Zero Time Dilemma Tv Tropes

This is a subreddit for Kōtarō Uchikoshi's Zero Escape series of visual novels:. Be excellent to each other. All posts should be directly related to the Zero Escape series. Punchline related content belongs in, and general visual novel related content should be posted to. All Off-topic posts will be removed. Tag your spoilers!

For someone with an (extreme) aversion to anime aesthetics such as the OP, Zero Time Dilemma will probably be the most likely one to avoid incensing a particularly irritable person. That said, since the OP already didn't like Ever 17, I have my doubts about ZE faring any better when more of that sort of VN is pretty much what they would be getting.

Please be respectful to those who haven't played through the series yet by marking any spoilery content. However, there is no need to spoiler your text in a thread that had spoilers for that specific game in the title. Use the game's acronym in the topic title if you want to discuss a certain part of the game, and use the word 'spoilers' in the title if the title itself is a spoiler.

Abusive/harassing posts will be removed. If we have to warn you more than once, you may be banned. Do not make data-extraction threads, or ask where to find it. Aksys Games have said multiple times in the past that they do not approve of it, and as such we will not allow it. The unofficial Discord server can be found. Party on, dudes.How to use spoilers in comments: Spoiler Title(#s 'ZE3 in 2016')will look like this:.Just hover over the word 'Spoiler' to read it. So a few of you may remember me from a couple weeks ago when I made a post explaining how I was playing through 999 with my father, and I came to ask for the best endings order.

Well, we just got the true ending about an hour or two ago and we have now begun Virtue's Last Reward.As such, here I am again to ask for everyone's opinion once more! What is the best order to get the endings in VLR? If possible, don't give me the ending name, as I feel like it could possibly be a spoiler. (Saying 'Knife ending' makes me assume I'll be stabbed, so I presume the naming conventions are the same in VLR) I understand this would be much more work than just saying 'Get ending A, then B, then C.' But if possible, I would appreciate a general guide on how to unlock the endings in the order suggested.

For instance, using 999 as an example, instead of saying 'Get the sub ending and then the knife ending,' just say 'Go through door 3 when it's possible to get the first ending. For the second ending, go through door 5, then door 7, then door 6.' I hope this is not too much work or too much trouble, as I really just want us to experience a good spoiler-free playthrough with a good order of endings that slowly reveals everything. Such as why I wouldn't suggest someone get the Safe Ending in 999 early, lest they find out early on that Ace is a bad guy.I really appreciate any help from you guys, we're greatly enjoying the story so far and we look forward to all the revelations and twists in Virtue's Last Reward.

The 'safe/true'-like system is used all over the place in VLR in the form of story locks. So you'll be doing a branch and then you see a 'TO BE CONTINUED.'

Screen, that means you have to do some other branch first.At a certain point, these story locks pop up all over the place and basically force you into a certain order. So, for example, Luna and Phi's endings will be left for last because you won't have a choice.There is one thing you can do that I wouldn't recommend: the 'betray Luna' path on the left side of the flowchart leads to a certain ending that very quickly reveals a particular mystery from the right side of the flowchart that you may not have even encountered yet. You'll likely be reluctant to do so anyway because it means betraying Luna, but eventually, this path does become mandatory. Just don't do it too soon.Other than that, I don't know a way to spoil anything for yourself by a bad ending order. There isn't a 'right' order, so play however you like. Yeah it's just how the other user said.

You are going to get to be continues. The thing is it requires you to play certain parts of the story. This game is different than 999. Since you started playing it, I assume you might have already seen the flow chart. That's what you use to jump places. You're going to have to jump regardless if we told you or not.

As far how to get Luna and Phi's ending, Luna should be the bottom left part of the flow chart and Phi is the bottom right part of the flow chart. You get those ending by playing other endings. Like I said, it's different than 999. I didn't complete 999 100% but I feel with VLR you have to.

Just make sure you complete all and you should have all the answers. Ok what you should do is go in whatever order you want BUT make sure to clear the entire top half of the chart before proceeding past any 'locks.' This avoids the 'safe ending first' scenario from 999 (which is how my first playthru went, grr) and ensure all the mysteries last as long as possible so you have time to think about them. I saw this recommendation posted by someone else this subreddit and it made vlr very enjoyable for me.Don't worry about anything telling you to go in whatever ending order. The game is set up so you can't get spoiled on stuff you shouldn't know about.

There's like a tier list of ending availability. But, if you decide to go through locks early, you might be stuck sitting through early scenes where like the game is trying to get you to think about a mystery, but you already know the answer from an ending.When it comes to choices and stuff, just go with what you actually feel. As his been mentioned, it's pretty tough to ruin anything if you play blind - most of the paths have locks on them, so you can't reach them without getting the proper information.

There really aren't a whole lot of 'bad endings' like the ones in 999 - the 'bad endings' are usually pretty short and because you can jump to any other point in the timeline you don't end up stewing over them for a full runthrough anyway.There is only one thing I would advise and that is to never look at a walkthrough. Most of the locks are hard locks (a la the Coffin Ending of 999 where it stops the game at that point), so they're not a problem. But at least in one case you'll reach a point where you need to enter a code to progress. Sigma will claim he can vaguely remember the code, and you'll be tempted to look up the code if you think you just forgot it or weren't paying attention, but that code actually comes from a different ending and entering it will let the game progress as though you already got the relevant endings.It's as if 999 had you actually try to input the coffin code for the True Ending, and it was possible to guess/look up the solution for it even without actually getting the Safe Ending first.So do not, at any point, try to look up a solution to a particular story block. You'll learn the solution when the time is right. 'Easy mode' has the characters provide extra hints for the solutions if you get really stuck - just remember that every safe has a file password and an exit password so you need to find both. The passwords get recorded in your menu when you learn them.The passwords for the safes don't change if you jump back to the room in the timeline, so you can just get the passwords in 'easy mode' and then jump back and punch in the same file password in 'hard mode' to get the gold file.It's preferable that you switch to easy mode before checking a walkthrough just to avoid even any tangential spoilers.

From memory, when I played through I Googled around for recommendations and got this order: Clover, Tenmyouji, K, Dio, Alice, Sigma, Luna, Quark, Phi. I thought it was a good sequence to progress through and didn't reveal too much too soon.Although, after playing ZTD without following an ending guide or walkthrough, I personally found it was a better experience playing blindly and figuring out the paths myself. Maybe do your first VLR run blind and just see where you end up, then try targeting specific endings.

. Rui TomonoPlatform(s),First releaseDecember 10, 2009Latest releaseJune 28, 2016Zero Escape, formerly released in Japan as Kyokugen Dasshutsu (: 極限脱出, lit. 'Extreme Escape'), is a series of directed and written. The first two entries in the series, (2009) and (2012), were developed by (formerly ), while the third entry, (2016), was developed by Chime. Zero Escape is published by Spike Chunsoft in Japan, while and have published the games for North America and Europe respectively.Each game in the series follows a group of nine individuals, who are kidnapped and held captive by a person who goes by the name 'Zero', and are forced to play a game of life and death in order to escape. The is divided into two types of sections: Novel sections, where the games' stories are presented, and Escape sections, where the player solves puzzles in scenarios.

In the first two games, the Novel sections are presented in a format, while the third game instead uses animated. The stories are affected by player choices, and include multiple endings.In addition to Uchikoshi, the development team includes character designers and Rui Tomono, and music composer. The series was originally conceived when Chunsoft wanted Uchikoshi to write visual novels for a wider audience; he came up with the idea of combining the story with story-integrated puzzles. While Nine Hours, Nine Persons, Nine Doors was initially planned as a stand-alone title, its success in North America led to the development of two sequels, intended to be paired as a set; however, as both Nine Hours, Nine Persons, Nine Doors and Virtue's Last Reward were commercial failures in Japan, the third game was announced to have been put on hold in 2014.

In 2015, development for Zero Time Dilemma was announced to have been resumed, due to fan demand and the hiatus becoming big news. Critics have been positive to the series, praising its narrative for being experimental and for pushing boundaries for what video game narrative can be. Contents.Titles Main games Release timeline 16The series consists of three video games. The first two games were released in English by in North America, and the second game was released in English in Europe.

American

The third game was released by Aksys Games in both North America and Europe for consoles, and by Spike Chunsoft worldwide for Microsoft Windows. is the first game in the series, developed. It was released for the on December 10, 2009, in Japan and on November 16, 2010, in North America, and for on May 28, 2013 in Japan and on March 17, 2014 internationally. is the second game in the series. It was released for the and the on February 16, 2012, in Japan, on October 23, 2012, in North America, and on November 23, 2012, in Europe. is the third game in the series.

It was released for the Nintendo 3DS and the PlayStation Vita on June 28, 2016 in North America and Europe, and on June 30, 2016 in Japan. A version was released on June 30, 2016 worldwide.A containing the first two games, titled Zero Escape: The Nonary Games, was released for Microsoft Windows, and PlayStation Vita in the West on March 24, 2017.

In Japan, the Microsoft Windows version launched on March 25, 2017, and the console versions on April 13. The European PlayStation Vita version was released on December 15, 2017. The updated version of Nine Hours, Nine Persons, Nine Doors has separate Adventure and Novel modes; the Adventure mode presents the character interactions similar to the top screen of the original game, while Novel mode uses the additional narration from the bottom screen. Both modes have animated characters and voice acting. The updated version also includes a story flowchart, similar to the other two games in the series, to help players with getting to the game's true ending.

However, it does not include the additional story content that was part of the iOS version. The final puzzle, however, is different. The new version of Virtue's Last Reward is primarily based on the original PlayStation Vita version, but corrects some typographic errors. Other media and appearances A novelization of the first game, titled Kyokugen Dasshutsu 9 Jikan 9 Nin 9 no Tobira Alterna, was written by Kenji Kuroda and published by in Japan in two volumes in 2010. An based on the beginning of the second game was made by; it has been dubbed and released in English by Aksys Games. An untitled was made for Virtue's Last Reward and made available on the official Japanese developer website.

An artbook featuring art from the first two games was published by in 2012 in Japan; an artbook for the third game was released as a pre-order bonus in Japan, and is sold separately in the West. Music albums with the soundtracks of the first two games were released by Super Sweep on December 23, 2009 and April 19, 2012. Aksys is also considering releasing merchandise based on the third game.Aksys and Spike Chunsoft worked with the Japanese puzzle event studio SCRAP to create Real Zero Escape: Trust on Trial, a game based on the Zero Escape universe, which was held at SCRAP's studio in for several months, starting in April 2016. Players had to solve real-life escape-the-room puzzles in the spirit of the Zero Escape series within a limited amount of time.

Common elements. An Escape section in Nine Hours, Nine Persons, Nine Doors. The player escapes rooms by solving puzzles, which involves finding and combining items. Gameplay The gameplay of the series is divided into two types of segments: Novel sections – presented in a format in the first two games, and as in the third – and Escape sections, which are scenarios. During the Novel sections, the player reads dialogue, occasionally inputting choices that change the course of the story. During the Escape sections, the player aims to find a way out of rooms by exploring the room and solving puzzles.

The player can move around during these sections, and can pick up and combine items in order to open locks or get access to new items. Each room also includes more complex puzzles, such as and mini-games, which can not be solved without finding clues in the room.The games are: the first two games' stories branch depending on player choices, and lead to several different endings, with a final true ending that the player can only reach by playing through various different branches; the third game divides the story into chapters called 'fragments', each representing a 90-minute period, which can be chosen from a 'Floating Fragment' menu and played out of order.

In the first game, the player has to start over from the beginning after completing each branch, replaying Escape sections; in the second game, the branches are represented by an interactive, allowing the player to jump to any point in the game that they have reached, and try different outcomes. This flowchart was also implemented in the iOS and The Nonary Games versions of the first game. In the third game, fragments are placed in a flowchart upon completion, indicating where they take place in the story. Plot and themes The three Zero Escape games are narratively linked, with events of Zero Time Dilemma occurring between 999 and Virtue's Last Reward. Each game in the series follows a group of nine people who get kidnapped by masked individuals who call themselves 'Zero', and are locked inside a facility where they are forced to play a death game where the participants are locked inside rooms and have to solve puzzles in order to get out.

In the first two games, the death game is referred to as the Nonary Game, while the one in the third game is called the Decision Game. The characters do not at first appear to have anything in common, but throughout the course of the games, it is revealed that each was chosen for a specific purpose, including connections to previous narrative elements from the other games in the series.

The characters attempt to escape from the facility, to identify Zero, and to learn of Zero's goal.The series has and elements, and philosophical and supernatural themes. A recurring theme is the concept of, which is explored in different ways in each game, and is the main theme of the first game. The second game focuses on, specifically on the. The third game's main theme is morality, and it is the game in the series with the largest focus on philosophy.

Development. The series is written and directed by.The first two Zero Escape titles were developed by, while the third was developed by Chime. The series is directed and written by, with music by at Super Sweep.

Character design was handled by Kinu Nishimura in the first two games, and by Rui Tomono in the third. The series was originally conceived when contacted Uchikoshi and asked him to write visual novels for them; they had found success in the genre, but wanted to create a new type of visual novels which could be received by a wider audience. Uchikoshi's idea for this was to combine puzzles with a story, in a way where puzzles are integrated into the story and includes clues, and need to be solved in order for the player to make progress. The inspiration for the first game was the question 'where do mankind's inspirations come from?' ; while researching it, Uchikoshi came across the theories of the English biochemist, and used them as the main theme. The game's setting was meant as a depiction of two of humanity's instinctive desires: the unconscious desire to return to one's mother's womb and shut oneself away, and the desire to escape and overcome one's current condition.Uchikoshi had initially written 999 as a stand-alone game, but its positive reception led to its sequels' development.

The tension present in its first sequel Virtue's Last Reward was deliberately toned down from that in 999, as the results of a survey indicated that some Japanese people had not bought 999 because it seemed 'too scary.' Uchikoshi stated that Zero Time Dilemma, the second sequel set to be released in 2016, will 'tone it up' in response to feedback from players who praised the sense of fear present in 999. The two sequels were specifically intended to be 'paired as a set': the second game has a ending, while Uchikoshi intends for the third game to resolve all mysteries left from the second game, as well as all introduced in the third game.

While he intends for the series to be a trilogy with a story that ends on the third game, he is open to 'new incidents arriving' if fans still request it.While the first game performed well enough in the West for Spike Chunsoft to decide to develop a sequel, both games were commercial failures in Japan. Because of this, the third game, which had originally been mentioned in 2012, was not approved by the management at the company. In February 2014, it was announced that development had been put on hold indefinitely. Uchikoshi examined the possibility of financing the development through the use of on a website like, but felt that the idea would not be persuasive enough for it to meet the goal; he also sought out opportunities with executives and investors. As a response to the news of the game's hiatus, fans of the series created Operation Bluebird, an online campaign to raise awareness of the series and support the development. In July 2015, Aksys Games announced that development of the third game had been resumed; the game being put on hold becoming big news, and fans being vocal about wanting a third game, was what led to the game being reevaluated.

With the third game, the development team wanted to renew the series' image in Japan; to do this, they used the English series title, Zero Escape, instead of the Kyokugen Dasshutsu title that had been used for previous Japanese releases. Among Uchikoshi's influences for the series are writers (left) and (right).For Zero Escape, Uchikoshi conceived the storytelling as being gameplay; he said that while other games might consist of the player shooting people, with a story just there to enhance it, he thinks that the narrative of visual novels should be gameplay. As an example of this, the second game has players learn information and not being able to continue past certain points until they have inputted a solution; this was influenced by the 1994 video game, and was intended to make the story get 'under the skin' of players, and allow the player and the player character to understand the game world in tandem, and progress together. Among other influences for the series were writers and; Uchikoshi felt that 90% of any creative work consists of pieces from others' works, and that the remaining 10% is creativity, with the result being worthwhile hinging on how well a writer can incorporate their influences with their own ideas.Uchikoshi prioritized storylines over characters, and used the feeling of discomfort as the foundation of the narrative. He first came up with a setting, and then made characters along with the drama and stories behind them. After this, he decided on the core of the game's story, and created a flowchart based on it, which became the 'bone structure of the story'. According to Uchikoshi, it did not matter that the setups of the games were far-fetched, as long as their internal logic worked; he said that as long as the story is interesting and immersive, implausible situations feel plausible to the player.

On the other hand, he felt that if he had specifically tried to make it more plausible, by forcing explanations that justify the situations, the story would become boring and the implausible would look even more implausible. Instead, he chose to rely on players' imagination, saying that players can make things seem plausible in ways he had not even imagined himself. ^ Hannley, Steve (October 30, 2015). Hardcore Gamer. Archived from on October 30, 2015. Retrieved October 30, 2015. ^ Davison, Pete (February 17, 2014).

Gamer Network. From the original on July 28, 2014. Retrieved October 26, 2015. Ishaan (October 4, 2012). From the original on September 10, 2015.

Retrieved October 26, 2015. ^ Romano, Sal (May 28, 2016). From the original on August 4, 2016. Retrieved May 28, 2016. ^. (in Japanese). From the original on September 20, 2015.

Retrieved October 25, 2015. Makuch, Eddie (November 14, 2010). From the original on August 6, 2014.

Retrieved October 25, 2015. Spencer (May 28, 2013). From the original on July 15, 2015. Retrieved October 25, 2015. ^ Sarkar, Samit (March 10, 2014). From the original on July 12, 2015. Retrieved October 25, 2015.

^. From the original on November 23, 2014.

Retrieved October 25, 2015. From the original on November 23, 2014. Retrieved October 25, 2015. From the original on February 11, 2016. Retrieved October 25, 2015. From the original on February 29, 2016.

Retrieved October 25, 2015. Frank, Allegra (March 17, 2016). From the original on March 23, 2016. Retrieved March 17, 2016. Beck, Adam (March 16, 2016). Hardcore Gamer.

Eternal lands quest help. Daily Summoning quest - Maia sends you off to get animal parts for her. Reward is based on Summoning level (summoning exp, gold coins ). These may be skipped using a Haidir pass. You need to put the animal parts in your storage. Obtain (or have obtained before) a daily harvesting quest from Xaquelina at Portland docks. Return to Tutorial NPC. Reward: 1,000 Harvesting experience. Haidir's daily combat quest tutorial; Obtain (or have obtained before) a daily combat quest from Haidir in White Stone Tirnwood Vale. Return to Tutorial NPC. Reward: 1,000 Attack and Defense experience.

From the original on March 17, 2016. Retrieved March 17, 2016.

(in Japanese). From the original on March 17, 2016. Retrieved March 17, 2016.

^ Jackson, Gita (March 24, 2017). From the original on March 24, 2017.

Retrieved March 24, 2017. Glagowski, Peter (February 3, 2017). Modern Method. From the original on February 4, 2017.

Retrieved February 4, 2017. ^ Lada, Jenni (February 3, 2017). From the original on February 4, 2017.

Retrieved February 4, 2017. Romano, Sal (November 9, 2017). From the original on November 9, 2017. Retrieved November 9, 2017. (in Japanese). From the original on March 7, 2014. Retrieved October 26, 2015.

(in Japanese). From the original on March 7, 2014. Retrieved October 26, 2015. Ishaan (October 19, 2012). From the original on September 19, 2015. Retrieved October 26, 2015.

Eisenbeis, Richard (May 17, 2013). From the original on April 26, 2014. Retrieved October 26, 2015. (in Japanese). From the original on February 22, 2015. Retrieved October 26, 2015.

^ Joshi, Shaan (May 27, 2016). Hardcore Gamer. From the original on May 27, 2016. Retrieved May 28, 2016. ^ Gann, Patrick.

From the original on April 14, 2015. Retrieved October 30, 2015. ^ Meyerink, Stephen. From the original on August 12, 2015. Retrieved October 30, 2015. Matulef, Jeffrey (February 19, 2016).

Gamer Network. From the original on February 19, 2016. Retrieved February 19, 2016. ^ Schreier, Jason (March 16, 2016). From the original on March 17, 2016. Retrieved March 17, 2016. ^ Ponce, Tony (October 11, 2012).

Modern Method. From the original on September 5, 2015. Retrieved October 26, 2015. ^ Thomas, Lucas M. (October 23, 2012).

From the original on October 17, 2015. Retrieved November 15, 2015. ^ Schreier, Jason (July 14, 2015). From the original on September 23, 2015. Retrieved October 30, 2015. ^ Nutt, Christian (January 11, 2013).

From the original on July 3, 2015. Retrieved June 9, 2015. Romano, Sal (March 14, 2016). From the original on March 15, 2016. Retrieved March 17, 2016. ^ Spencer (May 29, 2013). From the original on April 28, 2015.

Retrieved November 16, 2015. ^ Spencer (October 3, 2010). From the original on June 10, 2015. Retrieved December 6, 2015. ^ Sanchez, Miranda (July 7, 2015). From the original on August 25, 2015. Retrieved October 27, 2015.

^ Spencer (August 24, 2011). From the original on January 9, 2012. Retrieved October 26, 2015.

O'Connor, Alice (July 1, 2016). From the original on July 10, 2016. Retrieved August 27, 2016. Greening, Chris (January 15, 2010).

From the original on August 1, 2015. Retrieved October 30, 2015. ^ Romano, Sal (March 8, 2016). From the original on March 8, 2016. Retrieved March 8, 2016. ^ Parish, Jeremy (February 13, 2014). Gamer Network.

From the original on September 6, 2015. Retrieved October 26, 2015.

^ Hansen, Steven (February 13, 2014). Modern Method. From the original on July 7, 2014.

Retrieved July 21, 2015. (January 25, 2013). From the original on April 17, 2015. Retrieved June 8, 2015. Ponce, Tony (December 2, 2012). Modern Method.

From the original on May 29, 2013. Retrieved July 21, 2015. Smith, Carly (February 13, 2014). From the original on February 22, 2014.

Retrieved June 8, 2015. Schreier, Jason (February 17, 2014). From the original on April 14, 2015. Retrieved June 8, 2015. Chieng, Kevin (February 17, 2014). Archived from on March 2, 2014. Retrieved June 8, 2015.

^ Sanchez, Miranda (July 3, 2015). From the original on July 9, 2015.

Retrieved October 21, 2015. ^. July 5, 2015. From the original on October 26, 2015. Retrieved August 25, 2015. Nutt, Christian (May 31, 2013). From the original on November 11, 2014.

Retrieved November 7, 2015. ^ Ishaan (October 26, 2012). From the original on September 5, 2015. Retrieved June 9, 2015.

Farokhmanesh, Megan (April 1, 2013). From the original on July 6, 2013.

Retrieved November 15, 2015. ^ Drake, Audrey (April 22, 2013).

From the original on September 9, 2014. Retrieved June 9, 2015. Retrieved June 9, 2015. From the original on May 6, 2015. Retrieved June 9, 2015. ^ Chapman, Jacob Hope (August 13, 2015).

From the original on September 9, 2015. Retrieved October 30, 2015. Hoffman, Chris (June 27, 2013). From the original on July 7, 2015. Retrieved November 11, 2015.

^ Lada, Jenni (April 5, 2013). From the original on April 9, 2013. Retrieved October 30, 2015. Bateman, Ben (March 14, 2012). From the original on October 16, 2015.

Retrieved November 17, 2015. Spike Chunsoft. From the original on March 5, 2017.

Spike Chunsoft. From the original on February 19, 2017.

From the original on April 27, 2015. Retrieved October 26, 2015. From the original on July 31, 2015. Retrieved August 26, 2013.

From the original on July 31, 2015. Retrieved August 26, 2013. Romano, Sal (June 21, 2016). From the original on June 21, 2016. Retrieved June 21, 2016.

From the original on October 1, 2016. Retrieved September 18, 2016. From the original on October 1, 2016. Retrieved September 10, 2016. From the original on September 18, 2017.

Retrieved October 21, 2017. From the original on October 1, 2016. Retrieved September 10, 2016.

From the original on April 28, 2017. Retrieved April 28, 2017. From the original on August 10, 2017.

Retrieved August 10, 2017. From the original on April 28, 2017. Retrieved April 28, 2017. Ponce, Tony (November 17, 2010). Modern Method. From the original on March 25, 2015.

Retrieved May 13, 2015. Peeples, Jeremy (October 26, 2012). Hardcore Gamer. From the original on April 9, 2014. Retrieved October 27, 2015.

(in Japanese). From the original on June 27, 2015. Retrieved November 15, 2015. (in Japanese).

Archived from on June 27, 2015. Retrieved November 15, 2015. 2018-07-08 (in Japanese). July 6, 2018. From the original on July 6, 2018.

Retrieved July 8, 2018. Goergen, Andy (May 9, 2011). Nintendo World Report. From the original on August 30, 2015. Retrieved October 27, 2015. Mackey, Bob (December 12, 2011).

Archived from on February 28, 2016. Retrieved November 15, 2015.

Mackey, Bob (October 24, 2012). Archived from on June 6, 2015. Retrieved October 24, 2013. Schreier, Jason (August 20, 2014).

From the original on September 26, 2015. Retrieved November 15, 2015.

^ Schreier, Jason (January 10, 2011). From the original on August 30, 2015.

Retrieved December 15, 2015. December 21, 2012. From the original on October 29, 2015. Retrieved November 10, 2015. Manson, Mike (December 5, 2012). Nintendo Life. Gamer Network.

From the original on November 14, 2014. Retrieved December 15, 2015. McCarroll, John (October 29, 2012). From the original on July 24, 2014. Retrieved December 15, 2015. Boosinger, Austin (December 17, 2012).

Adventure Gamers. From the original on March 15, 2015. Retrieved December 15, 2015.External links.