Illusion Of Gaia Music

Illusion of GaiaAlso known as: Gaia Gensouki (JP), Illusion of Time (EU)Developer:Publishers: (JP),(US/EU)Platform:Released in JP: November 27, 1993Released in US: September 1, 1994Released in EU: April 27, 1995This game has.This game has.This game has.This game has.This game has.This game has.The second part of a spiritual 'trilogy' including and, Illusion of Gaia is a straightforward action-adventure game with RPG elements. The game is heavy on the common premise of exploring and reviving a dying world like its spiritual 'relatives', just. A bit less so than they are. Items that aren't found anywhere in the game. They also work for the most part. You can write their value to 7E0AB4 to replace the first slot of your inventory with them.

05 - Incan Melody: Description: 'Told by father to go to Incas with melody.' Oddly, its name is 'Inca Melody' in the inventory, but if equipped it's called the 'Incan Melody'. This seems to be an early/alternate version of the Melody of the Wind, as attempting to use it gives you exactly the same message, and there's no corresponding unused song in the data. If used in the north house in Itory, it generates the message 'The Mayor's expression changed!' And sets an unused internal flag. 15 - Blue Journal: Description: 'Journal found by fireplace.'

This gives you the option to choose between three different topics: 'Tower of Babel', 'Mystic Statues', and 'Great Wall of China', but the text for them is nothing more than repeating the 'chapter title'. The text when using this item indicates it's Lance's father's, and given this and the subject matter it was probably supposed to be obtained at Watermia. 1B - Bag of Gold: Description: 'Prize from Russian Glass'. Obviously, this was supposed to be the prize for winning the drinking game. Evidently you were supposed to buy the four Kruks at one point; in the final game, you're given these beasts right off for winning.Most of the invalid values are also replaced with Mystic Statues.

Heres one of my fav sounds to one of the Best Underated Action RPGS for the Super Nintendo,which is Illusion of Gaia,Published by Square Enix (Which used to be known as Enix at the time,back when the company at the time was a small low budget company before they merged with Square Soft years later and became the Higher Budget Square Enix). There are 50 red jewels located throughout Illusion of Gaia. Collecting all 50 will grant you access to the secret stage, Jeweler’s Mansion.

They have no graphic nor description and don't do anything.Unused Graphics EarlyFinalLoaded into VRAM in the inventory is what appears to be a very rough, early version of the Mushroom Drops item. The design is the same, but is little more than a sketch, with no real detail.EarlyFinalLikewise, these. Things, which appear to be rough early versions of the Mystic Statues, are also loaded into memory on the inventory screen. It's unknown if this was their intended purpose, but they're right next to the statues in the data.BeforeAfterFor some odd reason, the Gorgon Flower you obtain in Angkor Wat is stored in two pieces; the plant itself and the flowers on it are separate sprites. Though this appears to be because the plant and petals use different palettes, it's also possible the plant, sans flowers, was intended to be used elsewhere.Some blue slime, smoke, and flames, also loaded into memory on the inventory screen. These come right after Will and Freedan's Dark Power icons, meaning they were almost certainly intended as a trio of powers for Shadow, who otherwise only gets any abilities from the Aura flame item. The slime seems to correspond to Shadow's ability to morph into liquid, and the flame may be the Phoenix used in the final battle.

The smoke's purpose is unknown, however. DEFENCERKDARKCOREKBLACK4KThese text strings show up at ROM offsets 0001E640 and 0001E6C0 in the US version. They're right after the names for Freedan's Dark Power abilities, so it's possible they're related.

What the 'K' at the end of each string means is unknown.Akira AgetaThis name is present numerous times in the ROM at offsets 00037FF0, 000D7FE0, 00137FE0, 00157FE0, 00197FE0, and 001FFFE0. It's often found before 'Quintet'. This person isn't listed in the credits of any version of the game, but it's possible they had a hand in its development.Debug TextThere is code for a debugging NPC in the the US ROM at offset 0BEE20.

The NPC is present in other versions of the game including the US beta and some European versions but at different addresses. If spawned in a map and the player talks to it, it confers max HP, 127 STR+DEF, and all special abilities, then offers a dialogue tree to teleport the player to a new map.Hello! I am Debug-man!Where you go?OthersGreat WallLAST GAIA LOOKEDOWA-DOOthersItorieHOME OF MOON TRIBEUnderground castleOthersCity of EuroNative's VillageDesert Village DaoOthersINCAHANANOMIYAKODAIYAMONDOOthersSky GardenPalaceMuOthersAngel VillageNative's VillageDaoQuitPyramidWatermiaAnkor WatBye bye!Ok! See you again!Unused Music. A simple snippet of the title/main theme, with slightly different instrumentation. Possibly intended as a short 'victory' fanfare after completing major events.Unused CodeSeveral features and mechanics were programmed but not implemented in the released game. An elaborate final boss fight is fully coded in a proof-of-concept state.

It resembles the Dark Gaia fight, but is longer and more intense, and would have used unique graphics that aren't in the final game. The code relies on game engine features that didn't make it to release, which suggests that it was recycled and scaled back to create Dark Gaia due to engine limitations.

All of the special abilities support upgrades. The upgraded versions do more damage, and additionally the Aura Barrier creates more shields and the Spin Dash lasts longer. The upgrades can only be accessed through save file hacking. An unused NPC in Watermia owns a flock of birds that can transport Will to South Cape, complete with a unique overworld sprite of Will being carried by birds. There is also scripted world map movement for the flight from South Cape to Watermia as well as between Euro and Freejia.

A difficulty setting is partially implemented and can be accessed by save file hacking. In the final game it only changes the damage, knockback, and duration of some projectile attacks.Miscellaneous.

The city shown in a strange Mode 7 cutscene at the end of Angkor Wat is considerably larger than what can normally be seen and includes a number of hidden details, like a Japanese shrine and various signs and logos. Viewing the whole map reveals that it is actually a depiction of the area around Shinjuku station in Tokyo, the biggest train station in the world.

It is fairly accurate; there is a well-known shrine in that location, and the big street on the right is Yasukuni-dori. The names on the signs are also parodies of real-life Japanese department stores (e.g. 'Yotohashi' instead of 'Yodobashi'). Regional Differences Graphics JapanUS/EuropeThe Enix logo was updated between versions.JapanUSEuropeThe Japanese release had a fully animated title screen. Known as Gaia Gensouki (ガイア幻想紀, roughly translated 'The Gaia Fantasy Chronicle'). Since the game was released under a different name in Europe, the title screen was changed once again to reflect it.JapanUS/EuropeJapanUS/EuropeJapanUS/EuropeJapanUS/EuropeAll objects used in the opening sequence, except the Tower of Babel, were given a different palette.JapanUS/EuropeAngkor Wat was also changed in the opening sequence, both in graphical details and palette.JapanUS/EuropeWith a lot of areas being renamed in the international versions, it stands to reason that the world map would be modified accordingly.

To fit in the longer names, a few trees were removed around the Moon Tribe Camp, the Natives' Village, and outside Neil's Cottage. Curiously, despite fixing a few obvious misspellings ('Cotage', 'Nasca'), the American version introduces one of its own, changing the correctly-spelled 'Angkor' to 'Ankor'.JapanUS/EuropeSome tiles are different in the international versions. For example, the background in Edward's Castle had animated clouds and less shiny floor tiles in the Japanese version.JapanUS/EuropeThe background and clouds were also changed in Itory Village.

But unlike the similar change in Edward's Castle, both versions have animated clouds.JapanUS/EuropeThe background at the Great Wall of China was altered as well.JapanUS/EuropeAs if it wasn't obvious enough that the 'school' in South Cape is actually a church, the statue on the back wall was a large cross in the Japanese version.JapanUS/EuropeJapanUS/EuropeThe Sky Garden boss, Viper, was changed from a bird to a bird-statue hybrid for international versions.JapanUS/EuropeWhen you first receive the second Mystic Statue, the color for it is incorrect in the Japanese version. If you pause after receiving it, it will show the correct color.JapanUS/EuropeJapanUS/EuropeIn the Japanese version, Will is completely missing from the side view of the plane in the scene after landing on it. Oddly enough, he does appear in the rear view, but he uses his side view sprite.

Music
Publisher: EnixDeveloper: Quintet/Enix
Reviewer: MusashiReleased: 1995
Gameplay: 79%Control: 90%
Graphics: 83%Sound/Music: 70%
Story: 70%Overall: 78%

Illusion of Gaia was developed as a successor to Soul Blazer. Although it is not a direct sequel, it was developed by the same team, and shares many gameplay elements. Development of Illusion of Gaia finished a short while after Enix of America withdrew and underwent a 5 year absence, but fortunately, Nintendo picked it up for a release in North America.

The game begins in South Cape, where the game's teenage hero Will and his 3 lifelong playmates Lance, Seth, and Erik live. Will's life has been pretty normal except for two things: his psychic powers and his parents. One year prior to the start of the game, Will and his father Olman traveled to the tower of Babel. During this excursion, Will and his father were separated. Will made it back home, where he is now in the care of his grandparents, but no one has seen his father since then. Also, Will was born with telepathic and telekinetic powers, but up until now he has only used them to entertain his buddies. But all that is about to change.

After a day of hanging out with his friends, Will returns to his house for dinner, but finds out that he has unexpected visitors, a girl named Kara and her pig, Hamlet. Then, just as Kara starts to apologize for the intrusion, castle guards appear at Will's house saying that Kara is the princess and shouldn't be out in the town unattended. The next day, Will receives a letter from King Edward asking for Will to bring his father's Crystal ring to the castle. This ring is nowhere to be found, so Will goes to the castle without it, and the angry king throws him into jail. After a few days in the pen, Will receives a telepathic message from his father, who is apparently still alive. Olman tells Will to find the 6 Mystic Statues and take them to the Tower of Babel. Will must now escape from the castle and beginhis search.

The primary playable character in Illusion of Gaia is Will, but there are also 2 other playable heroes: Shadow and Fredan. Shadow and Fredan both exist in Gaia's Dark Space. Throughout the game, there is a multitude of portals to the Dark Space, and only Will can see them. Dark Space is where Gaia, the source of all life exists. Gaia will provide Will with new special moves, items, and advice. Gaia will also save the game and restore Will's HP.

All 3 characters have telekinetic powers, which are used to move blocks and statues for the purposes of solving puzzles, and these powers can also be used to pick up the life gems that enemies leave behind. Also, all 3 characters can walk or run in 8 directions. Will's powers include his flute and his psychic attacks. While a flute is normallythought of as an instrument, Will's flute is mainly used as a weapon; it doubles as a staff. He has both a standard attack and a more powerful jumping thrust.

Will obtains 3 psychic attacks over the course of the game. The first is the Psycho Dash, where Will charges up his psychic energy and slams himself into the target. This power can be used both to attack and to break down walls. The next power is the Psycho Slider, which can be used either to slide-tackle the enemies or slide under low openings. The final power is the spin dash, where will spins like a top and flings himself at a tremendous speed fast enough to climb up steep hills.

The next playable character is the Dark Knight Fredan. Fredan has higher attack and defense scores than Will, and his sword has a longer reach than Will's flute. Hasbro family game night xbox one. Fredan ultimately obtains 3 Dark powers, including a projectile, an earthquake, and a rotating shield. Finally, there is Shadow, who is a being of pure energy. Shadow's main power is that he can melt and re-form for the purpose of falling through cracks in the ground. All of the attacks and special moves are easy to use and control, but attacks like the spin dash and aura aren't explained well, as Gaia's directions on how to use them us unclear; I had to figure out for myself how to use them.

In addition to the playable characters, Will is joined by his friends from South Cape, as well as by Princess Kara and by the flower spirit Lily. Lily acts as Will's guide, as she knows where the Mystic Statues are. Kara, Lily, and the others never participate in battle, but they provide Will with information and company.

Illusion of Gaia plays very similar to its predecessor, Soul Blazer, as IoG is also a 2-D action RPG. Using the aforementioned playable characters and their special moves, players must complete a variety of dangerous challenges. Most of the gameplay in Illusion of Gaia consists of killing monsters and moving from room toroom. There is minimal exploring involved, and only a few puzzles. Enemies aren't usually hard, but they are all very capable of hurting Will and his allies, so survival is a challenge most of the time.

While there aren't experience levels, Will gains one point of either Attack, Defense, or HP the first time he kills all the enemies in one room. Every dungeon, castle, and cave has a boss, and the bosses are usually difficult. One thing about the game and its bosses is the issue of resource management; although Gaia will heal you as much as you need, there is a limited number of healing herbs available. This means that you must use them wisely, or you could end up, as I did once, stuck in a place where there's a hard boss and not enough healing supplies to win the battle, which left me with no choice but to restart from the beginning. On the whole, I didn't find Illusion of Gaia as fun or addictive as some other action RPGs I've played, but I did enjoy playing it.

The story of Illusion of Gaia wasn't especially interesting, but it made sense and kept me into the game. One thing I liked about the story was that it had several plot twists. Each quest for a mystic statue presents a new legend and new problems for Will and his companions. There is also a big surprise plot twist that doesn't come up until nearly the end of the game. The weaknesses of the game's story are in the dialogue. Most of the conversations are short and to the point, and they just cover what you need to do next. Also, because conversations are fairly rare, and because the dialogue wasn't very powerful, the only characters who are really presented and developed effectively are Kara and Lily. While Lance, Seth, and Erik aren't especially important characters, I personally thought Will wasslightly underdeveloped for a main character.

Another fault of the story is the nature of the text movement. Text boxes often pop up at unexpected times, andbecause pressing any button or even touching the directional pad causes the text to move, I found I often missed messages.

Illusion of Gaia features solid 16-bit graphics. The visuals aren't among the best graphics possible on the Super NES, but they are significantly better than those of a lot of early Super NES games. Character sprites are large and all of the important characters stand out well, but I wasn't particularly fond of the artwork used for the humans in Illusion of Gaia. Elevation levels are well defined in places where height is a factor. The color and detail on all enemies, especially the bosses, is great. Even regular enemies have a lifelike appearance that won't cause you to have second guesses about what kind of monster you're seeing.

Only a few of the bosses were gigantic like the bosses from other Quintet games, but almost all of them dwarfed Will, and in cases where the boss wasn't huge, it was because the boss was supposed to be a small target. There aren't many scenes that show off the special effects that the Super NES is capable of, as the only Mode 7 ever used is on the world map and on a few other occasions.

The music from Illusion of Gaia is decent, but not amazing. The background music was significantly quieter than the sound effects, making it less noticeable. Also, while the tunes appropriately fit the scenes, a few weren't particularly enjoyable to listen to for very long. The main melodies were usually brief and all too quick torepeat. Also, there weren't a lot of songs, either. There was a song for dangerous areas, for bosses, for towns, for quiet places, and only a few others.

The strong points to the music included clear sound quality, good flute music for the towns and safe areas, and a feeling of nostalgia during the battle music due to its resemblance to music from Actraiser and Soul Blazer, complete with an exciting, synthesized sound and loud drumming.

The sound effects were very good. Almost all of the sound effects used in Illusion of Gaia were also used in Actraiser and Soul Blazer, including the sounds for hitting enemies, swinging weapons, clashing metal, getting hurt, as well as the supplemental sound for moving the cursor and the text. In general, Illusion of Gaia didn't use a lot of sound effects, as no special moves and few enemies made any sounds, but the sound that was there was good.

Illusion of Gaia is a nice action RPG, and a good pickup for Quintet fans. Granted, I think there are a lot of better 2-D adventures out there, but if you have the desire to play a lot of action RPGs, it may be worth adding Illusion of Gaia to your collection. Illusion of Gaia is somewhat easier to find than other Super NES RPGs, so if you want to play it, you probably can.

The movie uses flashbacks to brilliantly weave two tales. The main story is the reign of Michael Corleone as the world's most powerful criminal. The godfather 2 trainer. I have seen it at least 20 times, and each time its 200 minutes fly. Now reaping the benefits of legalized gambling in Las Vegas, Michael is an evident billionaire with an iron fist on a world of treachery.Behind this, Director Francis Ford Coppola spins the tale of the rise of Michael's father, Vito, to the center of the New York mafia.

Musashi

What a good day for fishing and psychic powers.

Gaia will assist you throughout the game if you can find the Dark Space locations.