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=== Jugdral/Flag/Yellow === Yellow cards have low support values, but higher than average attack and non-support ways to boost attack. This is fitting, given it was this era that introduced the Support mechanic to the games, originally called Love and War, and much more focused on romance than platonic friendships between multiple parties. They also have a unique mechanic known as '''Bond Skill''', which can only be used when they are set as Bonds. Supporting Bond Skills is that, so far, all cards that restore a net positive number of Bonds to face up status are yellow, though it is by no means a common ability even among yellow characters. So far Leif, Lewyn, Linoan, Ethlyn and Deirdre have cards capable of doing this. Jugdral is actually in the same world as Archanea, located to the south of that continent with its edge visible on Awakening's world map. * ''Fire Emblem: Genealogy of the Holy War'' (''ファイアーエムブレム 聖戦の系譜'') for the Super Famicom (SNES) was the 4th game in the series. Naturally, it opens with Lord Sigurd riding forth to bravely defend the duchies of Grannvale from a sudden invasion by the neighboring Kingdom of Verdane, only to stumble into a huge conspiracy full of evil gods and mystical bloodlines that sees him fighting epic battles and falling in love. It breaks the mold right after ''Mystery of the Emblem'' set it: chapters are few but maps are ''gigantic'', easily the size of two to five levels of other ''Fire Emblem'' titles, and with multiple objectives per map; to counteract this the game offered mid-chapter saves for the first time in the series, a feature that would not return until ''Radiant Dawn''. The entire army can always be deployed and can pay to have broken weapons reforged, but units can't easily trade items and each have their own money supplies rather than pooling it all together. Class changes require visiting specific buildings and don't reset levels, and many abilities that would normally come standard, like counter attacking or scoring critical hits, are folded into the skill system and made unique to specific units and bloodlines. It also introduced the weapon triangle and Support conversations (here called "Love and War") to the series, both of which would be a part of all non-remake games to come. Eventually, players control a second generation that are the children of the original cast, via a very spoiler-y plot twist, that inherit special stats and skills from their parents, along with "bloodlines" that qualify them to use various OP special family heirloom weapons and items. (Or, if the player ignored the Love and War system, or possibly just shipped poorly, they are left with intentionally-sucky weaklings who inherit nothing useful. Whoops.) A genuinely great game and a quantum leap in terms of the kinds of mature storytelling and colorful, likable characters the franchise would become famous for. That said, if you're playing it for the first time and aren't consulting a variety of guides and mathematical charts, huge chunks of the game's best elements are locked behind opaque bullshit, and the uber-long maps make the series' trademark perma-death even more punishing than usual, on top of unbalancing the game in favor of super-mobile mounted classes over slow, plodding defenders. Tsundere in video game form, and the kind you've got to spend the whole show getting to know before she stops beating you up for just making conversation. * ''Fire Emblem: Thracia 776'' (''ファイアーエムブレム トラキア776'') was the 5th game in the series and the final game ever released for the Super Famicom, coming out three years after the Nintendo 64 was released and mere months before the GameCube was announced after several failed attempts to make an N64 game were scrapped and recycled into it and future titles. The game could only be obtained via a specially-ordered collector's edition (complete with plush pegasus and wyvern!) or downloading it digitally through the Satellaview attachment for the Super Famicom. Predictably, the game is set in the nation of Thracia in the year 776 (during the middle of the previous game), where Quan's (Sigurd's brother-in-law) son, Lief, is running a rebellion against the evil empire. Infamously one of the most difficult games in the franchise, this sucker is stingy with both money and XP, and has map design that ranges from the downright sadistic, cruel, and mean to the seemingly outright inept, though more "normal" for the franchise than the maps from its predecessor. Units have a reputation for generally being pretty weak, but this is tied to the main themes of ordinary people fighting a revolution against hardened soldiers, and its metagame generally favors high customizability over raw stats and weapons. It introduced the Rescue mechanic and differing stage objective, both of which would remain in the series going forward. It was also the first ''Fire Emblem'' game to include branching paths and sidequests, Fog of War, hiding terrain as well as enemies, and the Capture mechanic, which would return in limited form in ''Fates''. However, many of its other big ideas are generally seen as failures, like permanently removing everyone who doesn't escape from flee-the-unwinnable-battle maps before the Lord does and making a late-game, difficult side mission the only way to rescue them, or having characters gain Fatigue if deployed in battles to force the player to distribute already-stingy XP inefficiently. The final boss is also hilariously weak, one of the weakest in the entire series, and he's even more of a joke given the brutal difficulty of the rest of the game surrounding him. Also, the story has received criticism for being so shitdark that it's hard to invest... and without the game it's an interquel to, it doesn't exactly have the most satisfying possible resolution. It has its defenders, some of the story ideas ''are'' genuinely good, building on the last titles' plots via an interquel and retconning or recontextualizing poorly-written or poorly-received story elements, and while the characters can be bland there's a strong thematic focus on peasants and other common people rising up in revolution to retake their country rather than powerful and blessed nobles and kings (hell, it's even got the very first non-evil dark magic using player character). The most divisive title before the 3DS era, the fandom is sharply divided on ''Thracia 776'' with its fans calling it an exciting challenge, vital stepping-stone to the modern titles, and the capstone on one of the most experimental and important eras in the franchise, and its critics arguing that challenge comes as a result of bad design, seeing the game as a misfired victim of its own troubled production. Sales-wise, it bears the unfortunate shame of being sandwiched between the Tellius titles as the worst-selling game in the franchise, though it's actually rather impressive that it managed even that, coming out as it did for a three-years-dead system with a convoluted purchasing method.
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