Kid Icarus (universe): Difference between revisions

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{{DISPLAYTITLE:''Kid Icarus'' (universe)}}
{{Title|''Kid Icarus'' (universe)}}
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After Nintendo's commercially successful releases of platforming games such as ''Super Mario Bros.'' and adventure games such as ''The Legend of Zelda'' during the "golden age" of the [[nwiki:NES|Famicom/NES]] in the late 1980s, the company was interested in entering a different genre. This resulted in the development of the action game ''Metroid'' for the Family Computer Disk System and Nintendo Entertainment System. ''Kid Icarus'' was developed alongside ''Metroid'' as its sister game, as both were co-developed by Nintendo's Research and Development 1 (R&D1) division and Intelligent Systems, and both games shared various programmers and elements. ''Kid Icarus'' was developed for the Famicom Disk System because its Disk Card format had more storage capacity than the Famicom's cartridges, allowing the developers to create a longer game with a larger setting and the ability to store players' progress. The game was also the debut of Nintendo video game designer Toru Osawa; originally the project's only staff member, Osawa wanted to make an action game with role-playing elements based on Greek mythology and drew the game's pixel art. After ''Metroid''{{'}}s development was complete, more staff members were allotted to the development of ''Kid Icarus'', such as director Satoru Okada, producer Gunpei Yokoi, musical composer Hirokazu Tanaka, and co-designer Yoshio Sakamoto. Osawa originally wanted to make the game completely serious, but opted for something more humorous after objections from the rest of the development team. Development was stressed by time constraints, as staff had to work overtime and stay in an unheated development office at night to meet the game's projected release date, and several stages had to be dropped because of scheduling conflicts; ultimately, however, the game was finished and entered production only three days before its Famicom release date of December 19, 1986. A cartridge-based version was released on the NES in February and July 1987 in Europe and North America, respectively; among other minor changes, this version used the rare password-based system of restoring player progress. Upon release, ''Kid Icarus'' was met with mixed reception, with criticism focused on its frustratingly high difficulty and some odd design choices, but the game has nonetheless been regarded as a cult classic for the console. Various characters, including the protagonist [[Pit]] and antagonists Medusa and Eggplant Wizard, were featured in the American animated television series ''Captain N: The Game Master'', which aired from 1989 to 1991 and featured many video game characters popularized by the NES. Meanwhile, a sequel for the Game Boy, ''Kid Icarus: Of Myths and Monsters'', was co-developed between Nintendo and Tose Co., Ltd. and released in North America in November 1991 and in Europe in May 1992. Reception for the sequel was decidedly more favorable than that of the original, as critics cited significant gameplay improvements, but the game never reached the original's level of public attention. Additionally, despite being developed in Japan, ''Kid Icarus: Of Myths and Monsters'' was not released there until 2012, originally making it one of the few first-party Nintendo games not published in Japan.
After Nintendo's commercially successful releases of platforming games such as ''Super Mario Bros.'' and adventure games such as ''The Legend of Zelda'' during the "golden age" of the [[nwiki:NES|Famicom/NES]] in the late 1980s, the company was interested in entering a different genre. This resulted in the development of the action game ''Metroid'' for the Family Computer Disk System and Nintendo Entertainment System. ''Kid Icarus'' was developed alongside ''Metroid'' as its sister game, as both were co-developed by Nintendo's Research and Development 1 (R&D1) division and Intelligent Systems, and both games shared various programmers and elements. ''Kid Icarus'' was developed for the Famicom Disk System because its Disk Card format had more storage capacity than the Famicom's cartridges, allowing the developers to create a longer game with a larger setting and the ability to store players' progress. The game was also the debut of Nintendo video game designer Toru Osawa; originally the project's only staff member, Osawa wanted to make an action game with role-playing elements based on Greek mythology and drew the game's pixel art. After ''Metroid''{{'}}s development was complete, more staff members were allotted to the development of ''Kid Icarus'', such as director Satoru Okada, producer Gunpei Yokoi, musical composer Hirokazu Tanaka, and co-designer Yoshio Sakamoto. Osawa originally wanted to make the game completely serious, but opted for something more humorous after objections from the rest of the development team. Development was stressed by time constraints, as staff had to work overtime and stay in an unheated development office at night to meet the game's projected release date, and several stages had to be dropped because of scheduling conflicts; ultimately, however, the game was finished and entered production only three days before its Famicom release date of December 19, 1986. A cartridge-based version was released on the NES in February and July 1987 in Europe and North America, respectively; among other minor changes, this version used the rare password-based system of restoring player progress. Upon release, ''Kid Icarus'' was met with mixed reception, with criticism focused on its frustratingly high difficulty and some odd design choices, but the game has nonetheless been regarded as a cult classic for the console. Various characters, including the protagonist [[Pit]] and antagonists Medusa and Eggplant Wizard, were featured in the American animated television series ''Captain N: The Game Master'', which aired from 1989 to 1991 and featured many video game characters popularized by the NES. Meanwhile, a sequel for the Game Boy, ''Kid Icarus: Of Myths and Monsters'', was co-developed between Nintendo and Tose Co., Ltd. and released in North America in November 1991 and in Europe in May 1992. Reception for the sequel was decidedly more favorable than that of the original, as critics cited significant gameplay improvements, but the game never reached the original's level of public attention. Additionally, despite being developed in Japan, ''Kid Icarus: Of Myths and Monsters'' was not released there until 2012, originally making it one of the few first-party Nintendo games not published in Japan.


Following the release of ''Kid Icarus: Of Myths and Monsters'', the series received no new installments for twenty years and little in the way of return appearances outside of a [[trophy]] of Pit in 2001's ''[[Super Smash Bros. Melee]]'' and the first game's 2004 re-release in the ''Famicom Mini Disk System Selection'' for the Game Boy Advance and 2007 release on the Wii's Virtual Console. During this hiatus were unconfirmed, rumored projects for a third installment, including possible entries on the Super Nintendo Entertainment System and Nintendo 64. In the early 2000s, Capcom moved their resources to redo their ''Dead Phoenix'' project into a new, untitled ''Kid Icarus'' game for the GameCube, and a series revival developed by Factor 5 was planned for the Wii; however, both projects were ultimately canceled. In 2006, ''{{b|Super Smash Bros.|series}}'' series director [[Masahiro Sakurai]] indirectly started an ambitious series revival of the ''Kid Icarus'' franchise, first by announcing through a trailer the inclusion of {{SSBB|Pit}} as a new playable fighter in his highly-anticipated fighting game ''[[Super Smash Bros. Brawl]]'' for the Wii. Sakurai, who had previously brought another obscure NES title from the same era, {{uv|Ice Climber}}, back into the public eye through [[Ice Climbers|its player-characters]]' inclusions as playable fighters in ''Melee'', debuted a new, anime-inspired design for Pit and a detailed reimagining of the ''Kid Icarus'' setting, inspired by changes in the art styles of games like ''The Legend of Zelda'' and based on what the franchise might have stylistically looked like by then if it had not gone dormant. Following ''Brawl''{{'}}s release in 2008, Sakurai was asked by then-Nintendo president Satoru Iwata to direct a new game for the then-unknown Nintendo 3DS to show off its capabilities, giving him the choice to revitalize a dormant property for the title. Deciding to use an existing Nintendo IP for the project, Sakurai was inspired by ''Brawl'' players' feedback that many fighters on its roster had not been featured in an original game for some time and ultimately chose ''Kid Icarus'' for this series reboot. Sakurai's choice of ''Kid Icarus'' was both due to its long absence from the gaming market, its continued Western popularity, and his own involvement with the characters and setting's reimaginings in ''Brawl''. Sakurai also decided to make this new game a third-person shooter, a genre unpopular in Japan but seemingly suited to the 3DS's 3D effects.
Following the release of ''Kid Icarus: Of Myths and Monsters'', the series received no new installments for twenty years and little in the way of return appearances outside of a [[trophy]] of Pit in 2001's ''[[Super Smash Bros. Melee]]'' and the first game's 2004 re-release in the ''Famicom Mini Disk System Selection'' for the Game Boy Advance and 2007 release on the Wii's Virtual Console. During this hiatus were unconfirmed, rumored projects for a third installment, including possible entries on the Super Nintendo Entertainment System and Nintendo 64. In the early 2000s, Capcom moved their resources to redo their ''Dead Phoenix'' project into a new, untitled ''Kid Icarus'' game for the GameCube, and a series revival developed by Factor 5 was planned for the Wii; however, both projects were ultimately canceled. In 2006, ''{{b|Super Smash Bros.|series}}'' series director [[Masahiro Sakurai]] indirectly started an ambitious series revival of the ''Kid Icarus'' franchise, first by announcing through a trailer the inclusion of {{SSBB|Pit}} as a new playable fighter in his highly-anticipated fighting game ''[[Super Smash Bros. Brawl]]'' for the Wii. Sakurai, who had previously brought another obscure NES title from the same era, {{uv|Ice Climber}}, back into the public eye through [[Ice Climbers|its player-characters]]' inclusions as playable fighters in ''Melee'', debuted a new, anime-inspired design for Pit and a detailed reimagining of the ''Kid Icarus'' setting, inspired by changes in the art styles of games like ''The Legend of Zelda'' and based on what the franchise might have stylistically looked like by then if it had not gone dormant. Following ''Brawl''{{'}}s release in 2008, Sakurai was asked by then-Nintendo president Satoru Iwata to direct a new game for the then-unknown Nintendo 3DS to show off its capabilities, giving him the choice to revitalize a dormant property for the title. Deciding to use an existing Nintendo IP for the project, Sakurai was inspired by ''Brawl'' players' feedback that many fighters on its roster had not been featured in an original game for some time and ultimately chose ''Kid Icarus'' for this series reboot. Sakurai's choice of ''Kid Icarus'' was both due to its long absence from the gaming market, its continued Western popularity, and his own involvement with the characters and setting's reimagining in ''Brawl''. Sakurai also decided to make this new game a third-person shooter, a genre unpopular in Japan but seemingly suited to the 3DS's 3D effects.


[[File:Brawl Kid Icarus revival.png|thumb|The modern, ''Uprising''-era designs for [[Pit]] and [[Palutena]] are based on their appearances in ''Brawl'', seen here in [[Adventure Mode: The Subspace Emissary|The Subspace Emissary]].]]
[[File:Brawl Kid Icarus revival.png|thumb|The modern, ''Uprising''-era designs for [[Pit]] and [[Palutena]] are based on their appearances in ''Brawl'', seen here in [[Adventure Mode: The Subspace Emissary|The Subspace Emissary]].]]
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*[[File:ResetBombForestIconSSB4-3.png|75px|right|link=Reset Bomb Forest]]'''[[Reset Bomb Forest]]''' ([[Starter stage|Starter]]): staged on castle ruins in a war-torn land from ''{{s|icaruspedia|Kid Icarus: Uprising}}''. It is based on the events of {{s|icaruspedia|Chapter 11}}, where Hades has pitted mankind against each other so he could reap more souls. It is a transitional stage with two phases. The first phase is staged on stone ruins with multiple platforms, like [[Castle Siege]]. Humans wage war in the background. In response to the environmental destruction brought upon by war, [[Viridi]] tosses a {{s|icaruspedia|Reset Bomb}} onto the soldiers. Its detonation causes the stage to transform into a dense forest with fragile platforms and a [[Lurchthorn]] at its base. It is one of the possible stages to appear in Level 3 of [[All-Star Mode]] as a [[home stage]] for Pit and Palutena. Dark Pit is [[unlock]]ed on this stage. Its [[Ω form]] is columnar. Reset Bomb Forest was one the first stages revealed for the 3DS version, appearing in the 1st Trailer at E3 2013, and is one of the few 3DS stages to represent a handheld-exclusive title.{{clr}}
*[[File:ResetBombForestIconSSB4-3.png|75px|right|link=Reset Bomb Forest]]'''[[Reset Bomb Forest]]''' ([[Starter stage|Starter]]): staged on castle ruins in a war-torn land from ''{{s|icaruspedia|Kid Icarus: Uprising}}''. It is based on the events of {{s|icaruspedia|Chapter 11}}, where Hades has pitted mankind against each other so he could reap more souls. It is a transitional stage with two phases. The first phase is staged on stone ruins with multiple platforms, like [[Castle Siege]]. Humans wage war in the background. In response to the environmental destruction brought upon by war, [[Viridi]] tosses a {{s|icaruspedia|Reset Bomb}} onto the soldiers. Its detonation causes the stage to transform into a dense forest with fragile platforms and a [[Lurchthorn]] at its base. It is one of the possible stages to appear in Level 3 of [[All-Star Mode]] as a [[home stage]] for Pit and Palutena. Dark Pit is [[unlock]]ed on this stage. Its [[Ω form]] is columnar. Reset Bomb Forest was one the first stages revealed for the 3DS version, appearing in the 1st Trailer at E3 2013, and is one of the few 3DS stages to represent a handheld-exclusive title.{{clr}}
====''for Wii U''====
====''for Wii U''====
*[[File:SkyworldIconSSB4-U.png|75px|right|link=Skyworld]]{{GameIcon|SSBB}}'''[[Skyworld]]''' ([[Starter stage|Starter]]): an arena staged in the heavens of Angel Land from ''Kid Icarus'', surrounded by clouds. A building resembling the [[wikipedia:Pantheon, Rome|Pantheon]] appears in the background. The hard, stone platforms of the stage can be destroyed, exposing the light cloud platforms that supported them. These can be phased through and enable better movement options for navigating the stage. However, breaking the stones removes the stage's grabbable ledges. It can support up to 6 players in [[8-Player Smash]], but the platforms are not breakable in this mode. It is one of the possible stages to appear in Level 1 of [[All-Star Mode]] as a [[home stage]] for Dark Pit. Its [[Ω form]] is a spacious floating platform like [[Final Destination]].{{clr}}
*[[File:PalutenasTempleIconSSB4-U.png|75px|right|link=Palutena's Temple]]'''[[Palutena's Temple]]''' ([[Starter stage|Starter]]): a massive arena staged on a [[icaruspedia:Palutena's Temple|palace in the sky]] from the original ''{{s|icaruspedia|Kid Icarus}}'' and ''Kid Icarus: Uprising''. It is based on the events of {{s|icaruspedia|Chapter 20}}, during which the temple was usurped from Palutena by the {{s|icaruspedia|Chaos Kin}} and has fallen to ruins. This is reflected in the fragmented platforms of Palutena's Temple. The stage is multifaceted, as it includes a cave, a waterfall, springs, ladders, breakable bridges, and a building with a statue in Palutena's visage. As the largest stage in all of ''Smash Bros.'', it is large enough to accommodate [[8-Player Smash]]. Dark Pit is [[unlock]]ed on this stage. Its [[Ω form]] is columnar and is staged before Palutena's statue.{{clr}}
*[[File:PalutenasTempleIconSSB4-U.png|75px|right|link=Palutena's Temple]]'''[[Palutena's Temple]]''' ([[Starter stage|Starter]]): a massive arena staged on a [[icaruspedia:Palutena's Temple|palace in the sky]] from the original ''{{s|icaruspedia|Kid Icarus}}'' and ''Kid Icarus: Uprising''. It is based on the events of {{s|icaruspedia|Chapter 20}}, during which the temple was usurped from Palutena by the {{s|icaruspedia|Chaos Kin}} and has fallen to ruins. This is reflected in the fragmented platforms of Palutena's Temple. The stage is multifaceted, as it includes a cave, a waterfall, springs, ladders, breakable bridges, and a building with a statue in Palutena's visage. As the largest stage in all of ''Smash Bros.'', it is large enough to accommodate [[8-Player Smash]]. Dark Pit is [[unlock]]ed on this stage. Its [[Ω form]] is columnar and is staged before Palutena's statue.{{clr}}
*[[File:SkyworldIconSSB4-U.png|75px|right|link=Skyworld]]{{GameIcon|SSBB}}'''[[Skyworld]]''' ([[Starter stage|Starter]]): an arena staged in the heavens of Angel Land from ''Kid Icarus'', surrounded by clouds. A building resembling the [[wikipedia:Pantheon, Rome|Pantheon]] appears in the background. The hard, stone platforms of the stage can be destroyed, exposing the light cloud platforms that supported them. These can be phased through and enable better movement options for navigating the stage. However, breaking the stones removes the stage's grabbable ledges. It can support up to 6 players in [[8-Player Smash]], but the platforms are not breakable in this mode. It is one of the possible stages to appear in Level 1 of [[All-Star Mode]] as a [[home stage]] for Dark Pit. Its [[Ω form]] is a spacious floating platform like [[Final Destination]].{{clr}}


===Items===
===Items===
{{main|Items}}
{{main|Items}}
While there were no ''Kid Icarus'' items in ''Brawl'', five are introduced in ''SSB4''. Additionally, a new item called the {{b|Drill|item}} bears a strong resemblances to the {{s|icaruspedia|Drill Arm}} from ''Kid Icarus: Uprising''. However, it is considered part of the {{uv|Super Smash Bros.}} universe in-game. Two Assist Trophies have also been added.
While there were no ''Kid Icarus'' items in ''Brawl'', five are introduced in ''SSB4''. Additionally, a new item called the [[Drill]] bears a strong resemblances to the {{s|icaruspedia|Drill Arm}} from ''Kid Icarus: Uprising''. However, it is considered part of the {{uv|Super Smash Bros.}} universe in-game. Two Assist Trophies have also been added.


*'''[[Daybreak]]''' (combining/shooting): a powerful, golden gun from ''Uprising''. It releases a powerful beam similar to the {{b|Zero Laser|Samus}}. Like the [[Dragoon]], it is composed of three different pieces that must be collected to unleash its power.
*'''[[Daybreak]]''' (combining/shooting): a powerful, golden gun from ''Uprising''. It releases a powerful beam similar to the {{b|Zero Laser|Samus}}. Like the [[Dragoon]], it is composed of three different pieces that must be collected to unleash its power.
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**{{GameIcon|SSBB}} "'''{{SSBUMusicLink|Kid Icarus|Overworld}}'''": This is a redone version of the Overworld level theme from the game. It is not the Skyworld level theme as the name would suggest--the track is mislabeled in ''Brawl''.
**{{GameIcon|SSBB}} "'''{{SSBUMusicLink|Kid Icarus|Overworld}}'''": This is a redone version of the Overworld level theme from the game. It is not the Skyworld level theme as the name would suggest--the track is mislabeled in ''Brawl''.
**{{GameIcon|SSBB}} "'''{{SSBUMusicLink|Kid Icarus|Kid Icarus Original Medley}}'''": A medley made up of numerous parts of several tracks taken directly from the game, including the title theme, the fortress theme, and the Skyworld level theme, among many others.
**{{GameIcon|SSBB}} "'''{{SSBUMusicLink|Kid Icarus|Kid Icarus Original Medley}}'''": A medley made up of numerous parts of several tracks taken directly from the game, including the title theme, the fortress theme, and the Skyworld level theme, among many others.
**{{GameIcon|SSB4-3DS}} "'''Death God Theme'''": Sourced from this game, it's the theme that plays exclusively when being spotted by a Reaper in Smash run.
**{{GameIcon|SSB4-3DS}} "'''Death God Theme'''": Sourced from this game, it's the theme that plays exclusively when being spotted by a Reaper in Smash Run.
**{{GameIcon|SSB4-WIIU}} "'''{{SSBUMusicLink|Other|Famicom Medley}}'''"  (''For 3DS / Wii U''): Contains a section of "Underworld".
**{{GameIcon|SSB4-WIIU}} "'''{{SSBUMusicLink|Other|Famicom Medley}}'''"  (''for 3DS / Wii U''): Contains a section of "Underworld".
**{{GameIcon|SSBB}} "'''[[Victory theme#Kid Icarus Victory Theme|Victory! Kid Icarus Series]]'''": Derived from the original game's title screen theme, this fanfare was not actually heard in this form in the first two Kid Icarus titles, but an orchestrated remix of it was included as the victory fanfare for the multiplayer portion of ''Kid Icarus Uprising''.
**{{GameIcon|SSBB}} "'''[[Victory theme#Kid Icarus Victory Theme|Victory! Kid Icarus Series]]'''": Derived from the original game's title screen theme, this fanfare was not actually heard in this form in the first two Kid Icarus titles, but an orchestrated remix of it was included as the victory fanfare for the multiplayer portion of ''Kid Icarus Uprising''.


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**{{GameIcon|SSB4-WiiU}} "'''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}'''": An arrangement of "Destroyed Skyworld". It is included on Disc 2 of ''A Smashing Soundtrack'' and is featured in the trailer "Goddess of Light".
**{{GameIcon|SSB4-WiiU}} "'''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}'''": An arrangement of "Destroyed Skyworld". It is included on Disc 2 of ''A Smashing Soundtrack'' and is featured in the trailer "Goddess of Light".
**{{GameIcon|SSB4-WiiU}} "'''{{SSBUMusicLink|Kid Icarus|Lightning Chariot Base}}'''": An arrangement of "Lightning Chariot Base".
**{{GameIcon|SSB4-WiiU}} "'''{{SSBUMusicLink|Kid Icarus|Lightning Chariot Base}}'''": An arrangement of "Lightning Chariot Base".
**{{GameIcon|SSB4}} "'''{{SSBUMusicLink|Kid Icarus|Boss Fight 1 - Kid Icarus: Uprising)}}'''": Sourced from the game.
**{{GameIcon|SSB4}} "'''{{SSBUMusicLink|Kid Icarus|Boss Fight 1 - Kid Icarus: Uprising}}'''": Sourced from the game.
**{{GameIcon|SSB4}} "'''{{SSBUMusicLink|Kid Icarus|Magnus's Theme}}'''": Sourced from the game.
**{{GameIcon|SSB4}} "'''{{SSBUMusicLink|Kid Icarus|Magnus's Theme}}'''": Sourced from the game.
**{{GameIcon|SSB4-3DS}} "'''{{SSB4MusicLink|Kid Icarus|Dark Pit}}'''": Sourced from the game, it plays exclusively in Smash Run.
**{{GameIcon|SSB4-3DS}} "'''{{SSB4MusicLink|Kid Icarus|Dark Pit}}'''": Sourced from the game, it plays exclusively in Smash Run.
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