effective cinematic elements, a &amp;quot;deep&amp;quot; and &amp;quot;believable&amp;quot; storyline, and some relevant satirizing of the news media.&amp;lt;ref name=CGMrev/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Crusader: No Remorse&#039;&#039; was named the best action game of 1995 by &#039;&#039;[[Computer Gaming World]]&#039;&#039; and &#039;&#039;[[Computer Games Magazine|Computer Games Strategy Plus]]&#039;&#039;,&amp;lt;ref name=cgm1995awards&amp;gt;{{cite journal | author=Staff | journal=[[Computer Games Magazine]] | title=A Decade of Gaming; Award Winners of 1995 |date=November 2000 | issue=120 | pages=56–58, 60, 62, 66, 68, 70–76 }}&amp;lt;/ref&amp;gt;&amp;lt;ref name=cgw1995&amp;gt;{{cite magazine | author=Staff |title=The Computer Gaming World 1996 Premier Awards |magazine=[[Computer Gaming World]] |issue=143 |date=June 1996 |pages=55, 56, 58, 60, 62, 64, 66, 67 }}&amp;lt;/ref&amp;gt; and was a nominee for &#039;&#039;[[PC Gamer US]]&#039;&#039;{{&#039;}}s award in this category and its overall &amp;quot;Game of the Year&amp;quot; prize.&amp;lt;ref name=pcgamerusawards&amp;gt;{{cite journal |date=March 1996 | title=The Year&#039;s Best Games | pages=64, 65, 67, 68, 71, 73–75 | journal=[[PC Gamer US]] | author=((Editors of &#039;&#039;PC Gamer&#039;&#039; ))| volume=3 | issue=3 }}&amp;lt;/ref&amp;gt; In 1996, &#039;&#039;Computer Gaming World&#039;&#039; ranked it as the 38th best PC game of all time,&amp;lt;ref name=&amp;quot;cgw199611best&amp;quot;&amp;gt;{{cite news | url=http://www.cgwmuseum.org/galleries/index.php?year=1996&amp;amp;pub=2&amp;amp;id=148 | title=150 Best Games of All Time | magazine=Computer Gaming World | date=November 1996 | access-date=25 March 2016 | pages=64–80}}&amp;lt;/ref&amp;gt; also listing the game&#039;s UV-9 ultraviolet rifle among the 15 &amp;quot;best worst ways to die in computer gaming&amp;quot;.&amp;lt;ref name=&amp;quot;cgw199611bestwaystodie&amp;quot;&amp;gt;{{cite news | url=http://www.cgwmuseum.org/galleries/index.php?year=1996&amp;amp;pub=2&amp;amp;id=148 | title=The 15 Best Ways To Die In Computer Gaming | magazine=Computer Gaming World | date=November 1996 | access-date=25 March 2016 | page=107}}&amp;lt;/ref&amp;gt; The game won a &amp;quot;Golden Triad&amp;quot; award from &#039;&#039;[[Computer Game Review]]&#039;&#039;, and the editors wrote, &amp;quot;From the ashes of Ultima VIII, Origin pulls out a winner.&amp;quot;&amp;lt;ref name=cgr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most critics felt that the console ports were successful at bringing over the elements that had made the game appealing on PC,&amp;lt;ref name=GSPS/&amp;gt;&amp;lt;ref name=GSSat/&amp;gt;&amp;lt;ref name=NGen29/&amp;gt;&amp;lt;ref name=GPro101/&amp;gt;&amp;lt;ref name=GPro102&amp;gt;{{cite magazine|title=PlayStation ProReview: Crusader: No Remorse|magazine=[[GamePro]]|issue=102|publisher=[[International Data Group|IDG]]|date=March 1997|page=76}}&amp;lt;/ref&amp;gt; but could have been better. In particular, the controls were considered unnecessarily complicated&amp;lt;ref name=EGM92/&amp;gt;&amp;lt;ref name=NGen29/&amp;gt; and the animations were considered jerky and awkward.&amp;lt;ref name=EGM92/&amp;gt;&amp;lt;ref name=GSSat/&amp;gt;&amp;lt;ref name=SSM17/&amp;gt;&amp;lt;ref name=GPro101/&amp;gt;&amp;lt;ref name=GPro102/&amp;gt; The ability to destroy virtually anything in the game, and the accompanying audio and visual effects of the explosions, were widely applauded.&amp;lt;ref name=EGM92/&amp;gt;&amp;lt;ref name=GSPS/&amp;gt;&amp;lt;ref name=GSSat/&amp;gt;&amp;lt;ref name=NGen29/&amp;gt;&amp;lt;ref name=GPro101/&amp;gt;&amp;lt;ref name=GPro102/&amp;gt; However, reviews for the console versions showed a wider range of opinions on how overall fun the game was. The four reviewers of &#039;&#039;[[Electronic Gaming Monthly]]&#039;&#039; all felt that while the essential gameplay is intelligent and deep, the issues with the controls and animations completely ruin the experience.&amp;lt;ref name=EGM92/&amp;gt; By contrast, &#039;&#039;[[GamePro]]&#039;&#039; maintained that &amp;quot;&#039;&#039;Crusader: No Remorse&#039;&#039;{{&#039;}}s top-notch gameplay overcomes its other imperfections, delivering blistering combat and challenges that test your brains and reflexes.&amp;quot;&amp;lt;ref name=GPro101&amp;gt;{{cite magazine|author=Air Hendrix |title=Saturn ProReview: Crusader: No Remorse|magazine=[[GamePro]]|issue=101 |publisher=[[International Data Group|IDG]]|date=February 1997|page=78}}&amp;lt;/ref&amp;gt; &#039;&#039;Next Generation&#039;&#039; was also pleased with both the conversion and how the game &amp;quot;uses the carnage as a pleasing supplement to the gameplay, as opposed to making it the focal point.&amp;quot;&amp;lt;ref name=NGen29/&amp;gt; Trent Ward and [[Jeff Gerstmann]] of &#039;&#039;GameSpot&#039;&#039; both gave more mixed reviews, but concluded that with patience the game&#039;s shortcomings can be overcome, earning an ultimately enjoyable experience.&amp;lt;ref name=GSPS/&amp;gt;&amp;lt;ref name=GSSat/&amp;gt; Paul Glancey gave &#039;&#039;Crusader: No Remorse&#039;&#039; one of its few completely negative reviews in &#039;&#039;[[Sega Saturn Magazine]]&#039;&#039;, insisting that the puzzle elements are mindless, the action lacks excitement, and the explosions are &amp;quot;unspectacular&amp;quot;, adding up to &amp;quot;a combination of unimpressive blasting interspersed with very simple door-opening tests.&amp;quot;&amp;lt;ref name=SSM17/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Andy Butcher reviewed &#039;&#039;Crusader: No Remorse&#039;&#039; for &#039;&#039;Arcane&#039;&#039; magazine, rating it a 7 out of 10 overall.&amp;lt;ref name=&amp;quot;Arcane2&amp;quot;&amp;gt;{{cite journal|last= Butcher |first= Andy |date=January 1996|title=Games Reviews|journal=Arcane|publisher=[[Future plc|Future Publishing]]|issue=2|pages=71–72}}&amp;lt;/ref&amp;gt; Butcher comments that &amp;quot;&#039;&#039;Crusader&#039;&#039; is one of those rare games that gives you a real sense of satisfaction and achievement. It&#039;s not particularly deep, and neither is it going to change the face of computer roleplaying. But it is great fun, and makes a welcome change from dull dungeon bashes.&amp;quot;&amp;lt;ref name=&amp;quot;Arcane2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
A sequel, titled &#039;&#039;[[Crusader: No Regret]]&#039;&#039;, was released in 1996.&lt;br /&gt;
&lt;br /&gt;
A third game in the series (with several working titles such as &#039;&#039;Crusader 3: No Escape&#039;&#039;, &#039;&#039;Crusader II&#039;&#039; and &#039;&#039;Crusader: No Mercy&#039;&#039;) was never released.&amp;lt;ref&amp;gt;{{cite web|url=http://ultimacodex.com/interviews/we-had-a-lot-of-fun-with-the-other-explosives-an-interview-with-jason-ely/ |title=&amp;quot;We had a lot of fun with the other explosives…&amp;quot; – An Interview with Jason Ely |date=2014-03-18 |access-date=2014-05-16 |publisher=ultimacodex.com |quote=&#039;&#039;UC: Were there more Crusader games planned, provided Origin hadn’t closed down? JE: There were actually two more Crusader games planned — Crusader: No Mercy and Crusader: No Survivors.&#039;&#039;}}&amp;lt;/ref&amp;gt; Tony Zurovec of the &#039;&#039;Crusader&#039;&#039; team left Origin and joined &#039;&#039;Wing Commander&#039;&#039; creator [[Chris Roberts (film producer)|Chris Roberts]] at his new company [[Digital Anvil]] and Origin refocused its efforts on &#039;&#039;[[Ultima Online]]&#039;&#039;. Preliminary storyline ideas included boarding a shuttle and making a daring assault to get back to Earth.&lt;br /&gt;
&lt;br /&gt;
Rumors emerged on the film website [[Dark Horizons]] in 2001 that a &#039;&#039;Crusader&#039;&#039; film was in development. [[Eurogamer]] speculated this had something to do with Tony Zurovec&#039;s move to Digital Anvil, whose founder [[Chris Roberts (game developer)|Chris Roberts]] also worked at Origin Systems and was interested in filmmaking.&amp;lt;ref&amp;gt;{{cite web|url=http://www.eurogamer.net/articles/article_30125|title=Crusader movie?|date=2 August 2001|author=Gestalt|website=Eurogamer}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2006, Slovakian company Outsider Development tried to convince EA on porting &#039;&#039;Crusader: No Remorse&#039;&#039; to the [[PlayStation Portable]], but their &#039;&#039;Crusader: No Pity&#039;&#039; project (which included a working prototype) was rejected despite the support from Andrew Sega.&amp;lt;ref&amp;gt;{{cite web|archive-date=2010-08-20|archive-url=https://web.archive.org/web/20100820073136/http://thegamingliberty.com/index.php/2010/04/22/crusader-no-remorse-2006/|url=http://thegamingliberty.com/index.php/2010/04/22/crusader-no-remorse-2006/|title=Crusader – No Pity|publisher=The Gaming Liberty}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game also had a big influence on the &#039;&#039;[[Fallout (video game)|Fallout]]&#039;&#039; development team.&amp;lt;ref&amp;gt;{{cite video|url=https://www.youtube.com/watch?v=Xa5IzHhAdi4 |archive-url=https://ghostarchive.org/varchive/youtube/20211212/Xa5IzHhAdi4| archive-date=2021-12-12 |url-status=live|title=Fallout Classic Revisited|publisher=GameSpot|date=9 March 2012}}{{cbignore}}&amp;lt;/ref&amp;gt; {{-}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist|30em}}&lt;br /&gt;
* In-game literature for &#039;&#039;Crusader: No Remorse&#039;&#039;&lt;br /&gt;
* Tyler, M.; Frase, T.; and McCubbin, C. (1995) &#039;&#039;Origin&#039;s Official Guide to Crusader: No Remorse&#039;&#039;, Origin Systems, Inc. {{ISBN|0-929373-26-X}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://www.mobygames.com/game/crusader-no-remorse &#039;&#039;Crusader: No Remorse&#039;&#039;] at [[MobyGames]]&lt;br /&gt;
* [https://www.echosector.org Echo Sector fan website]&lt;br /&gt;
* [https://web.archive.org/web/20120116070458/http://thegamingliberty.com/index.php/2010/03/04/crusader-no-remorse-part-1/ A two-part 2010 interview with the game&#039;s developers at The Gaming Liberty.com]&lt;br /&gt;
&lt;br /&gt;
{{Origin Systems}}&lt;br /&gt;
&lt;br /&gt;
[[Category:1995 video games]]&lt;br /&gt;
[[Category:DOS games]]&lt;br /&gt;
[[Category:Electronic Arts franchises]]&lt;br /&gt;
[[Category:Games commercially released with DOSBox]]&lt;br /&gt;
[[Category:MacOS games]]&lt;br /&gt;
[[Category:Sega Saturn games]]&lt;br /&gt;
[[Category:Origin Systems games]]&lt;br /&gt;
[[Category:PlayStation (console) games]]&lt;br /&gt;
[[Category:Realtime Associates games]]&lt;br /&gt;
[[Category:Science fiction video games]]&lt;br /&gt;
[[Category:ScummVM-supported games]]&lt;br /&gt;
[[Category:Warren Spector games]]&lt;br /&gt;
[[Category:Single-player video games]]&lt;br /&gt;
[[Category:Video games developed in the United States]]&lt;br /&gt;
[[Category:Video games scored by Andrew Sega]]&lt;br /&gt;
[[Category:Video games scored by Dan Gardopée]]&lt;br /&gt;
[[Category:Video games set in the 22nd century]]&lt;br /&gt;
[[Category:Video games with isometric graphics]]&lt;br /&gt;
[[Category:Windows games]]&lt;br /&gt;
[[Category:Video games produced by Warren Spector]]&lt;/div&gt;</summary>
		<author><name>2600:1700:E5D0:A9A0:8188:871:AA24:4E6</name></author>
	</entry>
	<entry>
		<id>https://wiki.sarg.dev/index.php?title=Solar_Eclipse_(video_game)&amp;diff=344976</id>
		<title>Solar Eclipse (video game)</title>
		<link rel="alternate" type="text/html" href="https://wiki.sarg.dev/index.php?title=Solar_Eclipse_(video_game)&amp;diff=344976"/>
		<updated>2025-10-26T21:05:41Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E5D0:A9A0:8188:871:AA24:4E6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Short description|1995 video game}}&lt;br /&gt;
{{about|the video game|the war in Greek mythology|Titanomachy}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| title = Solar Eclipse&amp;lt;br&amp;gt;Titan Wars&lt;br /&gt;
| image = Solar Eclipse 1995 cover.jpg&lt;br /&gt;
| caption = North American Saturn box art&lt;br /&gt;
| developer = [[Crystal Dynamics]]&lt;br /&gt;
| publisher = Crystal Dynamics&lt;br /&gt;
| platforms = [[Sega Saturn]], [[PlayStation (console)|PlayStation]]&lt;br /&gt;
| released = &#039;&#039;&#039;Saturn&#039;&#039;&#039;{{vgrelease|NA|November 27, 1995&amp;lt;ref name=&amp;quot;Interview&amp;quot;&amp;gt;{{cite web | title=Interview - Crystal Dynamics | url=http://www.gamezero.com/team-0/articles/interviews/crystal_dynamics-solar_eclipse/ | website=GameZero.com | access-date=16 August 2023 |archive-url=https://web.archive.org/web/19980121161302/http://www.gamezero.com/team-0/articles/interviews/crystal_dynamics-solar_eclipse/ |archive-date=21 January 1998}}&amp;lt;/ref&amp;gt;|EU|April 12, 1996&amp;lt;ref name=&amp;quot;CVGL&amp;quot;&amp;gt;{{cite magazine|last1=Lomas|first1=Ed|url=https://retrocdn.net/images/c/c6/CVG_UK_176.pdf|archiveurl=https://web.archive.org/web/20211027182406/https://retrocdn.net/images/c/c6/CVG_UK_176.pdf|title=Checkpoint - The month&#039;s events and software releases at a glance. June-July|magazine=[[Computer and Video Games]]|issue=176|publisher=[[Future plc|Future Publishing]]|archivedate=October 27, 2021|date=July 1996|pages=48}}&amp;lt;/ref&amp;gt;}} &#039;&#039;&#039;PlayStation&#039;&#039;&#039;{{vgrelease|EU|November 15, 1996}}&lt;br /&gt;
| genre = [[Space flight simulation game|Space flight simulation]]&lt;br /&gt;
| modes = [[Single-player video game|Single-player]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Solar Eclipse&#039;&#039;&#039;&#039;&#039; is a 1995 [[Space flight simulation game|space flight simulation]] [[video game]] developed and published by [[Crystal Dynamics]], released initially for the [[Sega Saturn]] in North America, Europe and Japan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Solar Eclipse&#039;&#039; was developed under the title &#039;&#039;Titan&#039;&#039;, but the American marketing team decided it would sell better if published as a sequel to the 1994 video game &#039;&#039;[[Total Eclipse (1994 video game)|Total Eclipse]]&#039;&#039;, especially as the two featured similar gameplay and graphical style. In Japan and Europe, it was released as &#039;&#039;&#039;&#039;&#039;Titan Wars&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&#039;&#039;Solar Eclipse&#039;&#039; is a hybrid of [[rail shooter]] and [[space combat simulation]]; the general direction of the ship&#039;s flight is locked in, but the player may maneuver a substantial area, and can at certain points choose from multiple routes.&amp;lt;ref&amp;gt;{{cite magazine|url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20076%20%28November%201995%29/page/n103/mode/2up|title=Solar Eclipse |magazine=[[Electronic Gaming Monthly]]|issue=76|publisher=Sendai Publishing|date=November 1995|pages=105}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The game was developed in 16 months.&amp;lt;ref name=&amp;quot;Interview&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{Video game reviews&lt;br /&gt;
|rev1=&#039;&#039;[[The San Francisco Examiner]]&#039;&#039;&lt;br /&gt;
|rev1Score=B&amp;lt;ref&amp;gt;{{cite web|first=Glenn|last=Rubenstein|url=https://www.newspapers.com/article/the-san-francisco-examiner/137540777/|archiveurl=https://web.archive.org/web/20231228154510/https://www.newspapers.com/article/the-san-francisco-examiner/137540777/|title=At the Controls|newspaper=[[The San Francisco Examiner]]|page=20|archivedate=December 28, 2023|date=September 16, 1995|accessdate=December 28, 2023|via=[[Newspapers.com]]}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|rev2=&#039;&#039;[[The Charlotte Observer]]&#039;&#039;&lt;br /&gt;
|rev2Score=3/5&amp;lt;ref&amp;gt;{{cite web|first=Langston|last=Wertz|url=https://www.newspapers.com/article/the-charlotte-observer/137541266/|archiveurl=https://web.archive.org/web/20231228154306/https://www.newspapers.com/article/the-charlotte-observer/137541266/|title=Mastering 30 levels of Solar Eclipse will provide lots of fun|newspaper=[[The Charlotte Observer]]|page=94|archivedate=December 28, 2023|date=October 6, 1996|accessdate=December 28, 2023|via=[[Newspapers.com]]}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The four reviewers of &#039;&#039;[[Electronic Gaming Monthly]]&#039;&#039; gave the Saturn version a 7.75 out of 10 average. They praised the intense gameplay, the considerable strategy required to elude enemy fire, and the solid graphics.&amp;lt;ref name=&amp;quot;EGM78&amp;quot;&amp;gt;{{cite magazine|url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20078%20%28January%201996%29/page/n41/mode/2up|title=Review Crew: Solar Eclipse|magazine=[[Electronic Gaming Monthly]]|issue=78|publisher=Sendai Publishing|date=January 1996|page=42}}&amp;lt;/ref&amp;gt; &#039;&#039;[[GamePro]]&#039;&#039;{{&#039;}}s Captain Squideo had a more mixed reaction, criticizing the partially on-rails flight and saying the landscapes and enemies become repetitious. He concluded that the game is nonetheless fun to play and &amp;quot;eclipses most other shooters&amp;quot;, but that these problems would discourage repeat plays.&amp;lt;ref&amp;gt;{{cite magazine|url=https://archive.org/details/GamePro_Issue_079_February_1996/page/n61/mode/2up|title=ProReview: Solar Eclipse |magazine=[[GamePro]] |issue=79 |publisher=[[International Data Group|IDG]]|date=February 1996|page=60}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Crystal Dynamics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:1995 video games]]&lt;br /&gt;
[[Category:Crystal Dynamics games]]&lt;br /&gt;
[[Category:PlayStation (console) games]]&lt;br /&gt;
[[Category:Rail shooters]]&lt;br /&gt;
[[Category:Science fiction video games]]&lt;br /&gt;
[[Category:Sega Saturn games]]&lt;br /&gt;
[[Category:Space combat simulators]]&lt;br /&gt;
[[Category:Video games developed in the United States]]&lt;br /&gt;
[[Category:Sequel video games]]&lt;br /&gt;
[[Category:Video games scored by Burke Trieschmann]]&lt;br /&gt;
[[Category:Single-player video games]]&lt;br /&gt;
&lt;br /&gt;
{{flightsim-videogame-stub}}&lt;/div&gt;</summary>
		<author><name>2600:1700:E5D0:A9A0:8188:871:AA24:4E6</name></author>
	</entry>
	<entry>
		<id>https://wiki.sarg.dev/index.php?title=Final_Fight_(video_game)&amp;diff=195094</id>
		<title>Final Fight (video game)</title>
		<link rel="alternate" type="text/html" href="https://wiki.sarg.dev/index.php?title=Final_Fight_(video_game)&amp;diff=195094"/>
		<updated>2025-10-26T20:36:18Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E5D0:A9A0:8188:871:AA24:4E6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Short description|1989 video game}}&lt;br /&gt;
{{Use mdy dates|date=January 2025}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| title = Final Fight&lt;br /&gt;
| image = Final Fight (flyer).jpg&lt;br /&gt;
| caption = Arcade flyer&lt;br /&gt;
| developer = [[Capcom]]{{efn|Home computer versions developed by Creative Materials; Sega CD version developed by A Wave.}}&lt;br /&gt;
| publisher = {{collapsible list|title={{nobold|Capcom}}|&#039;&#039;&#039;Arcade&#039;&#039;&#039;{{vgrelease|WW|Capcom|AU|Leisure &amp;amp; Allied Industries&amp;lt;ref&amp;gt;{{cite magazine |title=Original &amp;quot;Final Fight&amp;quot; caught by copyright |magazine=Leisure Line |date=August 1990 |page=3 |publisher=Leisure &amp;amp; Allied Industries |url=https://archive.org/details/Leisure_Line_1990-08_Leisure_Allied_Industries_AU/page/n2}}&amp;lt;/ref&amp;gt;}} &#039;&#039;&#039;Home computers&#039;&#039;&#039;&amp;lt;br&amp;gt;[[U.S. Gold]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sega CD&#039;&#039;&#039;&amp;lt;br&amp;gt;[[Sega]]}}&lt;br /&gt;
| producer = [[Yoshiki Okamoto]]&lt;br /&gt;
| designer = [[Akira Nishitani]]&amp;lt;br/&amp;gt;[[Akira Yasuda]]&lt;br /&gt;
| artist = Akira Yasuda&lt;br /&gt;
| composer = [[Manami Matsumae]]&amp;lt;br/&amp;gt;Yoshihiro Sakaguchi&amp;lt;br/&amp;gt;[[Yasuaki Fujita]]&amp;lt;br/&amp;gt;Hiromitsu Takaoka&amp;lt;br/&amp;gt;[[Yoko Shimomura]]&amp;lt;br/&amp;gt;Junko Tamiya&amp;lt;br/&amp;gt;[[Harumi Fujita]]&lt;br /&gt;
| series = &#039;&#039;[[Final Fight]]&#039;&#039;&lt;br /&gt;
| platforms = {{Collapsible list|title={{nobold|[[Arcade video game|Arcade]]}}|[[Super NES]], [[Amiga]], [[Amstrad CPC]], [[Atari ST]], [[Commodore 64]], [[ZX Spectrum]], [[X68000]], [[Sega CD]], [[CPS Changer]], [[Game Boy Advance]], [[Java ME]]}}&lt;br /&gt;
| released = {{collapsible list|title={{nobold|November 25, 1989}}|&#039;&#039;&#039;Arcade&#039;&#039;&#039;{{vgrelease|JP|November 25, 1989&amp;lt;ref&amp;gt;{{cite web |title=Final Fight (Registration Number PA0000449204) |url=https://cocatalog.loc.gov |website=[[United States Copyright Office]] |access-date=12 August 2021}}&amp;lt;/ref&amp;gt;|NA|January 1990&amp;lt;ref&amp;gt;{{cite book |last=Akagi |first=Masumi |title=アーケードTVゲームリスト国内•海外編(1971-2005) |trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971-2005) |date=13 October 2006 |publisher=Amusement News Agency |language=ja |location=Japan |isbn=978-4990251215 |page=112 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n113}}&amp;lt;/ref&amp;gt;}} &#039;&#039;&#039;Super NES&#039;&#039;&#039;{{vgrelease|JP|December 21, 1990|NA|November 10, 1991|PAL|December 10, 1992}} &amp;lt;small&amp;gt;&#039;&#039;Final Fight Guy&#039;&#039;&amp;lt;/small&amp;gt;{{vgrelease|JP|March 20, 1992|NA|June 1994}} &#039;&#039;&#039;Home computers&#039;&#039;&#039;{{vgrelease|EU|1991|NA|1991}} &#039;&#039;&#039;X68000&#039;&#039;&#039;{{vgrelease|JP|July 17, 1992}}&#039;&#039;&#039;Sega CD&#039;&#039;&#039;{{vgrelease|JP|March 26, 1993&amp;lt;ref&amp;gt;{{cite web|title=ファイナルファイトCD |url=https://www.famitsu.com/games/t/1150/|language=ja|publisher=[[Famitsu]]|access-date=May 7, 2024}}&amp;lt;/ref&amp;gt;|NA|April 1993|PAL|July 1993}} &#039;&#039;&#039;CPS Changer&#039;&#039;&#039;{{vgrelease|JP|1994}} &#039;&#039;&#039;Game Boy Advance&#039;&#039;&#039;{{vgrelease|JP|May 25, 2001|NA|September 26, 2001|PAL|September 28, 2001}}&lt;br /&gt;
}}&lt;br /&gt;
| genre = [[Beat &#039;em up]]&lt;br /&gt;
| modes = [[Single-player]], [[multiplayer]]&lt;br /&gt;
| arcade system = [[CP System]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nihongo foot|&#039;&#039;&#039;&#039;&#039;Final Fight&#039;&#039;&#039;&#039;&#039;|ファイナルファイト|Fainaru Faito|lead=yes|group=lower-alpha}} is a 1989 [[beat &#039;em up]] game developed and published by [[Capcom]] for [[Arcade video game|arcades]]. It is the seventh title released for the [[CP System]] hardware. Set in the fictional Metro City, the player controls one of three street fighters: former pro wrestler and city mayor [[Mike Haggar]], expert brawler [[Cody Travers]], and modern-day ninja [[Guy (Final Fight)|Guy]]. The trio set out to rescue Jessica (Haggar&#039;s daughter and Cody&#039;s girlfriend) when she is kidnapped by the Mad Gear Gang.&lt;br /&gt;
&lt;br /&gt;
The game began development as a sequel to the original &#039;&#039;[[Street Fighter (video game)|Street Fighter]]&#039;&#039; released in 1987, under the working title {{nihongo foot|&#039;&#039;&#039;&#039;&#039;Street Fighter &#039;89&#039;&#039;&#039;&#039;&#039;|ストリートファイター&#039;89|Sutorīto Faitā &#039;89|lead=yes|group=lower-alpha}}. However, its genre was switched from a [[fighting game]] to a beat &#039;em up, and the title was changed to &#039;&#039;Final Fight&#039;&#039; following the success of [[Technōs Japan]]&#039;s &#039;&#039;[[Double Dragon (video game)|Double Dragon]]&#039;&#039;. &#039;&#039;Final Fight&#039;&#039; was [[Video game port|ported]] to various home computers and consoles, including the [[ZX Spectrum]], [[Super NES]] and [[Sega CD]].&lt;br /&gt;
&lt;br /&gt;
It became a major commercial success in arcades, selling 30,000 arcade units worldwide while becoming the highest-grossing [[1990 in video games|arcade game of 1990]] in Japan and the year&#039;s highest-grossing arcade conversion kit in the United States. The Super NES version also sold {{nowrap|1.5 million}} cartridges worldwide. Now considered [[List of video games considered the best|one of the greatest video games of all time]], it spawned the &#039;&#039;[[Final Fight]]&#039;&#039; sub-series from the &#039;&#039;[[Street Fighter]]&#039;&#039; series, followed by several sequels. Its development team later worked on the original &#039;&#039;[[Street Fighter II]]&#039;&#039;, and some of the characters from &#039;&#039;Final Fight&#039;&#039; later appeared as playable fighters in other entries of the franchise, such as the &#039;&#039;[[Street Fighter Alpha]]&#039;&#039; sub-series.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
[[File:Final Fight gameplay.png|thumb|left|[[Cody (Final Fight)|Cody]] and [[Guy (Final Fight)|Guy]], both at left, seen at the start of the game&#039;s first level. Cody wears jeans and a T-shirt; Guy wears a sleeveless orange [[keikogi]].]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Final Fight&#039;&#039; can be played by up to two players simultaneously. Before the game begins, the player chooses between the three main characters: [[Mike Haggar|Haggar]], [[Cody (Final Fight)|Cody]] and [[Guy (Final Fight)|Guy]]. Each has his own fighting style and attributes. Health gauges are displayed for both player and enemy characters.&lt;br /&gt;
&lt;br /&gt;
The controls for &#039;&#039;Final Fight&#039;&#039; consist of an eight-way joystick and two buttons, one each for attacking and jumping. By entering different combinations of joystick moves and button presses, the player can perform a variety of attacks:&lt;br /&gt;
&lt;br /&gt;
* A flurry of standing punches/kicks&lt;br /&gt;
* A jumping forward kick&lt;br /&gt;
* A downward-directed jumping attack that can stun the enemy&lt;br /&gt;
* A grab at the enemy, allowing the player to either deliver further strikes or throw/slam them to the ground&lt;br /&gt;
* A spinning attack, which knocks down all enemies in the vicinity but drains a portion of the player&#039;s health&lt;br /&gt;
&lt;br /&gt;
Obstacles such as barrels, trash cans and oil drums can be broken open to reveal weapons (pipes, swords, knives), health-restoring food and items awarding bonus points; these can be picked up by standing over them and pressing the attack button. Weapons have limited uses and will disappear if the player is disarmed by an enemy too many times or when the player moves to a new area. If the player is carrying a weapon, they will drop it upon picking up a new one.&lt;br /&gt;
&lt;br /&gt;
Each character also has an ability unique to that character:  &lt;br /&gt;
* Cody can strike with found knives repeatedly, instead of just a single throw, vastly increasing his melee damage while active.&lt;br /&gt;
* Guy can jump off walls or the edge of the screen to evade attacks, and transition directly into his flying side kick afterward, giving it great range.&lt;br /&gt;
* Haggar can grapple foes during his grabs and perform a spinning piledriver, the most powerful player attack without a weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Final Fight&#039;&#039; consists of six stages or &amp;quot;rounds&amp;quot;, as well as two bonus rounds. Each round takes place in a different section of Metro City such as the Slums and the Subway; most rounds feature more than one section, and all have a time limit. The player confronts a [[boss character]] at the end of each round, culminating in a fight against gang leader Belger in the sixth and final round.&lt;br /&gt;
&lt;br /&gt;
One life is lost whenever the player runs out of either health or time. The game ends when all lives are lost, but the player may spend a credit to continue from that point and choose a different character if desired.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
The game is set in a fictional city on the Atlantic coast in the [[United States]] named Metro City (analogous with [[New York City]]). According to the game&#039;s intro, in the 1990s (or 1989 in the Japanese version), the city&#039;s crime rate reached alarming levels, but since the election of pro wrestler turned politician [[Mike Haggar]] as the new Mayor, Metro City was changed and cleaned up drastically. Under his term, Haggar managed to suppress the crime rate of the city to its lowest points. While the citizens of Metro City were thankful for Haggar&#039;s hard work in curbing crime, the Mad Gear Gang, who had served as the dominant criminal organization of Metro City, would not go down so easily. Under the leadership of the crooked businessman Belger, the group attempted to bribe Haggar with a large payoff to keep him from going after them, to which Haggar refused. Still determined to bring Haggar under their rule like the last mayor before him, Mad Gear proceeded to kidnap his daughter Jessica and create further unrest among the citizens. When Haggar finds out about his daughter&#039;s abduction, he becomes furious and decides to take his fight against Mad Gear to a personal level. Seeking additional manpower, Haggar recruits [[Cody Travers]]: an expert fighter and Jessica&#039;s boyfriend, as well as [[Guy (Final Fight)|Guy]]: a ninja in training and Cody&#039;s good friend/rival. The three dedicate themselves to the complete eradication of the Mad Gear Gang, and to rescue Jessica from their clutches.&lt;br /&gt;
&lt;br /&gt;
The game gained notoriety for its unique continue screen, where the player character is shown tied to a chair with a lit bundle of dynamite on the table in front of him; the character struggles to escape as the 10-second time limit counts down. If the player activates the continue option, a knife falls from the ceiling and cuts the fuse.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The game was designed by [[Akira Nishitani]],&amp;lt;ref name=&amp;quot;AkiraN&amp;quot;&amp;gt;{{cite magazine|magazine=[[Retro Gamer]]|page=52|issue=37|date=March 2007|title=The Making of Final Fight|author=Staff|url=https://vebuka.com/print/170218151255-bbe820ac9bedd06dfd0c922a6a2d3917/Retro_Gamer_n_037|access-date=September 21, 2021|archive-date=September 21, 2021|archive-url=https://web.archive.org/web/20210921110129/https://vebuka.com/print/170218151255-bbe820ac9bedd06dfd0c922a6a2d3917/Retro_Gamer_n_037|url-status=dead}}&amp;lt;/ref&amp;gt; and produced by [[Yoshiki Okamoto]].&amp;lt;ref name=&amp;quot;capcomking&amp;quot;&amp;gt;{{cite web|url=http://www.videogames.com/features/universal/okamoto/okfinal.html|title=VideoGameSpot&#039;s Interview with Yoshiki Okamoto|last=Kent|first=Steven|archive-url=https://web.archive.org/web/19990223191246/http://www.videogames.com/features/universal/okamoto/okfinal.html|archive-date=February 23, 1999|url-status=dead|access-date=21 September 2021}}&amp;lt;/ref&amp;gt; When coming up with the game&#039;s concept, Okamoto cited the arcade game &#039;&#039;[[Double Dragon II: The Revenge]]&#039;&#039; (1988) as his basis for &#039;&#039;Final Fight&#039;&#039;.&amp;lt;ref name=&amp;quot;capcomking&amp;quot;/&amp;gt; The game was originally shown at trade shows under the title of &#039;&#039;Street Fighter &#039;89&#039;&#039;.&amp;lt;ref name=&amp;quot;sf89&amp;quot;&amp;gt;{{cite web |title=Video Game Flyers: Capcom Concept Cabinet, Capcom (Japan) |url=https://flyers.arcade-museum.com/?page=thumbs&amp;amp;db=videodb&amp;amp;id=4155 |website=The Arcade Flyer Archive |url-status=live |archive-url=https://web.archive.org/web/20071024115855/http://www.arcadeflyers.com/?page=flyer&amp;amp;db=videodb&amp;amp;id=4155&amp;amp;image=4 |archive-date=October 24, 2007 |access-date=21 September 2021}}&amp;lt;/ref&amp;gt; According to Okamoto, the sales division of Capcom originally requested a &#039;&#039;Street Fighter&#039;&#039; sequel, so his team decided to promote &#039;&#039;Final Fight&#039;&#039; as a &#039;&#039;Street Fighter&#039;&#039; sequel at trade shows (going as far to refer to one of the main characters as a &amp;quot;former Street Fighter&amp;quot;).&amp;lt;ref name=&amp;quot;capcomking&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;RePlay&amp;quot;&amp;gt;{{cite magazine |title=&amp;quot;A Real Winner&amp;quot; – operators are the real winners with Capcom&#039;s &#039;Buster Bros.&#039; and &#039;Final Fight&#039; |magazine=RePlay |date=January 1990 |volume=15 |issue=4 |pages=32, 34 |url=https://archive.org/details/re-play-volume-14-issue-no.-4-january-1990-600DPI/RePlay%20-%20Volume%2014%2C%20Issue%20No.%204%20-%20January%201990/page/32}}&amp;lt;/ref&amp;gt; The title was changed to &#039;&#039;Final Fight&#039;&#039; before its official release after feedback from operators stating that the game was nothing like &#039;&#039;Street Fighter&#039;&#039;.&amp;lt;ref name=&amp;quot;capcomking&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to the developers, they were originally planning to have [[Ryu (Street Fighter)|Ryu]] and [[Ken Masters]] from the original &#039;&#039;[[Street Fighter (video game)|Street Fighter]]&#039;&#039; as the playable protagonists, but that idea was scrapped for a new plot and new settings, involving the kidnapping of an attractive young woman by a city gang.&amp;lt;ref name=&amp;quot;Capcom_Classics_Collection&amp;quot;&amp;gt;{{cite video game|title = [[Capcom Classics Collection|Capcom Classics Collection Volume I]]|developer = [[Backbone Entertainment|Digital Eclipse]]|publisher = Capcom|date=2005-09-27|access-date=2011-03-12|level = Final Fight Design and History Extras}}&amp;lt;/ref&amp;gt; Capcom&#039;s president wanted the team to develop the game as if it was a [[film]], so he made the team watch a number of films. Nishitani&#039;s team then approached the &amp;quot;planning and design as if it were a movie.&amp;quot;&amp;lt;ref name=&amp;quot;AkiraN&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The street gang the player faces in the game, the Mad Gear Gang, takes their name from the 1987 overhead [[racing game]] &#039;&#039;Mad Gear&#039;&#039; by Capcom; the game was released as &#039;&#039;[[List of Capcom games: E–L|Led Storm]]&#039;&#039; outside Japan.&amp;lt;ref name=ledstorm&amp;gt;{{cite web|url=http://www.system16.com/hardware.php?id=791|archive-url=https://web.archive.org/web/20080319105405/http://www.system16.com/hardware.php?id=791|archive-date=2008-03-19|title=System 16 - 68000 Based Hardware (Capcom)|url-status=live}}&amp;lt;/ref&amp;gt; Many of the characters are named after 1980s [[rock music]]ians such as [[Axl Rose]] (Axl), [[Slash (musician)|Slash]] (Slash), [[Gene Simmons]] (Simons), [[Sid Vicious]] (Sid), [[Billy Idol]] (Billy), [[King Diamond (band)|King Diamond]] (Abigail, named after King Diamond&#039;s [[Abigail (album)|second album]], also dons facepaint similar to King Diamond&#039;s), [[Sodom (band)|Sodom]] ([[Sodom (Street Fighter)|Sodom]]), [[Roxy Music]] (Roxy), [[The Damned (band)|The Damned]] (Damnd) and [[Poison (American band)|Poison]] (Poison),&amp;lt;ref name=&amp;quot;AkiraN&amp;quot;/&amp;gt; with another, 2P (Two.P), being from the Capcom game &#039;&#039;[[Forgotten Worlds]]&#039;&#039;. Hugo Andore, another notable enemy character, is based on [[André the Giant]].&lt;br /&gt;
&lt;br /&gt;
Capcom believed that &amp;quot;players would feel bad beating up a woman&amp;quot;, so they noted in the arcade game&#039;s manual that the female opponent [[Poison (Final Fight)|Poison]] was a &amp;quot;[[Trans woman|newhalf]]&amp;quot;.&amp;lt;ref name=GamesRadar&amp;gt;{{cite news|last=Greer|first=Sam|title=Queer representation in games isn&#039;t good enough, but it is getting better|url=https://www.gamesradar.com/queer-representation-in-games-isnt-good-enough-but-it-is-getting-better/|access-date=9 November 2018|work=GamesRadar|date=15 May 2018}}&amp;lt;/ref&amp;gt; However, the arcade manual would not have been available to the general public during the machine&#039;s tenure, and nothing within the game itself suggests that Poison is Trans. The other female enemy - Roxy - remains a cisgender woman, so it is likely that the manual note was purely a legal safety net in case of complaints.&lt;br /&gt;
&lt;br /&gt;
The soundtrack was the work of seven sound composers: [[Manami Matsumae]], Yoshihiro Sakaguchi, [[Harumi Fujita]], Junko Tamiya, [[Yasuaki Fujita]] (in his first work for Capcom), Hiromitsu Takaoka and [[Yoko Shimomura]]. Despite this, Sakaguchi is the only composer credited in the game (as &amp;quot;Youkichan&#039;s Papa&amp;quot;). The other six were confirmed as having worked on &#039;&#039;Final Fight&#039;&#039; in 2014 when the Clarice Disk imprint of City Connection released the &#039;&#039;Final Fight Original Sound Collection&#039;&#039;, which featured the original soundtracks to the three original &#039;&#039;Final Fight&#039;&#039; games and its accompanying ports.&amp;lt;ref&amp;gt;{{Cite web|url=http://vgmdb.net/album/48731|title = CDGM-10026 &amp;amp;#124; Final Fight Original Sound Collection - VGMDB}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a 2007 interview, &#039;&#039;[[Retro Gamer]]&#039;&#039; magazine asked Akira Nishitani about the game&#039;s similarities to the 1984 film &#039;&#039;[[Streets of Fire]]&#039;&#039;. Nishitani said that, at the time, the team were not &amp;quot;aware of &#039;&#039;Streets of Fire&#039;&#039;, but I&#039;ve [[Googled]] it and there does indeed seem to be something familiar about it&amp;quot; but that &amp;quot;this style of story was very popular back then&amp;quot; and many &amp;quot;fighting games made use of it&amp;quot; so &amp;quot;I guess we were part of that crowd!&amp;quot;&amp;lt;ref name=&amp;quot;AkiraN&amp;quot;/&amp;gt; Despite these claims, the official interview in the Japanese book &amp;quot;How to Make Capcom Fighting Characters&amp;quot; ( ストリートファイター キャラクターメイキング ) released in 2018 has Nishitani explaining that during development his boss K.Tsujimoto asked him literally to watch &amp;quot;all the movies&amp;quot; by [[Walter Hill]], especially &#039;&#039;Streets of Fire&#039;&#039; referred to by fellow developer Akiman (Akira Yasuda) in the same conversation. The movies were viewed on three different monitors at the same time as they &amp;quot;lacked time&amp;quot;, then he literally &amp;quot;cut and pasted&amp;quot; movie stills in the specially dedicated &amp;quot;Video Materials Room&amp;quot;. Also, when asked if &#039;&#039;Streets of Fire&#039;&#039; was the main influence giving the impression of being in &amp;quot;Downtown New York&amp;quot; in &#039;&#039;Final Fight&#039;&#039;, Akiman replied positively.&amp;lt;ref name=&amp;quot;ff-interview&amp;quot;&amp;gt;{{cite web |title=Final Fight Developer&#039;s Interview |accessdate=2023-05-07 |date=2019-02-08 |url=https://game.capcom.com/cfn/sfv/column/132673 |website=[[Capcom]]}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;How To Make Capcom Fighting Characters: Street Fighter Character Design; publisher: ボーンデジタル (November 30, 2018); {{ISBN|978-4862464323}}&amp;lt;/ref&amp;gt; Other sources of inspiration included &#039;&#039;[[Les Misérables]]&#039;&#039;, namely the protagonist Jean Valjean who becomes a mayor in the latter half of the story and his role as a devoted father,&amp;lt;ref&amp;gt;{{cite book |title=Undisputed Street Fighter: The Art And Innovation Behind The Game-Changing Series |page=257 |publisher=[[Dynamite Entertainment]] |last1=Hendershot |first1=Steve |last2=Lapetino |first2=Tim |isbn=9781524104696 |date=2017-11-15}}&amp;lt;/ref&amp;gt; and the manga series &#039;&#039;[[Mad Bull 34]]&#039;&#039;, which influenced Haggar&#039;s appearance.&amp;lt;ref name=&amp;quot;ff-interview&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Home versions==&lt;br /&gt;
&lt;br /&gt;
===Super NES (&#039;&#039;Final Fight&#039;&#039; and &#039;&#039;Final Fight Guy&#039;&#039;)===&lt;br /&gt;
[[File:Sid and Roxy in Final Fight.PNG|thumb|Roxy and [[Poison (Final Fight)|Poison]] (first two from left), as depicted in the Japanese Super Famicom port, were replaced with Sid and Billy (third and fourth) in the international Super NES versions of the game.]]&lt;br /&gt;
&lt;br /&gt;
A port of &#039;&#039;Final Fight&#039;&#039; for the [[Super Nintendo Entertainment System]] was released as a launch title for the platform in Japan in 1990 and later in [[North America]] in 1991 and then in the [[PAL region]] in 1992. It was released for the [[Wii]]&#039;s [[Virtual Console]] service in 2007 and the [[Wii U]]&#039;s Virtual Console in 2013. The Super NES port removed the two-player co-op option, the Industrial Area level and playable character Guy. Most of the scene transitions were also edited out. In the arcade version, the player characters would be seen exiting the levels and breaking through doors unlike the Super NES version. Due to hardware limitations the Super NES version could only display two or three enemies on-screen, in contrast to the CPS arcade version, which could display up to nine or ten enemies on-screen; to make up for this difference, the Super NES version features more stopping points than the arcade version and the enemy placement is vastly different.&lt;br /&gt;
&lt;br /&gt;
The English localization of the Super NES port was censored for its content and features several differences from its Japanese Super Famicom counterpart: the first two bosses, Damnd and Sodom, were renamed Thrasher and Katana, respectively; Belger&#039;s wheelchair was re-drawn to look like an office chair; Poison, a woman with pink hair, and Roxy, a woman with red hair,&amp;lt;ref&amp;gt;{{cite video game|title=Final Fight|developer=Capcom|platform=Super Famicom|language=ja|level=[http://www.videogameden.com/sfc/extra/fif.pdf Instruction manual, page 25]}}&amp;lt;/ref&amp;gt; were replaced with two male enemies named Billy and Sid;&amp;lt;ref name=gameover_page225&amp;gt;{{cite book|title=Game Over|last=Sheff|first=David|year=1993|author-link=David Sheff|page=[https://archive.org/details/gameoverhowninte00shef/page/225 225]|publisher=Random House|quote=With Capcom USA, Phillips&#039;s team edited some of the grislier games that came in from its Japanese parent company, although Capcom&#039;s own censors weeded out the most offensive touches... When a Capcom USA representative suggested that it was tasteless to have the game&#039;s hero beat up a woman, a Japanese designer responded that there were no women in the game. &#039;What about the blonde named Roxy?&#039; the American asked. The designer responded, &#039;Oh, you mean the transvestite!&#039; Roxy was given a haircut and new clothes.|isbn=0-679-40469-4|url-access=registration|url=https://archive.org/details/gameoverhowninte00shef/page/225}}&amp;lt;/ref&amp;gt; all alcoholic references were removed, with two health-recovering items replaced; the line &amp;quot;Oh! My God&amp;quot;, spoken by an enemy when his car is destroyed during the first bonus stage, was changed to &amp;quot;Oh! My Car&amp;quot;; the blood splash effect shown when a character is stabbed was replaced by a generic explosion;&amp;lt;ref&amp;gt;{{cite web|url=http://choujin.50webs.com/japanvsusa/finalfight.htm|title=日米ファイナルファイト比較|publisher=Choujin.50webs.com|access-date=2015-04-09}}&amp;lt;/ref&amp;gt; and some of the darker skinned enemy characters were given lighter skin tones. The original soundtrack was ported for the Super NES by Toshio Kajino (credited as &amp;quot;Bull&amp;quot;).&lt;br /&gt;
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A revised edition of the Super NES port, titled &#039;&#039;&#039;&#039;&#039;Final Fight Guy&#039;&#039;&#039;&#039;&#039;, was released in Japan in 1992. This version replaced Cody with Guy as a selectable character (with a new opening and ending sequence explaining Cody&#039;s absence), included four difficulty settings, and added other new features such as two new [[power-up]]s, although the Industrial Area stage and the two-player mode were still omitted. An American version of the game (featuring the same changes in the localization as in the first game) was released in June 1994 as a rental-only game that was initially available at [[Blockbuster Inc.|Blockbuster stores]], although it was later given a limited release.&amp;lt;ref name=npv60p112&amp;gt;{{cite magazine|magazine=Nintendo Power|title=Pak Watch Update|page=112|volume=60|date=May 1994}}&amp;lt;/ref&amp;gt; Kajino&#039;s music port was retained for that version.&lt;br /&gt;
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===U.S. Gold versions===&lt;br /&gt;
[[U.S. Gold]] released ports of &#039;&#039;Final Fight&#039;&#039; for the [[Amiga]], [[Atari ST]], [[Commodore 64]], [[ZX Spectrum]] and [[Amstrad CPC]] for the [[Europe]]an market in 1991. These ports were developed by Creative Materials. The ZX Spectrum version was released as part of the &#039;&#039;Super Fighter&#039;&#039; compilation with &#039;&#039;[[Pit Fighter]]&#039;&#039; and &#039;&#039;[[WWF WrestleMania (1991 video game)|WWF WrestleMania]]&#039;&#039;.&amp;lt;ref&amp;gt;{{cite web|url=http://www.ysrnry.co.uk/articles/superfightercomp.htm|title=Super Fighter|publisher=Ysrnry.co.uk|access-date=2012-11-24|url-status=dead|archive-url=https://web.archive.org/web/20120813035734/http://www.ysrnry.co.uk/articles/superfightercomp.htm|archive-date=2012-08-13}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
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===X68000===&lt;br /&gt;
The [[X68000]] version was released by Capcom exclusively in Japan on July 17, 1992.{{Citation needed|date=October 2025}} This version is a relatively close conversion of the arcade game, with the only notable changes being different music (with a choice between a [[MIDI]] soundtrack and one using the X68000&#039;s internal sound chip) and a lower maximum on-screen enemies. The game came packaged with a CD soundtrack with all new remixed tunes.&lt;br /&gt;
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===Sega CD (&#039;&#039;Final Fight CD&#039;&#039;)===&lt;br /&gt;
The [[Sega CD]] version, titled &#039;&#039;Final Fight CD&#039;&#039;, was ported by A Wave and published by [[Sega]] under license from Capcom in 1993. This version retains nearly all the features of the arcade game that were removed in the two Super NES ports (namely the two-player mode, the Industrial Area stage and the ability to play as any of the three main characters) and adds voice acting to the game&#039;s opening and ending sequences, an [[arranged]] version of the original soundtrack, and an exclusive time attack mode. However the maximum number of on-screen enemies were still lower than the arcade version and the combo attacks of Cody and Guy are much slower. Furthermore, the graphics suffered from a more limited color palette, as well as fewer background details. Like the Super NES version, the Sega CD version was censored for the English localization with many of the same changes. Poison and Roxy were kept, but were redrawn with less revealing clothing.&amp;lt;ref&amp;gt;{{cite web|url=http://finalfight.classicgaming.gamespy.com/FFsegaregional.html|archive-url=https://web.archive.org/web/20090207201450/http://finalfight.classicgaming.gamespy.com/FFsegaregional.html|url-status=dead|archive-date=2009-02-07|title=Final Fight CD regional differences - Final Fight Online|publisher=Finalfight.classicgaming.gamespy.com|access-date=2012-11-24}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
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===Game Boy Advance (&#039;&#039;Final Fight One&#039;&#039;)===&lt;br /&gt;
The [[Game Boy Advance]] version that was developed by Sun-Tec, titled &#039;&#039;Final Fight One&#039;&#039;, was released in 2001. &#039;&#039;Final Fight One&#039;&#039; features all three characters and the Industrial Area stage that was missing from the Super NES version. The two-player cooperative mode is also featured via [[Game Link Cable|link cable]]. Dialogue scenes prior to each boss battle have been added and the &#039;&#039;[[Street Fighter Alpha 3]]&#039;&#039; renditions of Cody and Guy are featured as hidden playable characters. Other unlockable features include alternate palettes for each player character and the ability for two players to use the same character. The character and background designs are lifted from the Super NES versions rather than the original arcade version, with the enemy placement being similar to &#039;&#039;Final Fight Guy&#039;&#039;, although the maximum number of on-screen enemies was increased and all the transition sequences were restored. The same new power-up items introduced in &#039;&#039;Final Fight Guy&#039;&#039; are also present in this version, along with a new Cody doll item. The English localization of the game featured the same changes as the two Super NES versions.&lt;br /&gt;
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===&#039;&#039;Capcom Classics Collection&#039;&#039;===&lt;br /&gt;
&#039;&#039;Final Fight&#039;&#039; is included in the 2005 compilation &#039;&#039;[[Capcom Classics Collection|Capcom Classics Collection Volume 1]]&#039;&#039; for the [[PlayStation 2]] and [[Xbox (console)|Xbox]] and in the 2006 portable version &#039;&#039;Capcom Classics Collection Remixed&#039;&#039; for the [[PlayStation Portable]]. The game is emulated from the original CP System arcade version and features very little differences from the arcade game. The compilation includes tips, character profiles, an art gallery and a sound test as bonus features.&amp;lt;ref name=&amp;quot;Capcom_Classics_Collection&amp;quot;/&amp;gt;&lt;br /&gt;
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===&#039;&#039;Final Fight: Streetwise&#039;&#039;===&lt;br /&gt;
The arcade version is also included as a hidden bonus game in the 2006 game &#039;&#039;[[Final Fight: Streetwise]]&#039;&#039; for the PlayStation 2 and Xbox. However, the emulation in this version was programmed by [[Ultracade]], rather than [[Backbone Entertainment|Digital Eclipse]] (the developers of &#039;&#039;Capcom Classics Collection&#039;&#039; series). The controls cannot be adjusted and the quality is lower than other emulated versions.&lt;br /&gt;
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===&#039;&#039;Final Fight: Double Impact&#039;&#039;===&lt;br /&gt;
The arcade version of &#039;&#039;Final Fight&#039;&#039; was released in a two-in-one bundle titled &#039;&#039;Final Fight: Double Impact&#039;&#039;, alongside the arcade game &#039;&#039;[[Magic Sword (video game)|Magic Sword]]&#039;&#039;, released digitally for [[Xbox 360]] and [[PlayStation 3]]. Added features include various graphic filters, including an arcade cabinet view; online drop-in multiplayer; an arranged soundtrack composed by [[Simon Viklund]]; and extra content such as concept art, fan art, [[Street Fighter (UDON comics)|&#039;&#039;Street Fighter&#039;&#039; comic]] pages featuring &#039;&#039;Final Fight&#039;&#039; characters and the &amp;quot;Final Fight&amp;quot; episode of the [[Street Fighter (TV series)|&#039;&#039;Street Fighter&#039;&#039; animated series]], which are unlocked by completing certain in-game challenges.&amp;lt;ref&amp;gt;{{cite magazine | url=https://www.gameinformer.com/games/final_fight_double_impact/b/xbox360/archive/2010/04/14/plenty-of-extras-bring-this-classic-brawler-back-to-life.aspx | archive-url=https://web.archive.org/web/20100417062846/http://gameinformer.com/games/final_fight_double_impact/b/xbox360/archive/2010/04/14/plenty-of-extras-bring-this-classic-brawler-back-to-life.aspx | url-status=live | archive-date=April 17, 2010 | title=Final Fight: Double Impact Review - Final Fight: Double Impact Review | magazine=[[Game Informer]] }}&amp;lt;/ref&amp;gt; The game was ported and developed by [[Proper Games]] and released for Xbox Live Arcade for 800 Microsoft points and April 15, 2010, for PlayStation Network for $9.99.&amp;lt;ref&amp;gt;{{cite web|url=http://www.joystiq.com/2009/11/25/oh-my-car-capcom-porting-final-fight-and-magic-sword-to-xbla-a/|title=Joystiq - Capcom porting Final Fight and Magic Sword to Xbox Live Arcade and PlayStation Network|publisher=Joystiq.com|access-date=2012-11-24}}&amp;lt;/ref&amp;gt; The PS3 version features a very restrictive [[Digital rights management|DRM]] protection which circumvents the ability other PSN games have to be shared among several PSN accounts. The DRM protection was met with a negative response as it had not been disclosed previous to the game&#039;s release.&amp;lt;ref&amp;gt;{{cite web|url=http://kotaku.com/5523238/capcom-apologizes-for-not-telling-users-of-final-fight-drm |title=Capcom Apologizes for Not Telling Users of Final Fight DRM |publisher=Kotaku.com |date=2010-04-23 |access-date=2010-10-19}}&amp;lt;/ref&amp;gt; On March 27, 2012, &#039;&#039;Double Impact&#039;&#039; was released as part of the &#039;&#039;[[Capcom Digital Collection]]&#039;&#039; for the Xbox 360.&amp;lt;ref&amp;gt;{{cite web|url=http://uk.ign.com/games/bionic-commando-rearmed-2/xbox-360-124799 |title=Capcom Digital Collection - Xbox 360 - IGN |publisher=Uk.ign.com |access-date=2015-04-09}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
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===iOS===&lt;br /&gt;
On September 15, 2011, &#039;&#039;Final Fight&#039;&#039; was released into Apple&#039;s [[iTunes Store]]. This version includes all three characters from the Arcade version, a multiplayer feature that can only be used with Wi-Fi and a special items where one can turn on Extra Lives, Super Special and Meat Explosion.&amp;lt;ref&amp;gt;{{cite web|url=https://itunes.apple.com/us/app/final-fight/id459663198?mt=8|archive-url=https://web.archive.org/web/20110925114227/http://itunes.apple.com/us/app/final-fight/id459663198?mt=8|url-status=dead|archive-date=September 25, 2011|title=Final Fight on itunes|publisher=[[iTunes]]|access-date=2012-11-24}}&amp;lt;/ref&amp;gt; However, the game no longer became available after the latest iOS updates from Apple.&lt;br /&gt;
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===&#039;&#039;Capcom Beat &#039;Em Up Bundle&#039;&#039;===&lt;br /&gt;
In 2018, &#039;&#039;Final Fight&#039;&#039; was re-released alongside &#039;&#039;[[Captain Commando (video game)|Captain Commando]]&#039;&#039;, &#039;&#039;[[The King of Dragons]]&#039;&#039;, &#039;&#039;[[Knights of the Round (video game)|Knights of the Round]]&#039;&#039;, &#039;&#039;[[Warriors of Fate]]&#039;&#039;, &#039;&#039;[[Armored Warriors]]&#039;&#039; and &#039;&#039;[[Battle Circuit]]&#039;&#039; in &#039;&#039;[[Capcom Beat &#039;Em Up Bundle]]&#039;&#039; for [[PlayStation 4]], [[Xbox One]], [[Nintendo Switch]] and [[Microsoft Windows]].&amp;lt;ref&amp;gt;{{Cite web|url=https://gematsu.com/2018/09/capcom-beat-em-up-bundle-announced-for-ps4-xbox-one-switch-and-pc|title=Capcom Beat &#039;Em Up Bundle announced for PS4, Xbox One, Switch, and PC|last=Romano|first=Sal|date=13 September 2018|website=Gematsu|access-date=13 September 2018}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot; style=&amp;quot;float:right; font-size:90%; text-align:center; margin:1em; margin-top:0; padding:0;&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=6 style=&amp;quot;font-size: 100%&amp;quot; | Contemporary reception&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 | [[Video game journalism|Review scores]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Publication&lt;br /&gt;
! colspan=5 | Scores&lt;br /&gt;
|-&lt;br /&gt;
! [[Arcade video game|Arcade]]&lt;br /&gt;
! [[GBA]]&lt;br /&gt;
! [[Sega CD]]&lt;br /&gt;
! [[SNES]]&lt;br /&gt;
! [[ZX Spectrum|ZX]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;[[Computer and Video Games]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 95%&amp;lt;ref&amp;gt;{{cite magazine |last=Rand |first=Paul |title=Mega CD: Final Fight |magazine=[[Computer and Video Games]] |date=15 May 1993 |issue=139 (June 1993) |pages=48–50 |url=https://retrocdn.net/images/c/c8/CVG_UK_139.pdf#page=48}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 92%&amp;lt;ref&amp;gt;{{cite magazine |title=Final Fight (Super Famicom) |magazine=[[Computer and Video Games]] |date=16 February 1991 |issue=112 (March 1991) |pages=16–8 |url=https://archive.org/details/cvg-magazine-112/page/n15/mode/2up}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;[[Crash (magazine)|Crash]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 90%&amp;lt;ref&amp;gt;{{cite web|url=http://www.worldofspectrum.org/showmag.cgi?mag=Crash/Issue93/Pages/Crash9300055.jpg |title=Archive - Magazine viewer |publisher=World of Spectrum |access-date=2012-11-24}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;[[Electronic Gaming Monthly]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 28/40&amp;lt;ref name=&amp;quot;EGM47&amp;quot;/&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;[[Famitsu]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 31/40&amp;lt;ref name=&amp;quot;Fam_GBA&amp;quot;/&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|8/10, 6/10, 6/10, 5/10&amp;lt;ref name=&amp;quot;famitsuReview&amp;quot;&amp;gt;{{cite magazine|magazine=[[Famicom Tsūshin]]|issue=115|date=November 23, 1990|publisher=[[ASCII Corporation]] | page=12 | language=Japanese | title=新作ゲームクロスレビュー|trans-title=New Game Cross-Review|author1=浜村通信|author2=スタパ斉藤|author3=渡辺美紀|author4=澁谷一}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;[[GamePro]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 4.5/5&amp;lt;ref&amp;gt;{{cite magazine |author1=The Tummynator |title=Sega CD Pro Review: Final Fight CD |magazine=[[GamePro]] |date=July 1993 |issue=48 |page=62 |url=https://retrocdn.net/images/9/9f/GamePro_US_048.pdf#page=64}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 5/5&amp;lt;ref&amp;gt;{{cite magazine |last=Taylor |first=Matt |title=Super NES Pro Review: Final Fight |magazine=[[GamePro]] |date=December 1991 |issue=29 |page=78 |url=https://retrocdn.net/images/7/77/GamePro_US_029.pdf#page=80}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;[[Mega (magazine)|Mega]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 92%&amp;lt;ref name=&amp;quot;megamag&amp;quot;&amp;gt;&#039;&#039;Mega&#039;&#039; magazine review, [[Future Publishing]], issue 8, page 51, May 1993.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;[[MegaTech]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 94%&amp;lt;ref&amp;gt;&#039;&#039;MegaTech&#039;&#039; review, [[EMAP]], issue 17.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;{{ill|MicroHobby|es}}&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 88%&amp;lt;ref&amp;gt;{{cite web|url=http://www.worldofspectrum.org/showmag.cgi?mag=MicroHobby/Issue215/Pages/MicroHobby21500039.jpg |title=Archive - Magazine viewer |publisher=World of Spectrum |language=es |access-date=2012-11-24}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;[[Sinclair User]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 81%&amp;lt;ref&amp;gt;{{cite web|url=http://www.worldofspectrum.org/showmag.cgi?mag=SinclairUser/Issue117/Pages/SinclairUser11700035.jpg |title=Archive - Magazine viewer |publisher=World of Spectrum |access-date=2012-11-24}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;[[Your Sinclair]]&#039;&#039;&lt;br /&gt;
| 88%&amp;lt;ref&amp;gt;{{cite magazine |title=Slots of Fun: Final Fight (Capcom) |magazine=[[Your Sinclair]] |date=October 1990 |issue=59 (November 1990) |page=70 |url=https://archive.org/details/your-sinclair-59/page/n69/mode/1up}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 77%&amp;lt;ref&amp;gt;{{cite web |url=http://www.ysrnry.co.uk/articles/finalfight.htm |title=Final Fight |publisher=Ysrnry.co.uk |access-date=2012-11-24 |url-status=dead |archive-url=https://web.archive.org/web/20140810033018/http://ysrnry.co.uk/articles/finalfight.htm |archive-date=2014-08-10 }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;[[Zzap!64]]&#039;&#039;&lt;br /&gt;
| Positive&amp;lt;ref&amp;gt;{{cite magazine |last=Hogg |first=Robin |title=Arcades |magazine=[[Zzap!64]] |date=March 1990 |issue=59 |pages=38–40 |url=https://www.solvalou.com/arcade/reviews/98/132}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Expand section|date=September 2021}}&lt;br /&gt;
&lt;br /&gt;
===Commercial===&lt;br /&gt;
In Japan, &#039;&#039;[[:ja:ゲームマシン|Game Machine]]&#039;&#039; listed &#039;&#039;Final Fight&#039;&#039; on their January 15, 1990 issue as being the second-most-successful [[table arcade cabinet]] of the month.&amp;lt;ref&amp;gt;{{cite magazine|title=Game Machine&#039;s Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=372|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=15 January 1990|page=25|lang=ja}}&amp;lt;/ref&amp;gt; It went on to be the highest-grossing [[1990 in video games|arcade game of 1990]] in Japan (according to the annual &#039;&#039;[[Gamest]]&#039;&#039; charts),&amp;lt;ref&amp;gt;{{cite magazine |title=第４回ゲーメスト大賞 – インカム部門ベスト10 |trans-title=4th Gamest Awards – Income Category: Best 10 |magazine=[[Gamest]] |date=December 27, 1990 |volume=54 (February 1991) |url=https://archive.org/details/gamest0054/page/24 |pages=6–24 (24) |language=ja}} [http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v054.html alternate url]&amp;lt;/ref&amp;gt; as well as Japan&#039;s second-highest-grossing [[1991 in video games|arcade game of 1991]] (just below &#039;&#039;[[Street Fighter II]]&#039;&#039;).&amp;lt;ref&amp;gt;{{cite magazine |title=第５回ゲーメスト大賞 – インカム部門ベスト10 |trans-title=5th Gamest Awards – Income Category: Best 10 |magazine=[[Gamest]] |date=December 28, 1991 |volume=68 (February 1992) |url=https://archive.org/details/gamest0068/page/15 |pages=3–17 (15) |language=ja}} [http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v068.html alternate url]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overseas, the game had a successful launch in North America&amp;lt;ref name=&amp;quot;RePlay&amp;quot;/&amp;gt; and Europe.&amp;lt;ref&amp;gt;{{cite magazine |last=Openshaw |first=Mary |title=ATEI &#039;90: major international show rings in new year with good spread of new products |magazine=RePlay |date=March 1990 |volume=15 |issue=6 |pages=126–32 |url=https://archive.org/details/re-play-volume-14-issue-no.-6-march-1990-600dpi/RePlay%20-%20Volume%2014%2C%20Issue%20No.%206%20-%20March%201990/page/126}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Zero&amp;quot;&amp;gt;{{cite magazine |last=Kelly |first=Sean |title=Arcade Expo: A.T.E.I. Show Special |magazine=[[Zero (video game magazine)|Zero]] |date=March 1990 |issue=5 |publisher=[[Dennis Publishing]] |pages=74–5 |url=https://archive.org/details/zero-magazine-05/page/n73/mode/2up?view=theater}}&amp;lt;/ref&amp;gt; In the United States, it was a blockbuster hit,&amp;lt;ref&amp;gt;{{cite magazine |title=Cover Story: &amp;quot;This Is the Good Time&amp;quot; – Capcom&#039;s CPS system brings success to the firm... and offers direction for a troubled video market |magazine=RePlay |date=April 1990 |volume=15 |issue=7 |publisher=RePlay Publishing |pages=183–5 |url=https://archive.org/details/re-play-volume-14-issue-no.-7-april-1990-600dpi/RePlay%20-%20Volume%2014%2C%20Issue%20No.%207%20-%20April%201990/page/183}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite magazine |title=Machines &amp;amp; Markets |magazine=RePlay |date=January 1991 |volume=16 |issue=4 |pages=44–55 |url=https://archive.org/details/re-play-volume-16-issue-no.-4-january-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%204%20-%20January%201991/page/44}}&amp;lt;/ref&amp;gt; becoming the top-grossing new video game on the &#039;&#039;RePlay&#039;&#039; arcade charts in February 1990,&amp;lt;ref&amp;gt;{{cite magazine |title=RePlay: The Players&#039; Choice |magazine=RePlay |date=February 1990 |volume=15 |issue=5 |page=4 |url=https://archive.org/details/re-play-volume-14-issue-no.-5-february-1990-600dpi/RePlay%20-%20Volume%2014%2C%20Issue%20No.%205%20-%20February%201990%20%28Compressed%29/page/n3}}&amp;lt;/ref&amp;gt; and then the top-grossing software conversion kit for eight months in 1990, from March to April,&amp;lt;ref&amp;gt;{{cite magazine |title=RePlay: The Players&#039; Choice |magazine=RePlay |date=March 1990 |volume=15 |issue=6 |page=4 |url=https://archive.org/details/re-play-volume-14-issue-no.-6-march-1990-600dpi/RePlay%20-%20Volume%2014%2C%20Issue%20No.%206%20-%20March%201990/page/4}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite magazine |title=RePlay: The Players&#039; Choice |magazine=RePlay |date=April 1990 |volume=15 |issue=7 |page=4 |url=https://archive.org/details/re-play-volume-14-issue-no.-7-april-1990-600dpi/RePlay%20-%20Volume%2014%2C%20Issue%20No.%207%20-%20April%201990/page/n3}}&amp;lt;/ref&amp;gt; then from June&amp;lt;ref&amp;gt;{{cite magazine |title=RePlay: The Players&#039; Choice |magazine=RePlay |date=June 1990 |volume=15 |issue=9 |page=4 |url=https://archive.org/details/re-play-volume-14-issue-no.-9-june-1990-600DPI/RePlay%20-%20Volume%2014%2C%20Issue%20No.%209%20-%20June%201990/page/n3}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite magazine |title=RePlay: The Players&#039; Choice |magazine=RePlay |date=July 1990 |volume=15 |issue=10 |page=4 |url=https://archive.org/details/re-play-volume-14-issue-no.-10-july-1990-600dpi/RePlay%20-%20Volume%2014%2C%20Issue%20No.%2010%20-%20July%201990%20(Compressed)/page/4 |url-status=dead |archive-url=https://web.archive.org/web/20201110202220/http://archive.org/details/re-play-volume-14-issue-no.-10-july-1990-600dpi/RePlay%20-%20Volume%2014%2C%20Issue%20No.%2010%20-%20July%201990%20(Compressed)/page/64/mode/2up |archive-date=2020-11-10 |access-date=5 September 2021}}&amp;lt;/ref&amp;gt; to October,&amp;lt;ref&amp;gt;{{cite magazine |title=RePlay: The Players&#039; Choice |magazine=RePlay |date=August 1990 |volume=15 |issue=11 |page=4 |url=https://archive.org/details/re-play-volume-14-issue-no.-11-august-1990-600dpi/RePlay%20-%20Volume%2014%2C%20Issue%20No.%2011%20-%20August%201990/page/4}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite magazine |title=RePlay: The Players&#039; Choice |magazine=RePlay |date=September 1990 |volume=15 |issue=12 |page=4 |url=https://archive.org/details/re-play-volume-15-issue-no.-12-september-1990-600DPI/RePlay%20-%20Volume%2015%2C%20Issue%20No.%2012%20-%20September%201990/page/4}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite magazine |title=RePlay: The Players&#039; Choice |magazine=RePlay |date=October 1990 |volume=16 |issue=1 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-1-october-1990-600DPI/RePlay%20-%20Volume%2016%2C%20Issue%20No.%201%20-%20October%201990/page/4}}&amp;lt;/ref&amp;gt; and then December.&amp;lt;ref&amp;gt;{{cite magazine |title=RePlay: The Players&#039; Choice |magazine=RePlay |date=December 1990 |volume=16 |issue=3 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-3-december-1990-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%203%20-%20December%201990/page/4/mode/1up}}&amp;lt;/ref&amp;gt; During November and December, weekly coin drop earnings averaged $183.50 per kit.&amp;lt;ref&amp;gt;{{cite magazine |title=Editorial |magazine=RePlay |date=January 1991 |volume=16 |issue=4 |page=6 |url=https://archive.org/details/re-play-volume-16-issue-no.-4-january-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%204%20-%20January%201991/page/6}}&amp;lt;/ref&amp;gt; It ended the year as America&#039;s highest-grossing arcade conversion kit of 1990.&amp;lt;ref&amp;gt;{{cite magazine |title=AMOA 1989-90 Award Winners Announced |magazine=[[Cash Box]] |date=November 10, 1990 |url=https://worldradiohistory.com/hd2/IDX-Business/Music/Archive-Cash-Box-IDX/90s/1990/CB-1990-11-10-OCR-Page-0025.pdf}}&amp;lt;/ref&amp;gt; &#039;&#039;Final Fight&#039;&#039; sold a total of 30,000 arcade units worldwide.&amp;lt;ref&amp;gt;{{cite news |last=Leone |first=Matt |title=Street Fighter 3: An oral history |url=https://www.polygon.com/2020/12/8/22151873/street-fighter-3-an-oral-history |access-date=29 April 2021 |work=[[Polygon (website)|Polygon]] |date=8 December 2020}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Super NES version was also a commercial success. It sold 1.5 million copies worldwide, becoming one of Capcom&#039;s best-selling games on the platform.&amp;lt;ref name=&amp;quot;capcomplatinum&amp;quot;&amp;gt;{{cite web|archive-url=https://web.archive.org/web/20080116224723/http://ir.capcom.co.jp/english/data/million.html|archive-date=2008-01-16|url=http://ir.capcom.co.jp/english/data/million.html|title=Platinum Titles|publisher=[[Capcom]]|access-date=2008-11-10|date=2008-09-30}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critical===&lt;br /&gt;
The game was acclaimed by critics. &#039;&#039;[[Mega (magazine)|Mega]]&#039;&#039; magazine compared the Sega CD version of the game favorably against the incomplete and &amp;quot;poor&amp;quot; Super NES version&amp;lt;ref name=&amp;quot;megamag&amp;quot;/&amp;gt; and placed it top of their list of the best Sega CD games of all time.&amp;lt;ref&amp;gt;&#039;&#039;Mega&#039;&#039; magazine Top 100 feature, [[Future Publishing]], issue 13, page 76, October 1993.&amp;lt;/ref&amp;gt; The four reviewers of &#039;&#039;[[Electronic Gaming Monthly]]&#039;&#039; declared it a strong conversion of a game with &amp;quot;solid fighting action&amp;quot;, though two of them also commented that &amp;quot;the necessity of the CD is questionable at best.&amp;quot;&amp;lt;ref name=&amp;quot;EGM47&amp;quot;&amp;gt;{{cite magazine|title=Review Crew: Final Fight CD|magazine=[[Electronic Gaming Monthly]]|issue=47|publisher=EGM Media, LLC|date=June 1993|page=34|url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20047%20%28June%201993%29/page/n33}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bran D. Butter reviewed the SNES version, giving it a generally favorable review, calling it a &amp;quot;classy beat &#039;em&amp;quot; and praising the &amp;quot;superb&amp;quot; graphics. However, the review criticized missing features from the arcade original, including the lack of two-player, missing levels and the missing player character Guy.&amp;lt;ref&amp;gt;{{cite news |last=Butter |first=Bran D. |editor-last=Gregory |editor-first=Mark |title=Who Are You Bogging At? |url=https://archive.org/details/MEGA-guide/The%20Sun%20MEGA%20Guide%20%281992-12-18%29/page/n1/mode/1up |work=Mega Guide |date=18 December 1992 |page=2}}&amp;lt;/ref&amp;gt; On release of the Game Boy Advance version of the game, &#039;&#039;[[Famitsu]]&#039;&#039; magazine scored it a 31 out of 40.&amp;lt;ref name=&amp;quot;Fam_GBA&amp;quot;&amp;gt;Weekly Famitsu. No.915 Pt.2. Pg.121. 30 June 2006.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Accolades===&lt;br /&gt;
In the February 1991 issue of the Japanese coin-operated video game magazine &#039;&#039;[[Gamest]]&#039;&#039;, &#039;&#039;Final Fight&#039;&#039; took the No. 1 spot as the Best Game of 1990 in the 4th Annual Grand Prize. &#039;&#039;Final Fight&#039;&#039; also won the category of Best Action Game, placed No. 4 in Best Video Game Music, No. 9 in Best Graphics, No. 2 in Best Direction and No. 5 in Best Album. The character [[Mike Haggar]] was displayed on the cover of this issue, who took the No. 1 spot in the Top 50 Characters of the year, with [[Guy (Final Fight)|Guy]] in second place, [[Cody (Final Fight)|Cody]] at No. 7, [[Poison (Final Fight)|Poison]] at No. 26, [[Sodom (Final Fight)|Sodom]] at No. 33 and Jessica at No. 40.&amp;lt;ref name=gamest54&amp;gt;{{cite journal|journal=GAMEST|script-title=ja:16|first=Zenji|last=Ishii|url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v054.html}}&amp;lt;/ref&amp;gt; In a 1991 &#039;&#039;Gamest&#039;&#039; reader poll, &#039;&#039;Final Fight&#039;&#039; was voted the second-best arcade game of all time, just below &#039;&#039;[[Valkyrie no Densetsu]]&#039;&#039; (1990).&amp;lt;ref name=&amp;quot;bestgame_2&amp;quot;&amp;gt;{{cite magazine |title = 最も愛されたゲームたち!! 読者が選んだベスト30 |date = 1991-07-01 |magazine = [[Gamest]] |volume = 6 |number = 7 |pages = 2–3 |asin = B00BHEECW0 | lang = ja}} [http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v060.html alternate url]&amp;lt;/ref&amp;gt; In 1995, &#039;&#039;[[Total!]]&#039;&#039; ranked the game 87th on its list of the &amp;quot;Top 100 SNES Games&amp;quot; saying that &amp;quot;Tragically, it&#039;s missing one of the main characters but this was still a stonking conversion.&amp;quot;&amp;lt;ref&amp;gt;{{Cite journal|date=July 1995|title=Top 100 SNES Games|url=https://archive.org/details/total-43/page/n47/mode/2up|journal=Total!|issue=43|pages=48|access-date=February 24, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Crash (magazine)|Crash]]&#039;&#039; gave the ZX Spectrum port a &amp;quot;Crash Smash&amp;quot; award. &#039;&#039;[[MegaTech]]&#039;&#039; gave the Sega CD port a &amp;quot;Hyper Game&amp;quot; award.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Retrospective===&lt;br /&gt;
{{Video game reviews&lt;br /&gt;
| title = Retrospective reception&lt;br /&gt;
| SNES = true&lt;br /&gt;
| WII = true&lt;br /&gt;
&amp;lt;!-- Aggregators etc. --&amp;gt;&lt;br /&gt;
| GR_SNES = 71.23%&amp;lt;ref&amp;gt;{{cite web|url= https://www.gamerankings.com/snes/588332-final-fight/index.html|title=Final Fight SNES Review Score|archive-url=https://web.archive.org/web/20190503121054/https://www.gamerankings.com/snes/588332-final-fight/index.html|archive-date=2019-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;!-- Reviewers --&amp;gt;&lt;br /&gt;
| GSpot_WII = 6.7/10&amp;lt;ref&amp;gt;{{cite news |last=Navarro |first=Alex |title=Final Fight Review |url=https://www.gamespot.com/reviews/final-fight-review/1900-6170363/ |access-date=12 August 2021 |work=[[GameSpot]] |date=May 9, 2007}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| IGN_WII = 8/10&amp;lt;ref&amp;gt;{{cite news |last=Birnbaum |first=Mark |title=Final Fight Review |url=https://www.ign.com/articles/2007/05/07/final-fight-review |access-date=12 August 2021 |work=[[IGN]] |date=7 May 2007}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NLife_WII = 7/10&amp;lt;ref&amp;gt;{{cite news |last=McFerran |first=Damien |title=Review: Final Fight (Wii Virtual Console / Super Nintendo) |url=https://www.nintendolife.com/reviews/vc/final_fight_snes |access-date=12 August 2021 |work=[[Nintendo Life]] |date=27 April 2007}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In 1997, &#039;&#039;[[Nintendo Power]]&#039;&#039; ranked the SNES version as the 97th best game on any Nintendo platform.&amp;lt;ref&amp;gt;&#039;&#039;Nintendo Power&#039;&#039; 100 (September 1997).&amp;lt;/ref&amp;gt; &#039;&#039;[[Retro Gamer]]&#039;&#039; included it among the top ten Sega CD games, describing it as &amp;quot;arguably the best home console conversion (aside from recent emulated ports)&amp;quot; of &amp;quot;unquestionably the quintessential arcade hit of the late Eighties.&amp;quot;&amp;lt;ref&amp;gt;{{cite web|url=http://www.retrogamer.net/top_10/top-ten-mega-cd-games/ |title=Top Ten Mega CD Games |publisher=Retrogamer.com |date=2014-04-11 |access-date=2015-04-09}}&amp;lt;/ref&amp;gt; [[IGN]] ranked the SNES version 100th on their Top 100 SNES Games of All Time.&amp;lt;ref&amp;gt;{{Citation|title=Top 100 SNES Games of All Time - IGN.com|url=https://www.ign.com/lists/top-100-snes-games|access-date=2021-02-09}}&amp;lt;/ref&amp;gt; In 2018, [[Complex Networks|Complex]] ranked Final Fight 87th on their &amp;quot;The Best Super Nintendo Games&amp;quot;.&amp;lt;ref&amp;gt;{{Cite web|last=Knight|first=Rich|date=April 30, 2018|title=The Best Super Nintendo Games of All Time|url=https://www.complex.com/pop-culture/the-100-best-super-nintendo-games/|access-date=2022-01-26|website=Complex|language=en}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
{{Main|Final Fight}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Final Fight&#039;&#039; was followed by a few sequels. The total sales of the &#039;&#039;Final Fight&#039;&#039; series have totaled 3.2 million units for home systems.&amp;lt;ref name=sales&amp;gt;{{cite web|url=http://www.capcom.co.jp/ir/english/business/salesdata.html|title=Game Series Sales|publisher=Capcom.co.jp|date=2014-12-31|access-date=2015-04-09|url-status=dead|archive-url=https://web.archive.org/web/20140327174103/http://www.capcom.co.jp/ir/english/business/salesdata.html|archive-date=2014-03-27}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Super Famicom version of the game is a key element in the plot of the manga &#039;&#039;[[Hi Score Girl]]&#039;&#039; and its [[Netflix]] anime adaptation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Notelist}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.mobygames.com/game/final-fight &#039;&#039;Final Fight&#039;&#039;] at [[MobyGames]]&lt;br /&gt;
* {{KLOV game|id=7794}}&lt;br /&gt;
* [http://rq87.flyingomelette.com/FF/1.html Rage Quitter 87&#039;s Final Fight Shrine]&lt;br /&gt;
&lt;br /&gt;
{{Portal bar|1980s|Video games|Japan}}&lt;br /&gt;
{{Final Fight}}&lt;br /&gt;
{{Street Fighter series}}&lt;br /&gt;
&lt;br /&gt;
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[[Category:Video games set in 1989]]&lt;/div&gt;</summary>
		<author><name>2600:1700:E5D0:A9A0:8188:871:AA24:4E6</name></author>
	</entry>
	<entry>
		<id>https://wiki.sarg.dev/index.php?title=Final_Fight_Revenge&amp;diff=585452</id>
		<title>Final Fight Revenge</title>
		<link rel="alternate" type="text/html" href="https://wiki.sarg.dev/index.php?title=Final_Fight_Revenge&amp;diff=585452"/>
		<updated>2025-10-26T20:23:13Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E5D0:A9A0:8188:871:AA24:4E6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{short description|1999 video game}}&lt;br /&gt;
{{Refimprove|date=October 2025}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| title = Final Fight Revenge&lt;br /&gt;
| image = Final Fight Revenge.PNG&lt;br /&gt;
| caption = Japanese arcade flyer&lt;br /&gt;
| developer = [[List of Capcom subsidiaries#Former subsidiaries|Capcom Digital Studios]]&lt;br /&gt;
| publisher = [[Capcom]]&lt;br /&gt;
| director = [[Yoshiki Okamoto]]&amp;lt;br /&amp;gt;David Siller&lt;br /&gt;
| producer = Tetsuya Iijima&amp;lt;br /&amp;gt;Jim Wallace&amp;lt;br /&amp;gt;Mark Rogers&lt;br /&gt;
| designer = Tetsuya Iijima&lt;br /&gt;
| artist = Raymond Fung&lt;br /&gt;
| composer = Jim Wallace&lt;br /&gt;
| series = &#039;&#039;[[Final Fight]]&#039;&#039;&lt;br /&gt;
| platforms = [[Arcade game|Arcade]], [[Sega Saturn]]&lt;br /&gt;
| released = &#039;&#039;&#039;Arcade&#039;&#039;&#039;&amp;lt;BR&amp;gt;July 1999&amp;lt;BR&amp;gt;&#039;&#039;&#039;Saturn&#039;&#039;&#039;&amp;lt;BR&amp;gt;{{vgrelease|JP|March 30, 2000}}&lt;br /&gt;
| genre = [[Fighting game|Fighting]]&lt;br /&gt;
| modes = [[Single-player]], [[multiplayer]]&lt;br /&gt;
| arcade system = [[Sega Titan Video]] (ST-V)&amp;lt;ref name=EGM99&amp;gt;{{cite magazine |title=Gaming Gossip|magazine=[[Electronic Gaming Monthly]] |issue=99|publisher=[[Ziff Davis]]|date=October 1997|page=38}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nihongo foot|&#039;&#039;&#039;&#039;&#039;Final Fight Revenge&#039;&#039;&#039;&#039;&#039;|ファイナルファイト リベンジ|Fainaru Faito Ribenji|lead=yes}} is a 1999 [[3D computer graphics|3D]] [[fighting game]] released by [[Capcom]], and the only one-on-one fighting game in the &#039;&#039;[[Final Fight]]&#039;&#039; series of [[beat &#039;em up]] games. Originally developed and released for the [[ST-V]] arcade hardware, a home version was released for the [[Sega Saturn]] in 2000 in Japan only. The cast of playable characters in &#039;&#039;Final Fight Revenge&#039;&#039; includes series mainstays [[Mike Haggar]], [[Cody (Final Fight)|Cody]] and [[Guy (Final Fight)|Guy]], along with various members of the opposing Mad Gear gang.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
{{Unreferenced section|date=September 2024}}&lt;br /&gt;
[[File:FFR gameplay.jpg|thumb|Gameplay screenshot]]&lt;br /&gt;
&#039;&#039;Final Fight Revenge&#039;&#039; features a control configuration of an eight directional joystick and five action buttons: four attack buttons (two punch buttons and two kick buttons) and a fifth &amp;quot;special&amp;quot; button. The special button serves two functions in the game; the first function allows players to side-step into the foreground or background by holding special and pressing up or down.&lt;br /&gt;
&lt;br /&gt;
The special button is also used to pick up weapons or health-recovering items lying on the ground. When the player is near a retrievable item or weapon, a green arrow will appear over the item to alert the player of its presence. There are two types of weapons in this game: melee weapons such as knives and lead pipes; or firearms such as flamethrowers and machine guns. The player can pick and store up to three weapons in their inventory at once and switch between them. The player can also throw a currently equipped weapon to their opponent.&lt;br /&gt;
&lt;br /&gt;
As with most Capcom fighting games, each character has their own set of grappling moves and command-based Special Moves, as Super Moves that can only be performed by filling the Super Move gauge. The player can stock up to three full Super Move gauges. When a player finishes off an opponent with certain Super Moves a special finishing sequence will be shown to the player.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&#039;&#039;Final Fight Revenge&#039;&#039; features ten playable fighters, all of whom made their debut in the original &#039;&#039;Final Fight&#039;&#039; game. The playable roster includes [[Cody (Final Fight)|Cody]], [[Guy (Final Fight)|Guy]] and [[Mike Haggar|Haggar]], who were the player characters; El Gado, [[Poison (Final Fight)|Poison]] and [[Hugo Andore|Andore]], who were enemy characters; and Damnd, [[Sodom (Final Fight)|Sodom]], Edi E., and [[Rolento]], who were boss characters. A [[zombie]]fied version of Belger, the final boss from the original &#039;&#039;Final Fight&#039;&#039;, appears as the non-playable final boss character. The single-player mode consists of matches against six computer-controlled opponents and a final match against Belger. Each character has their own specific ending.&lt;br /&gt;
&lt;br /&gt;
Guy, Sodom, Rolento, and Cody were previously featured in [[Capcom]]{{&#039;}}s &#039;&#039;[[Street Fighter Alpha]]&#039;&#039; series, with some of their abilities from &#039;&#039;Alpha&#039;&#039; carrying over to &#039;&#039;Revenge&#039;&#039;. Hugo and Poison would go on to appear with similar special moves in later &#039;&#039;[[Street Fighter]]&#039;&#039; games, while Haggar would later appear in the &#039;&#039;[[Marvel vs. Capcom]]&#039;&#039; series.&lt;br /&gt;
&lt;br /&gt;
== Development and release ==&lt;br /&gt;
The game was designed by the Japanese division of Capcom but programmed by the American development division [[List of Capcom subsidiaries#Former subsidiaries|Capcom Digital Studios]]&amp;lt;ref name=EGM99/&amp;gt; (later known as &amp;quot;Capcom Production Studio 8&amp;quot; in 2003), which later produced &#039;&#039;[[Maximo: Ghosts to Glory]]&#039;&#039; and &#039;&#039;[[Final Fight: Streetwise]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Final Fight Revenge&#039;&#039; was released for the arcades in July 1999 and ran on the [[Sega ST-V]] arcade hardware. It was the first &#039;&#039;[[Final Fight]]&#039;&#039; game released for the arcades since [[Final Fight (video game)|the original &#039;&#039;Final Fight&#039;&#039;]]. A home version was released for the [[Sega Saturn]] on March 30, 2000,&amp;lt;ref name=&amp;quot;www.famitsu.com&amp;quot;&amp;gt;{{Cite web|url=https://www.famitsu.com/cominy/?m=pc&amp;amp;a=page_h_title&amp;amp;title_id=1154|title=ファイナルファイト リベンジ [セガサターン] / ファミ通.com|website=www.famitsu.com|access-date=2018-08-02|archive-url=https://web.archive.org/web/20180708104114/https://www.famitsu.com/cominy/?m=pc&amp;amp;a=page_h_title&amp;amp;title_id=1154|archive-date=2018-07-08|url-status=live}}&amp;lt;/ref&amp;gt; making it the last Capcom game officially released for the platform. The Sega Saturn version was only available in Japan. However, the game can be played in English if the console&#039;s internal language is set to any language except Japanese. A Dreamcast version was planned, but it was cancelled.{{Citation needed|date=September 2024}}&lt;br /&gt;
&lt;br /&gt;
The Sega Saturn version has become rather rare, and a 2014 guide listed the game as costing £100 - £200 in the [[United Kingdom]].&amp;lt;ref&amp;gt;{{Cite news|url=https://www.eurogamer.net/articles/2014-11-02-super-bank-breakers|title=A guide to gaming&#039;s most valuable treasures |work=Eurogamer.net|access-date=2018-08-02|language=en|archive-url=https://web.archive.org/web/20171112185519/http://www.eurogamer.net/articles/2014-11-02-super-bank-breakers|archive-date=2017-11-12|url-status=live}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&#039;&#039;[[GameFan]]&#039;&#039; gave the game a 40 out of 100.&amp;lt;ref&amp;gt;{{Cite magazine|date=July 2000|title=Sega Saturn Review: Final Fight Revenge|magazine=Gamefan|volume=8|issue=7|page=76}}&amp;lt;/ref&amp;gt; &#039;&#039;[[Famitsu]]&#039;&#039; gave it a 20 out of 40 score.&amp;lt;ref name=&amp;quot;www.famitsu.com&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
German magazine &#039;&#039;Video Games&#039;&#039; gave it a score of 50 out of 100.&amp;lt;ref&amp;gt;{{Cite magazine|last=Karels|first=Ralph|date=August 2000|title=Saturn Import: Final Fight Revenge|magazine=Video Games|language=de|page=126}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three reviewers for the &#039;&#039;Dreamcast Magazine&#039;&#039; (Japan) gave the game scores of 6, 6, and 8, for a total of 6.6 out of 10.&amp;lt;ref&amp;gt;{{Cite magazine|date=April 2000|title=ファイナルファイト リベンジ|magazine=Dreamcast Magazine (JP)|language=JA|location=Japan|volume=12|page=157}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Game designer [[Shinji Mikami]] said in a 2020 interview that he was disappointed with &#039;&#039;Final Fight: Revenge&#039;&#039; as he was a fan of the series. It inspired him to make his own beat &#039;em up game in 2006 called &#039;&#039;[[God Hand]].&#039;&#039;&amp;lt;ref&amp;gt;{{cite web |last1=Archipel |title=Shinji Mikami, Part 2: An Eclectic Journey - Archipel Caravan |url=https://www.youtube.com/watch?v=_37pVVpzg98 |website=YouTube |access-date=17 September 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Notelist}}{{Reflist|2}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{KLOV game|id=7795}}&lt;br /&gt;
*{{MobyGames|id=/final-fight-revenge}}&lt;br /&gt;
{{Final Fight}}&lt;br /&gt;
{{Street Fighter series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:1999 video games]]&lt;br /&gt;
[[Category:3D fighting games]]&lt;br /&gt;
[[Category:Arcade video games]]&lt;br /&gt;
[[Category:Capcom games]]&lt;br /&gt;
[[Category:Fighting games]]&lt;br /&gt;
[[Category:Final Fight games]]&lt;br /&gt;
[[Category:Multiplayer video games]]&lt;br /&gt;
[[Category:Sega Saturn games]]&lt;br /&gt;
[[Category:Video games developed in Japan]]&lt;br /&gt;
[[Category:Video games developed in the United States]]&lt;br /&gt;
[[Category:Video games set in the United States]]&lt;br /&gt;
[[Category:Video game spinoffs]]&lt;br /&gt;
[[Category:Cancelled Dreamcast games]]&lt;/div&gt;</summary>
		<author><name>2600:1700:E5D0:A9A0:8188:871:AA24:4E6</name></author>
	</entry>
	<entry>
		<id>https://wiki.sarg.dev/index.php?title=Pac-Land&amp;diff=518428</id>
		<title>Pac-Land</title>
		<link rel="alternate" type="text/html" href="https://wiki.sarg.dev/index.php?title=Pac-Land&amp;diff=518428"/>
		<updated>2025-10-26T19:47:43Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:E5D0:A9A0:8188:871:AA24:4E6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{short description|1984 video game}}&lt;br /&gt;
{{good article}}&lt;br /&gt;
{{Use mdy dates|date=January 2025}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| title = Pac-Land&lt;br /&gt;
| image = Pac-Land arcadeflyer.png&lt;br /&gt;
| caption = Japanese arcade flyer&lt;br /&gt;
| developer = [[Namco]]&lt;br /&gt;
| publisher = {{vgrelease|JP|Namco|NA|[[Bally Midway]]&amp;lt;ref name=&amp;quot;Akagi&amp;quot;/&amp;gt;|EU|[[Atari Games]]&amp;lt;ref name=&amp;quot;CG&amp;quot;/&amp;gt;}}&lt;br /&gt;
| programmer = Yoshihiro Kishimoto&lt;br /&gt;
| designer = Tsukasa Negoro&lt;br /&gt;
| artist = [[Hiroshi Ono (artist)|Hiroshi Ono]]&lt;br /&gt;
| composer = Yuriko Keino&lt;br /&gt;
| series = &#039;&#039;[[List of Pac-Man video games|Pac-Man]]&#039;&#039;&lt;br /&gt;
| platforms = {{Collapsible list&lt;br /&gt;
 | title = {{nobold|[[Arcade video game|Arcade]]}}&lt;br /&gt;
 | [[Nintendo Entertainment System|Famicom]], [[PC-8001]], [[Amstrad CPC]], [[MSX]], [[ZX Spectrum]], [[TurboGrafx-16]], [[Amiga]], [[Atari ST]], [[Commodore 64]], [[Atari Lynx]], [[LCD game]], [[X68000]]&lt;br /&gt;
}}&lt;br /&gt;
| released = {{Collapsible list|title={{nobold|October 29, 1984}}|&#039;&#039;&#039;Arcade&#039;&#039;&#039;{{vgrelease|JP|October 29, 1984{{efn|Sources for the release date are conflicting. The [[United States Copyright Office]] catalogs the game&#039;s date of publication as October 29, 1984,&amp;lt;ref name=&amp;quot;Copyright&amp;quot;/&amp;gt; but other sources list it as early as August 1984.&amp;lt;ref name=&amp;quot;Akagi&amp;quot;/&amp;gt;}}|NA|December 1984&amp;lt;ref name=&amp;quot;Akagi&amp;quot;/&amp;gt;|EU|Early 1985&amp;lt;ref name=&amp;quot;CG&amp;quot;/&amp;gt;}} &#039;&#039;&#039;Famicom&#039;&#039;&#039;{{vgrelease|JP|November 21, 1985}} &#039;&#039;&#039;PC-8001&#039;&#039;&#039;{{vgrelease|JP|1985}} &#039;&#039;&#039;CPC, MSX&#039;&#039;&#039;{{vgrelease|EU|1988}} &#039;&#039;&#039;ZX Spectrum&#039;&#039;&#039;{{vgrelease|UK|April 1989&amp;lt;ref&amp;gt;{{cite magazine |author=&amp;lt;!-- not stated --&amp;gt; |date=March 1989 |title=Previews |url=https://archive.org/details/crash-magazine-62/page/n96/mode/1up |magazine=[[Crash (magazine)|Crash]] |publisher=[[Newsfield]] |issue=62 |page=97}}&amp;lt;/ref&amp;gt;}} &#039;&#039;&#039;TurboGrafx-16&#039;&#039;&#039;{{vgrelease|JP|June 1, 1989&amp;lt;ref&amp;gt;{{cite web |title=PC Engine Software List 1989 |url=http://tk-nz.game.coocan.jp/gamedatabase/software/DB_NEC1_PCE1989.html |website=GAME Data Room |archive-url=https://web.archive.org/web/20180827210551/http://tk-nz.game.coocan.jp/gamedatabase/software/DB_NEC1_PCE1989.html |archive-date=August 27, 2018 |language=ja}}&amp;lt;/ref&amp;gt;|NA|January 1990}} &#039;&#039;&#039;Amiga, Atari ST, C64&#039;&#039;&#039;{{vgrelease|UK|1989}} &#039;&#039;&#039;Lynx&#039;&#039;&#039;{{vgrelease|NA|August 1991&amp;lt;ref&amp;gt;{{cite magazine |author=&amp;lt;!-- not stated --&amp;gt; |date=August 1991 |title=The Games of August 1991... Appearing in Local Stores Now! |url=https://archive.org/details/Electronic_Gaming_Monthly_Issue_025_August_1991/page/n29/mode/2up |magazine=[[Electronic Gaming Monthly]] |publisher=Sendai Publications |volume=4 |issue=8 |page=31}}&amp;lt;/ref&amp;gt;}} &#039;&#039;&#039;X68000&#039;&#039;&#039;{{vgrelease|JP|1994}}&lt;br /&gt;
}}&lt;br /&gt;
| genre = [[Platform game|Platform]]&lt;br /&gt;
| modes = [[Single-player video game|Single-player]], [[multiplayer]]&lt;br /&gt;
| arcade system = [[Namco Pac-Land]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nihongo foot|&#039;&#039;&#039;&#039;&#039;Pac-Land&#039;&#039;&#039;&#039;&#039;|パックランド|Pakku Rando|lead=yes|group=lower-alpha}} is a 1984 [[platform game]] developed and published by [[Namco]] for Japanese [[Arcade video game|arcades]]; it was distributed in North America by [[Bally Midway]], and in Europe by [[Atari Games]]. Controlling [[Pac-Man (character)|Pac-Man]], the player must make it to the end of each stage to return a lost fairy back to its home in Fairyland. Pac-Man will need to avoid obstacles, such as falling logs and water-spewing fire hydrants, alongside his enemies, the Ghost Gang. Eating large flashing Power Pellets will cause the ghosts to turn blue, allowing Pac-Man to eat them for points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pac-Land&#039;&#039; was created by Namco Research and Development 1 programmer Yoshihiro Kishimoto, who was tasked with creating an arcade game based on the American [[Pac-Man (TV series)|&#039;&#039;Pac-Man&#039;&#039; cartoon television series]] by [[Hanna-Barbera]]. The backgrounds were made to be vibrant and colorful, and the characters to be detailed and move smoothly to match the show&#039;s animation style. The control scheme was inspired by [[Konami]]&#039;s &#039;&#039;[[Track &amp;amp; Field (video game)|Track &amp;amp; Field]]&#039;&#039; (1983), using buttons instead of a traditional joystick to make it stand out among other games at the time. A new [[Namco Pac-Land]] arcade system was created to make it easier to develop the game and was used for several later Namco games, including &#039;&#039;[[Baraduke]]&#039;&#039; (1985) and &#039;&#039;[[Metro-Cross]]&#039;&#039; (1985).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pac-Land&#039;&#039; was a commercial success in arcades, becoming one of the top five highest-grossing arcade games of 1985 in the United States. It was well-received by critics for its colorful graphics, stage designs, and soundtrack, but was criticized for its difficulty. It is cited as an important and influential game in the platform genre, paving the way for many games to follow such as &#039;&#039;[[Super Mario Bros.]]&#039;&#039;, &#039;&#039;[[Ghosts &#039;n Goblins (video game)|Ghosts &#039;n Goblins]]&#039;&#039;, &#039;&#039;[[Alex Kidd]]&#039;&#039; and &#039;&#039;[[Wonder Boy]]&#039;&#039;. It was ported to several home consoles and computers, including the [[Nintendo Entertainment System|Family Computer]], [[PC Engine/TurboGrafx-16]], [[Commodore 64]] and [[Atari Lynx]]. It is the first platform game in the &#039;&#039;[[List of Pac-Man video games|Pac-Man]]&#039;&#039; series, and was followed by &#039;&#039;[[Pac-Man 2: The New Adventures]]&#039;&#039; (1994).&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
[[File:Pac-Land_gameplay_ss.png|thumb|left|Gameplay screenshot]]&lt;br /&gt;
&lt;br /&gt;
Controlling [[Pac-Man (character)|Pac-Man]], the player is tasked with reaching the end of each level while avoiding enemies and other obstacles. Stages are known in-game as &amp;quot;trips&amp;quot; and are broken into four sections — the first three have Pac-Man running to return a lost fairy back to &amp;quot;Fairyland&amp;quot;, and the last having Pac-Man return home to his family. Pressing either of the directional buttons will make Pac-Man walk in that direction, and repeatedly tapping either button will make him run. Pac-Man can also jump over pits and obstacles by pressing the jump button.&amp;lt;ref name=&amp;quot;Lynx Manual&amp;quot;&amp;gt;{{cite book |title=Pac-Land Atari Lynx instruction manual |date=1992 |publisher=[[Atari Games]] |url=https://atariage.com/manual_html_page.php?SoftwareID=2383 |access-date=9 September 2019 |archive-url=https://web.archive.org/web/20170317200610/https://atariage.com/manual_html_page.php?SoftwareID=2383 |archive-date=17 March 2017}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In each stage, Pac-Man will encounter the four ghosts from [[Pac-Man|the original game]] — Blinky, Pinky, Inky and Clyde — alongside a purple ghost named Sue, originally a replacement for Clyde in &#039;&#039;[[Ms. Pac-Man]]&#039;&#039;.&amp;lt;ref name=&amp;quot;Lynx Manual&amp;quot;/&amp;gt; Eating large flashing Power Pellets will cause the ghosts to turn blue for a short time, allowing Pac-Man to eat them for bonus points.&amp;lt;ref name=&amp;quot;Lynx Manual&amp;quot;/&amp;gt; The ghosts are often seen driving vehicles, such as airplanes, buses, cars, pogo-sticks and flying saucers, and will sometimes drop miniature ghost enemies from the air to try and hit Pac-Man.&amp;lt;ref name=&amp;quot;Lynx Manual&amp;quot;/&amp;gt; Other types of obstacles are also present in stages, such as water-spewing fire hydrants, springboards, falling logs, quicksand and geysers.&amp;lt;ref name=&amp;quot;Lynx Manual&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trips consist of cities, forests, deserts and abandoned castles. Most trip sections end with a large sign saying &amp;quot;BREAK TIME&amp;quot; with a church on a hill in the background, and bonus points are awarded for jumping at certain points at the end of each section.&amp;lt;ref name=&amp;quot;IGN TG16&amp;quot;/&amp;gt; The final section of a trip gives Pac-Man a special pair of boots that will allow him to jump infinitely into the air, and tasks the player with returning home to Pac-Man&#039;s family.&amp;lt;ref name=&amp;quot;Lynx Manual&amp;quot;/&amp;gt; The player can find hidden items by pushing against specific objects in certain stages, including a helmet that protects Pac-Man from falling mini ghosts, an item that makes Pac-Man temporarily invincible and a [[Galaxian|&#039;&#039;Galaxian&#039;&#039; flagship]] that awards the player a large sum of points.&amp;lt;ref name=&amp;quot;Lynx Manual&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;KLOV&amp;quot;/&amp;gt; Jumping in certain spots will reveal fruit items that can be consumed for points.&amp;lt;ref name=&amp;quot;KLOV&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game features the theme song from [[Pac-Man (TV series)|the &#039;&#039;Pac-Man&#039;&#039; television series]], which plays in a constant loop throughout.&amp;lt;ref name=&amp;quot;IGN TG16&amp;quot;/&amp;gt; The North American version of the game by Midway features the characters being re-designed to more closely resemble the designs found in the show, while the Japanese Namco version has the characters modeled after &#039;&#039;Pac-Man&#039;&#039; marketing material and cabinet artwork. It&#039;s currently unknown what version the European version looks like.&amp;lt;ref name=&amp;quot;IGN TG16&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;KLOV&amp;quot;&amp;gt;{{cite web |title=Pac-Land - Videogame by Bally Midway |url=https://www.arcade-museum.com/game_detail.php?game_id=8955 |website=[[Killer List of Videogames]] |access-date=9 September 2019 |archive-url=https://web.archive.org/web/20190626224036/https://www.arcade-museum.com/game_detail.php?game_id=8955 |archive-date=26 June 2019}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&#039;&#039;Pac-Land&#039;&#039; was programmed by Yoshihiro Kishimoto of Namco Development Division 1, who would later work on the &#039;&#039;[[Family Stadium]]&#039;&#039; franchise. After seeing the success of [[Hanna-Barbera]]&#039;s [[Pac-Man (TV series)|&#039;&#039;Pac-Man&#039;&#039; animated series]], Namco requested Kishimoto that he create an arcade game based on the show.&amp;lt;ref name=&amp;quot;Untold History&amp;quot;&amp;gt;{{cite book |last1=Szczepaniak |first1=John |title=The Untold History of Japanese Game Developers Vol. 2 |date=4 November 2015 |publisher=CreateSpace Independent Publishing Platform |isbn=978-1518655319 |pages=207–208 |edition=1 |url=https://archive.org/details/TheUntoldHistoryOfJapaneseGameDevelopersVol.2JohnSzczepaniak/page/n207 |access-date=8 September 2019}}&amp;lt;/ref&amp;gt; Kishimoto stated that the hardest part of development were Pac-Man&#039;s animations. Most arcade games in Japan at the time simply used two or three frames to convey movement, which he found unconvincing.&amp;lt;ref name=&amp;quot;Untold History&amp;quot;/&amp;gt; The team wanted the game&#039;s backgrounds to be vibrant and colorful, and to have the characters move smoothly to replicate the show&#039;s animation style.&amp;lt;ref name=&amp;quot;Untold History&amp;quot;/&amp;gt; Pac-Man himself was given 24 different frame patterns, alongside several facial expressions and clothing swaps.&amp;lt;ref name=&amp;quot;Untold History&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kishimoto cited Konami&#039;s [[sports video game]] &#039;&#039;[[Track &amp;amp; Field (video game)|Track &amp;amp; Field]]&#039;&#039; (1983) as the &amp;quot;number one influence&amp;quot; on &#039;&#039;Pac-Land&#039;&#039;. The game&#039;s controls were heavily influenced by &#039;&#039;Track &amp;amp; Field&#039;&#039;, a game that allowed the player to become faster by constantly tapping the button in succession;&amp;lt;ref name=&amp;quot;Untold History&amp;quot;/&amp;gt; Kishimoto thought the idea was interesting and that it would make it stand out among other games.&amp;lt;ref name=&amp;quot;Untold History&amp;quot;/&amp;gt; To allow for two-layer scrolling backgrounds, more sprites, and more colors, the team created the [[Namco Pac-Land]] arcade board, which was used for several later Namco games including &#039;&#039;[[Baraduke]]&#039;&#039; (1985) and &#039;&#039;[[Metro-Cross]]&#039;&#039; (1985).&amp;lt;ref name=&amp;quot;Untold History&amp;quot;/&amp;gt; The game was tested in [[Yokohama]], where Kishimoto recalls the springboards being difficult for new players.&amp;lt;ref name=&amp;quot;Untold History&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Release==&lt;br /&gt;
The arcade game was released in Japan in 1984, but there are conflicting release dates. &#039;&#039;Arcade TV Game List&#039;&#039;, a Japanese-language book of arcade release dates authored by Masumi Akagi and published by the Amusement News Agency in 2006, lists the Japanese release date as August 1984.&amp;lt;ref name=&amp;quot;Akagi&amp;quot;&amp;gt;{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971-2005) |trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971-2005) |date=13 October 2006 |publisher=Amusement News Agency |lang=ja |location=Japan |isbn=978-4990251215 |pages=52, 125 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n53}}&amp;lt;/ref&amp;gt; However, the United States Copyright Office&amp;lt;ref name=&amp;quot;Copyright&amp;quot;&amp;gt;{{cite web |title=Pac-land. (Registration Number PA0000242997) |url=https://cocatalog.loc.gov |website=[[United States Copyright Office]] |access-date=5 June 2021 |archive-date=31 May 2021 |archive-url=https://web.archive.org/web/20210531152425/https://cocatalog.loc.gov/ |url-status=live }}&amp;lt;/ref&amp;gt; and John Szczepaniak in the second volume of &#039;&#039;The Untold History of Japanese Game Developers&#039;&#039; (2015), when including biography details taken from Kishimoto&#039;s resume, lists the release date as October 1984.&amp;lt;ref name=&amp;quot;Untold History&amp;quot;/&amp;gt; The game was later released in North America by [[Bally Midway]] in December 1984,&amp;lt;ref name=&amp;quot;Akagi&amp;quot;/&amp;gt; and in Europe by [[Atari Games]] in early 1985.&amp;lt;ref name=&amp;quot;CG&amp;quot;&amp;gt;{{cite magazine |last1=Roberts |first1=Mike |title=Coin-Op Connection |magazine=[[Computer Gamer]] |date=May 1985 |issue=2 |pages=26–7 |publisher=[[Argus Press]] |location=United Kingdom |url=https://archive.org/details/Computer_Gamer_Issue_02_1985-05_Argus_Press_GB/page/n25/mode/2up}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
The first home port of &#039;&#039;Pac-Land&#039;&#039; was for [[Nintendo]]&#039;s [[Nintendo Entertainment System|Family Computer]], released in Japan on November 21, 1985.&amp;lt;ref&amp;gt;{{cite book |title=死ぬ前にクリアしたい200の無理ゲー ファミコン&amp;amp;スーファミ |date=10 October 2018 |publisher=Myway Publishing |isbn=9784865119855 |page=7}}&amp;lt;/ref&amp;gt; Versions for the [[Amstrad CPC]], [[ZX Spectrum]], [[Commodore 64]] and [[MSX]] were published by British company Grandslam Entertainment in 1988, and developed by Gannon Designs and Mr. Micro  for the [[Atari ST]] and [[Amiga|Commodore Amiga]] platforms.&amp;lt;ref name=&amp;quot;Retro Gamer&amp;quot;/&amp;gt; Namco released a [[PC Engine]] version in June 1989, which was later released for the [[TurboGrafx-16]] by [[NEC]] in January 1990.&amp;lt;ref name=&amp;quot;Retro Gamer&amp;quot;/&amp;gt; [[Atari Corporation]] developed and published a [[Atari Lynx|Lynx]] portable version in 1991, and Dempa Softworks released an [[X68000]] conversion in 1994.&amp;lt;ref name=&amp;quot;Retro Gamer&amp;quot;&amp;gt;{{cite news |last1=Bevan |first1=Mike |title=The Ultimate Guide to Pac-Land |url=https://archive.org/details/RetroGamerIssue127-128/page/n67?q=Pac-Land |access-date=9 September 2019 |agency=[[Retro Gamer]] |issue=127 |date=22 March 2014 |pages=67–72}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pac-Land&#039;&#039; is in the 1996 compilation &#039;&#039;[[Namco Museum|Namco Museum Vol. 4]]&#039;&#039; for the [[PlayStation (console)|PlayStation]] alongside five other Namco arcade games from the 1980s,&amp;lt;ref&amp;gt;{{cite web |last1=Gerstmann |first1=Jeff |title=Namco Museum Volume 4 Review |url=https://www.gamespot.com/reviews/namco-museum-volume-4-review/1900-2548529/ |website=[[GameSpot]] |access-date=30 July 2019 |archive-url=https://web.archive.org/web/20190730051820/https://www.gamespot.com/reviews/namco-museum-volume-4-review/1900-2548529/ |archive-date=30 July 2019 |date=2 May 2000}}&amp;lt;/ref&amp;gt; and later in the [[iOS]] game &#039;&#039;[[Namco Arcade]]&#039;&#039;.&amp;lt;ref&amp;gt;{{cite magazine |title=名作アーケードが詰まった『NAMCO ARCADE』に『パックランド』ほか2タイトルが追加 |url=https://app.famitsu.com/20120313_42869/ |magazine=[[Famitsu]] |publisher=[[Enterbrain]] |access-date=9 September 2019 |archive-url=https://web.archive.org/web/20171126114415/https://app.famitsu.com/20120313_42869/ |archive-date=26 November 2017 |date=13 March 2012}}&amp;lt;/ref&amp;gt; In 2014, it was ported to the [[Xbox 360]], [[PlayStation 3]], and [[Personal computer|PC]] as part of &#039;&#039;[[Pac-Man Museum]]&#039;&#039;,&amp;lt;ref&amp;gt;{{cite web |last1=Khan |first1=Jahanzeb |title=Review: Pac-Man Museum |url=http://www.hardcoregamer.com/2014/03/01/review-pac-man-museum/76105/ |website=Hardcore Gamer |access-date=9 September 2019 |archive-url=https://web.archive.org/web/20190429184239/https://www.hardcoregamer.com/2014/03/01/review-pac-man-museum/76105/ |archive-date=29 April 2019 |date=1 March 2014}}&amp;lt;/ref&amp;gt; and the Famicom version was digitally re-released for the [[Wii U Virtual Console]]&amp;lt;ref&amp;gt;{{cite web |last1=Whitehead |first1=Thomas |title=Pac-Land and Pac-Man Collection Both Arrive On Wii U eShop in Europe |url=http://www.nintendolife.com/news/2014/06/pac_land_and_pac_man_collection_both_arrive_on_wii_u_eshop_in_europe |website=[[Nintendo Life]] |access-date=9 September 2019 |archive-url=https://web.archive.org/web/20170926144027/http://www.nintendolife.com/news/2014/06/pac_land_and_pac_man_collection_both_arrive_on_wii_u_eshop_in_europe |archive-date=26 September 2017 |date=12 June 2014}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite magazine |title=Wii Uバーチャルコンソールとして『パックランド』＆『パックマンコレクション』が配信開始、期間限定のディスカウントキャンペーンも開催 |url=https://www.famitsu.com/news/201406/11054944.html |magazine=[[Famitsu]] |publisher=[[Enterbrain]] |access-date=9 September 2019 |archive-url=https://web.archive.org/web/20190706112013/https://www.famitsu.com/news/201406/11054944.html |archive-date=6 July 2019 |date=11 June 2014}}&amp;lt;/ref&amp;gt; and &#039;&#039;Namco Museum Archives Volume 2&#039;&#039;. Aside from the &#039;&#039;Namco Arcade&#039;&#039; version, all home ports of the game are based on the Japanese Namco version. &lt;br /&gt;
&lt;br /&gt;
On March 31, 2022,&amp;lt;ref&amp;gt;{{Cite tweet |url-access=limited |title=Register |user=ez_takayoshi |number=1509501982486134789 |url=https://twitter.com/ez_takayoshi/status/1509501982486134789}}&amp;lt;/ref&amp;gt; it was announced that the arcade version of &#039;&#039;Pac-Land&#039;&#039; would be released on the [[Nintendo Switch]] and [[PlayStation 4]] as part of [[Hamster Corporation]]&#039;s &#039;&#039;[[Arcade Archives]]&#039;&#039; lineup, which was released on April 7, 2022. Though based on the original arcade version, this re-release was modified by Bandai Namco to replace the graphics of [[Ms. Pac-Man]] and Baby Pac-Man, who greet Pac-Man at the end of each trip. In their place are two new characters named &amp;quot;Pac-Mom&amp;quot; and &amp;quot;Pac-Sis&amp;quot;; which were created for the then-upcoming compilation &#039;&#039;Pac-Man Museum+&#039;&#039;, which also replaced the characters in all the games featured in the collection. Bandai Namco has remained silent on the removal of the characters, though news outlets assumed the character replacements to be related to a dispute between Bandai Namco and [[AtGames]], which [[Ms. Pac-Man#AtGames Dispute|is related to &#039;&#039;Ms. Pac-Man&#039;&#039;]].&amp;lt;ref&amp;gt;{{Cite tweet |url-access=limited |title=Register |user=nickisonlinet |number=1511758757218463748 |url=https://twitter.com/nickisonlinet/status/1511758757218463748}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{Citation |title=『Arcade Archives PAC - LAND』 Trophy Guide アーケードアーカイブス パックランド トロフィー攻略 PS4 2022/04/07 | date=April 6, 2022 |url=https://www.youtube.com/watch?v=52ylaoVl0_U |language=en |access-date=2022-04-06}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{Cite web |last=Good |first=Owen S. |date=2022-04-07 |title=Pac-Man has a new wife, thanks to Ms. Pac-Man drama |url=https://www.polygon.com/23015420/ms-pac-man-pac-land-bandai-namco-atgames-lawsuit |access-date=2022-04-08 |website=Polygon |language=en-US}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is included in the &#039;&#039;[[Pac-Man Museum+]]&#039;&#039; game compilation, which released on May 27, 2022. The version in this collection uses the same edited version as seen in the &#039;&#039;Arcade Archives&#039;&#039; release because of Bandai Namco&#039;s legal issues with AtGames.&amp;lt;ref&amp;gt;{{Cite web |title=SwitchArcade Round-Up: &#039;Pac-Man Museum+&#039;, &#039;Kao the Kangaroo&#039;, Plus Today&#039;s Other New Releases and Sales – TouchArcade |date=27 May 2022 |url=https://toucharcade.com/2022/05/27/pac-man-museum-plus-kao-the-kangaroo-switch-eshop-price-deal-panzer-dragoon-remake-discount-nintendo/ |access-date=2022-05-28 |language=en-US}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{Video game reviews&lt;br /&gt;
| CVG = 90% (PCE)&amp;lt;ref name=&amp;quot;CVG94&amp;quot;&amp;gt;{{cite news |last1=Rignall |first1=Julian |title=Mean Machines - Pac-Land (PC Engine) |url=https://archive.org/stream/cvg-magazine-094/CVG_094_Sep_1989#page/n97/mode/1up |access-date=8 September 2019 |agency=[[Computer + Video Games]] |issue=94 |date=September 1989 |page=98}}&amp;lt;/ref&amp;gt; &amp;lt;br /&amp;gt; 92% (PCE)&amp;lt;ref name=&amp;quot;CVG&amp;quot;&amp;gt;{{cite journal |title=Complete Games Guide |journal=[[Computer and Video Games]] |date=16 October 1989 |issue=Complete Guide to Consoles |pages=46–77 |url=https://retrocdn.net/images/9/98/CompleteGuideToConsoles_UK_01.pdf#page=46 |access-date=2 August 2021 |archive-date=11 June 2021 |archive-url=https://web.archive.org/web/20210611004221/https://retrocdn.net/images/9/98/CompleteGuideToConsoles_UK_01.pdf#page=46 |url-status=live }}&amp;lt;/ref&amp;gt; &amp;lt;br /&amp;gt; 7/10 (Lynx)&amp;lt;ref name=&amp;quot;CVG Lynx&amp;quot;&amp;gt;{{cite news |last1=Swan |first1=Rob |title=Lynx Lowdown - Pac-Land |url=https://archive.org/details/cvg-magazine-117/page/n35 |access-date=8 September 2019 |agency=[[Computer + Video Games]] |issue=117|page=37 |date=August 1, 1991}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| Fam = 30/40 (PCE)&amp;lt;ref name=&amp;quot;Famitsu&amp;quot;&amp;gt;{{cite magazine |title=NEW GAMES CROSS REVIEW: パックランド [PCエンジン] |url=https://archive.org/stream/bi-weekly-famitsu-no.-77-june-23rd-1989/Bi-Weekly%20Famitsu%20-%20No.%2077%20June%2023rd%2C%201989%20%28Compressed%29#page/n15/mode/1up |magazine=[[Famitsu]] |issue=77 |publisher=[[ASCII Corporation]] |date=June 23, 1989 |page=16 }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| IGN = 7/10 (Lynx)&amp;lt;ref name=&amp;quot;IGN Lynx&amp;quot;&amp;gt;{{cite web |last1=A. Jung |first1=Robert |title=Pac-Land |url=http://www.ign.com/articles/1999/06/07/pac-land |publisher=[[IGN]] |access-date=8 September 2019 |archive-url=https://web.archive.org/web/20180720052330/http://www.ign.com/articles/1999/06/07/pac-land |archive-date=20 July 2018 |date=6 June 1999}}&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; 6.5/10 (TG16)&amp;lt;ref name=&amp;quot;IGN TG16&amp;quot;/&amp;gt;&lt;br /&gt;
| Raze = 74% (Lynx)&amp;lt;ref name=&amp;quot;Raze&amp;quot;&amp;gt;{{cite web |url=https://archive.org/stream/RAZE_Issue_11_1991-09_Newsfield_Publishing_GB#page/n37 |title=Pac-Land |via=archive.org |publisher=Raze Magazine |issue=11 |page=39 |date=September 1991 |access-date=20 August 2018 }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| rev1 = &#039;&#039;[[Computer Gamer]]&#039;&#039;&lt;br /&gt;
| rev1Score = Positive (Arcade)&amp;lt;ref name=&amp;quot;CG&amp;quot;/&amp;gt;&lt;br /&gt;
| award1Pub = &#039;&#039;[[Famitsu]]&#039;&#039;&lt;br /&gt;
| award1 = Silver Hall of Fame&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pac-Land&#039;&#039; was a commercial success in arcades. In Japan, it entered the &#039;&#039;Game Machine&#039;&#039; arcade charts at number-two on the [[table arcade cabinet]] chart in September 1984.&amp;lt;ref name=&amp;quot;GM243&amp;quot;&amp;gt;{{cite magazine|title=Game Machine&#039;s Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=Game Machine|issue=243|publisher=Amusement Press, Inc.|date=1 September 1984|page=29|url=https://onitama.tv/gamemachine/pdf/19840901p.pdf#page=15|lang=ja|access-date=19 March 2021|archive-date=28 August 2021|archive-url=https://web.archive.org/web/20210828172710/https://onitama.tv/gamemachine/pdf/19840901p.pdf#page=15|url-status=live}}&amp;lt;/ref&amp;gt; In North America, it was in the top 20 &#039;&#039;RePlay&#039;&#039; upright arcade game charts through November 1985.&amp;lt;ref&amp;gt;{{cite magazine |title=RePlay: The Players&#039; Choice |magazine=RePlay |date=November 1985 |volume=11 |issue=2 |page=6 |url=https://archive.org/details/re-play-volume-11-issue-no.-2-november-1985-600DPI/RePlay%20-%20Volume%2011%2C%20Issue%20No.%202%20-%20November%201985%20%28Compressed%29/page/6}}&amp;lt;/ref&amp;gt; It ended the year as one of the top five highest-grossing arcade games of 1985 in the United States.&amp;lt;ref&amp;gt;{{cite magazine |title=AMOA Expo &#039;85: 1985 AMOA Award Nominees |magazine=RePlay |date=November 1985 |volume=11 |issue=2 |pages=62, 64, 66 |url=https://archive.org/details/re-play-volume-11-issue-no.-2-november-1985-600DPI/RePlay%20-%20Volume%2011%2C%20Issue%20No.%202%20-%20November%201985/page/62}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game well received by critics for its colorful graphics, level structure, and challenge. Mike Roberts gave the arcade game a positive review in the May 1985 issue of &#039;&#039;[[Computer Gamer]]&#039;&#039;. He called it an &amp;quot;interesting game&amp;quot; where Pac-Man is an &amp;quot;animated character that moves along a horizontally scrolling landscape&amp;quot; while praising the &amp;quot;very colouful&amp;quot; graphics and stating it is &amp;quot;easy to play once you&#039;ve got the hang of it.&amp;quot;&amp;lt;ref name=&amp;quot;CG&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Japanese publication &#039;&#039;[[Famitsu]]&#039;&#039; praised the [[PC Engine]] version&#039;s graphics and overall challenge, awarding it the &amp;quot;Silver Hall of Fame&amp;quot; badge.&amp;lt;ref name=&amp;quot;Famitsu&amp;quot;/&amp;gt; &#039;&#039;[[Computer + Video Games]]&#039;&#039; called the PC Engine version a &amp;quot;marvelous conversion&amp;quot; for its vibrant visuals, stage layouts, gameplay and accuracy to the coin-op game;&amp;lt;ref name=&amp;quot;CVG94&amp;quot;/&amp;gt; they had a similar response for the [[Atari Lynx]] version, claiming its accuracy to the original would entice fans of the arcade release.&amp;lt;ref name=&amp;quot;CVG Lynx&amp;quot;/&amp;gt; Reviewing the Lynx conversion, &#039;&#039;[[IGN]]&#039;&#039; praised the game&#039;s colorful graphics, controls and faithfulness to the arcade original.&amp;lt;ref name=&amp;quot;IGN Lynx&amp;quot;/&amp;gt; &#039;&#039;[[Raze (magazine)|Raze]]&#039;&#039; echoed a similar response, saying the visuals, stage layouts and soundtrack added replay value to the game.&amp;lt;ref name=&amp;quot;Raze&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Raze&#039;&#039; disliked the Lynx port&#039;s limited amount of lives and lack of continues, saying that the high difficulty would repel younger players.&amp;lt;ref name=&amp;quot;Raze&amp;quot;/&amp;gt; &#039;&#039;IGN&#039;&#039; stated it provided little replay value for veteran players, adding that it could be easily finished.&amp;lt;ref name=&amp;quot;IGN Lynx&amp;quot;/&amp;gt; &#039;&#039;[[AllGame]]&#039;&#039; was particularly critical of the [[TurboGrafx-16]] version, lambasting its poor graphics, bland stage layouts and lack of challenge, jokingly saying it was only recommended to collectors interested in &amp;quot;the most morbidly poor games in existence&amp;quot;.&amp;lt;ref name=&amp;quot;AllGame Review&amp;quot;&amp;gt;{{cite web |last1=Knight |first1=Kyle |title=Pac-Land - Review |url=https://www.allgame.com/game.php?id=2683&amp;amp;tab=review |website=[[AllGame]] |access-date=8 September 2019 |archive-url=https://web.archive.org/web/20141115040412/https://www.allgame.com/game.php?id=2683&amp;amp;tab=review |archive-date=15 November 2014}}&amp;lt;/ref&amp;gt; In a retrospective review for the TurboGrafx-16 conversion, &#039;&#039;IGN&#039;&#039; disliked the game&#039;s difficulty for lacking any real challenge, and said the game seems to have been made simply to keep &#039;&#039;Pac-Man&#039;&#039; relevant at the time instead of as a &amp;quot;real deal&amp;quot; game.&amp;lt;ref name=&amp;quot;IGN TG16&amp;quot;&amp;gt;{{cite web |last1=Buchanan |first1=Levi |title=Pac-Land Review |url=https://www.ign.com/articles/2008/03/31/pac-land-review |publisher=[[IGN]] |access-date=9 September 2019 |archive-url=https://web.archive.org/web/20190428092943/https://www.ign.com/articles/2008/03/31/pac-land-review |archive-date=28 April 2019 |date=31 March 2008}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
&#039;&#039;Pac-Land&#039;&#039; is an important and influential game in the platform genre,&amp;lt;ref name=&amp;quot;Untold History&amp;quot;/&amp;gt;&amp;lt;ref&amp;gt;{{cite web |last1=Parish |first1=Jeremy |title=Five Critical Moments in Platform Game History |url=https://www.usgamer.net/articles/five-critical-moments-in-platform-game-history |website=[[USgamer]] |access-date=9 September 2019 |archive-url=https://web.archive.org/web/20161115184610/http://www.usgamer.net/articles/five-critical-moments-in-platform-game-history |archive-date=15 November 2016 |date=25 July 2014 |url-status=live}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Destructoid&amp;quot;&amp;gt;{{cite web |last1=Makedonski |first1=Brett |title=If you hate the Pac-Land stage in Smash Bros., maybe this mini-game will make it better |url=https://www.destructoid.com/if-you-hate-the-pac-land-stage-in-smash-bros-maybe-this-mini-game-will-make-it-better-285748.phtml |website=[[Destructoid]] |access-date=9 September 2019 |archive-url=https://web.archive.org/web/20160331071336/http://www.destructoid.com/if-you-hate-the-pac-land-stage-in-smash-bros-maybe-this-mini-game-will-make-it-better-285748.phtml |archive-date=31 March 2016 |date=5 January 2015 |url-status=live}}&amp;lt;/ref&amp;gt; paving the way for games such as &#039;&#039;[[Ghosts &#039;n Goblins (video game)|Ghosts &#039;n Goblins]]&#039;&#039;, &#039;&#039;[[Alex Kidd]]&#039;&#039;, and &#039;&#039;[[Wonder Boy]]&#039;&#039;.&amp;lt;ref name=&amp;quot;Retro Gamer&amp;quot;/&amp;gt; &#039;&#039;[[Pac-Man]]&#039;&#039; creator [[Toru Iwatani]] has since labeled it as his favorite &#039;&#039;Pac-Man&#039;&#039; sequel for its interesting concept and gameplay. He said [[Shigeru Miyamoto]] told him it had a profound influence on the creation of &#039;&#039;[[Super Mario Bros.]]&#039;&#039;&amp;lt;ref name=&amp;quot;Untold History&amp;quot;/&amp;gt;&amp;lt;ref&amp;gt;{{cite web |author1=HSals |title=EXCLUSIVE: Interview with Toru Iwatani, creator of Pac-Man |url=https://geekculture.co/interview-with-toru-iwatani-creator-of-pac-man/ |website=GeekCulture |access-date=9 September 2019 |archive-url=https://web.archive.org/web/20170820031126/https://geekculture.co/interview-with-toru-iwatani-creator-of-pac-man/ |archive-date=20 August 2017 |date=22 May 2015}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Retro Gamer&amp;quot;/&amp;gt; Shigeru Miyamoto himself also says that &#039;&#039;Pac-Land&#039;&#039; had an influence on &#039;&#039;Super Mario Bros.&#039;&#039;, but to a lesser extent, saying that while he was in Tokyo seeing Namco has developed a platforming game he decided that he should follow suit. The only feature of &#039;&#039;Pac-Land&#039;&#039; Miyamoto cites as a direct inspiration was the blue background of the game as opposed to the black ones he typically would put in his games.&amp;lt;ref&amp;gt;{{cite book |last=Eno |first=Kenji  |author-link=Kenji Eno |date=June 1, 1998 |title=スーパーヒットゲーム学 単行本 |publisher=Fusosha |isbn=9784594025052 }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortly after the game&#039;s release, Namco produced a board game adaptation for its &#039;&#039;Fantasy Board Game&#039;&#039; series, based on the player reaching the end of the board without losing the &amp;quot;fairy chip&amp;quot;. A Japanese LCD handheld game was released in 1990. Many of Pac-Man&#039;s moves in the &#039;&#039;[[Super Smash Bros.]]&#039;&#039; series are directly based on &#039;&#039;Pac-Land,&#039;&#039; such as his fire hydrant attack. &#039;&#039;[[Super Smash Bros. for Wii U]]&#039;&#039; and &#039;&#039;[[Super Smash Bros. Ultimate]]&#039;&#039; include a stage based on the game, featuring automatic scrolling.&amp;lt;ref name=&amp;quot;Destructoid&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Notelist}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
{{Portal|Video games|1980s}}&lt;br /&gt;
*{{KLOV game|id=8955}}&lt;br /&gt;
&lt;br /&gt;
{{Pac-Man series|state=expanded}}&lt;br /&gt;
&lt;br /&gt;
[[Category:1984 video games]]&lt;br /&gt;
[[Category:Amiga games]]&lt;br /&gt;
[[Category:Amstrad CPC games]]&lt;br /&gt;
[[Category:Arcade video games]]&lt;br /&gt;
[[Category:Arcade Archives games]]&lt;br /&gt;
[[Category:Atari Lynx games]]&lt;br /&gt;
[[Category:Atari ST games]]&lt;br /&gt;
[[Category:Commodore 64 games]]&lt;br /&gt;
[[Category:Fantasy video games]]&lt;br /&gt;
[[Category:Hamster Corporation games]]&lt;br /&gt;
[[Category:Midway video games]]&lt;br /&gt;
[[Category:MSX games]]&lt;br /&gt;
[[Category:Multiplayer and single-player video games]]&lt;br /&gt;
[[Category:Namco arcade games]]&lt;br /&gt;
[[Category:NEC PC-8001 games]]&lt;br /&gt;
[[Category:Nintendo Entertainment System games]]&lt;br /&gt;
[[Category:Pac-Man arcade games]]&lt;br /&gt;
[[Category:Platformers]]&lt;br /&gt;
[[Category:Side-scrolling platformers]]&lt;br /&gt;
[[Category:TurboGrafx-16 games]]&lt;br /&gt;
[[Category:Video games developed in Japan]]&lt;br /&gt;
[[Category:Video games scored by Yuriko Keino]]&lt;br /&gt;
[[Category:Virtual Console games]]&lt;br /&gt;
[[Category:Virtual Console games for Wii U]]&lt;br /&gt;
[[Category:Video games based on television series based on video games]]&lt;br /&gt;
[[Category:X68000 games]]&lt;br /&gt;
[[Category:ZX Spectrum games]]&lt;/div&gt;</summary>
		<author><name>2600:1700:E5D0:A9A0:8188:871:AA24:4E6</name></author>
	</entry>
</feed>