Final Fantasy and Science * Law #1 : A person can fall any distance without getting hurt provided they¡¡are ready for it. This is a result of gravity being a constant and not an¡¡acceleration. If the person is not ready, the worst thing that could happen in becoming unconscious. Amnesia is also a possibility. * Law #2 : A person can push any size wieght provided that the story gods permit it. * Law #3 : A person, when skilled enough or magic assisted, can jump to any height. (Example : Dragoons) * Law #4 : The world is a flat square with stuff sticking out or going in. This is shown by perfect maps. It is required for Kefka to be able to zap any city in the world. It is required for all the water in the oceans to go the same way. But what about being able to fly in airships accross from one side and end up on the other? This is a result of space warps placed by the story gods. * Law #5 : An airship is restricted to a low altitude, but can go higher if required by the story. (Remember FF2? in that one tower? Or in FF3 for the floating continent?) This is because it takes more energy to go higher, but at lower altitudes, airships can generate more power than it needs to run the ship in case needed later. Also, if the airship design of the story gods permits it, the "player" can control the speed of the airship to some degree. (Some airships might have a fixed altitude and variable speed. Others might have fixed altitude and speed.) * Law #6 : Magic gives you neat special effects. This is because the power is coming from the gods of magic designated to that particular world. This means if magic is destroyed in one world, there are other worlds where magic can still exist. (The magic gods are not powerful enough to cover all the magic on all the worlds. Earth got jipped on this one (G) ) * Law #7 : Music is created by the story gods and is heard the same all over the world. * Law #8 : Sleep is not needed. People in the Final Fantasy worlds do not have REM sleep and do not get fatigue. This makes it so that they do not need sleep. (This rule is quickly becoming obsolete as people are starting to dream.) People may, however, lie about this to advance the story. * Law #9 : People can walk faster outside towns than inside towns. This is because of Law #10. * Law #10 : When a person enters a town, they shrink. This explains towns being so small on the world map and people being the same size. This was done to save money on construction costs. You regain your original size when you leave the town. There is also a town in FF3j that shrinks more than usual. * Law #11 : The sun is a fixed point. In order to achieve night or sunsets, the story gods must simply tilt the world back and forth. * Law #12 : Black chocobos can fly and yellow ones can't because the black chocobo traps heat from the sun, making it lighter than it was already so it doesn't need much more than that to be able to fly. * Law #13 : The weather is always the same in a given region unless Mog dances or there is some other reason the story gods have of changing the weather. * Law #14 : Kings have advisors who can turn evil (or replaced by evil) fairly easily. * Law #15 : Unless a monster is somehow blessed and is important enough to be seen, all monsters are invisible until the moment you fight them. (Exceptions: Mystic Quest) * Law #16 : There is an infinite number of monsters without any actual source of them. They never overwhelm you in their sheer numbers, because they all travel in packs that never intersect. * Law #17 : Using magic, it is possible for a huge explosive tidal shock wave (Ultima) or an endless frenzy of gigantic meteors from space (Meteor) to completely destroy the enemy and leave your party without a scratch. * Law #18 : All damage is applied as a whole, there is no such thing as a dismemberment or a decapitation, a person will be perfectly fine until they reach a Near Fatal status, and even then it will only affect the position that they stand in until they are unconscious, when suddenly they are of no use whatsoever. * Law #19 : Up to four people (five in the world of FF2) can all meld and take the form of one person, until such time as they need to split up (the story gods require them to, or they enter a battle). * Law #20 : There is no limit to how much you can wear, given the appropriate circumstances e.g. a person can wear Sprint Shoes and Marvel Shoes on the same two feet. * Law #21 : Everyone in towns will without question converse with you, cut to the chase and give you immediate advice that pertains to your mission, more often than not not even requiring that anything be said by you. * Law #22 : Anytime someone is happy, surprised, etc, they are required to jump in the air extremely high and spin around. While this rule has become somewhat obsolete in FF3, now that characters actually have facial expressions for happiness, sadness, surprise etc. it still applies in a more limited fashion e.g. the kids jumping around Katarin's bed during the ending etc. * Law #23 : No matter what armor is worn, a person is always seen wearing exactly the same clothing. (Exception: Moogle Suit) This is so the story gods can recognize you. * Law #24 : Normal people never lock their houses (exception: FF Mystic Quest, Fireburg ; Final Fantasy 3, Narshe). * Law #25 : When a person's name changes - via Namingway, Rename Card, or whatever - EVERYONE in the whole entire world who knew the old name knows the new name. This is because all people have small radio recievers and transmitters in their heads to communicate this sort of thing. * Law #26 : Town members are always content to allow the heroes to take their belongings, knowing that they'll never need things like cure potions. * Law #27 : Metal does not rust over time (you can leave the game on for a year and it will not rust if you don't do anything) (exception : Zozo where you use RustRid (the Zozoans are cheap and didn't properly treat the metal with RustRid right away)) * Law #28 : The climate is usually temperate. The characters almost never have to worry about armor scorching them or having to buy furs to keep warm. Variations of climate include rain in Zozo, Snow hills in Narshe, and the region north of Salamand in FF2j, and of course, lava. * Law #29 : Boss characters always get larger and more destructive with each world. * Law #30 : Evil monsters are always larger than good creatures (exception : Kefka vs. Gestahl in FF3) If 2 evil characters are fighting each other, the greater evil is larger. (exception : Espers are large when summoned to battle) * Law #31 : The party never starves. The party might have food in posession (for getting Gau), and never hunts for food, but never, ever starves. Characters do not eat. (exceptions: Sabin on Phantom Train FF3, Giving Gau food FF3) * Law #32 : All that the stores carry are items which can be used as tools out in combat, or potions, etc. There are are no convenient stores, grocery stores, general stores, etc. * Law #33 : Your characters never die. They just become unconcious and are later nursed back to health (exceptions : Whenever the story gods require it) * Law #34 : A character can be asleep, and can still get up and start celebrating at the end of battles without being waked. * Law #35 : There is no injury or wound so severe that a good night's sleep won't do the trick. Of course, if the character is dead (not "wounded" or "swooned"), then sleeping obviously won't do a darned thing. * Law #36 : Your party is issued with a magical knapsacks, which can hold nearly unlimited amounts of bulky items, weapons, and armor, provided that the number of any one type of item never exceeds 99. Example: A Light Warrior can easily hold in his or her bag 99 Tents, Sleeping Bags, and pieces of Dried Meat, but there is no way in heaven he or she is going to be able to carry just 100 pieces of Dried Meat and nothing else. (exception : If the "player" can trick the story gods, you can have more items.) * Law #37 : Incapacitated party members (swooned, wounded, dead, turned to stone, etc.) do not affect a party's mobility one bit; the party can still fight, move about on the map, climb up and down stairways, and run away from battles with the party member in tow without any loss of speed and efficiency. I suppose that the poor party member is stuffed in the same knapsack where the rest of the 99 items go. * Law #38 : No matter how insentient or unintelligent, monsters will always carry money upon their persons, even when miles away from any sort of forum where money would be used. Corollary: These same beasts will often also carry things with them such as Tents and Sleeping Bags, which they no doubt regularly use. * Law #39 : If one member of a party has increased mobility powers (ie: equipped with Sprint Shoes or a weapon or item that allows them to swing across chasms), then everyone else in the party magically gains this ability as well, or else can simply traverse such obstacles without the aid of such devices. * Law #40 : Even if a party member is killed by a completely destructive spell (ie: Rub or XXXX from FF, Break from FF3), his or her body will remain intact. * Law #41 : Any group of people exceeding 8 living together in a town instantly generates a force field that completely repels any kind of monsters. For that reason, no monster can ever enter a city's limits. (exception Zozo, FF3 and any time the story requires it) * Law #42 : A town's number of houses NEVER match the number of inhabitants. In fact, the largest town only have about a dozen people living in it. Heck, the WHOLE WORLD is populated by only about a couple dozen of people, while monsters roam around in an unlimited number. One wonders why the human population's not been wiped out yet (see law #53 for explaination of that). * Law #43 : Like all other games out there, nobody EVER needs to go to the bathroom (even though FF3 HAS a few toilets, no one ever goes). This is explained by the fact that people in the FF worlds do not eat except for on special occasions. * Law #44 : Only a small part of the world's population can build up levels, and those become invariably the heroes of the universe. (exception : Kefka in FF3 who DOES build levels) * Law #45 : Characters never get dirty and never have to clean themselves. This is because pixels are not small enough to show dust, dirt, bacteria, etc. and so they do not exist. * Law #46 : The "player" is really the one with the items. This explains why people can't use items without "player" permission and why under the most unlikely circumstances, whoever is being controlled by the "player" has all the items. This explains things like Cyan having all the items that Sabin had before they met. * Law #47 : High technology can happen without availability of knowlege and resources required for such things to exist (example : Airships, Magitek armor) * Law #48 : The heros are easily manipulated by the mystical "players" with their only being able to choose what to say (unless a decision must be made) and these people do not know that they are being manipulated by these "players". * Law #49 : When engaged in battles, there are space warps around the players that take the very end of the weapon hit the enemy no matter how far away they are. These warps are also used to the advantage of the enemy where they simply flash and send energy through the warp, lowering a character's HP if successful (exception: Blitzes, magic, sword tech, and magitek do not take advantage of these warps.) * Law #50 : Often times, when a character (good or bad) is about to make a special move or cast magic of some sort, a floating sign materializes in the sky telling everybody what is about to happen. (exception : FF2j. It appears in bottom) * Law #51 : MP is required to cast spells. Nobody quite understands what these MP things are, but they are needed to cast spells. * Law #52 : Nobody cares when you enter their house uninvited, locked or unlocked. * Law #53 : Evil monsters may always achieve far greater HP totals than good guys. Conversely, the same attacks always do less damage to good guys than bad guys. * Law #54 : Evil monsters may always achieve far greater MP totals than good guys. However, spells cost both the same amount. * Law #55 : The story gods may cause a character to cast any spell required, without loss of spell points. * Law #56 : Any cave or dungeon that contains unlimited monsters must also contain chests, no matter whether the area is natural or artificial. * Law #57 : Time is variable. Different ammounts of time can pass in what seems to be the same amount of time. If the "player" doesn't do anything, time, for all practical purposes stops. This is supported by Rydia in FF2. * Law #58 : All characters can only face 4 directions. This is because the story gods aren't very good at making compasses so they decided to just simplify things this way. * Law #59 : You can get hit hundereds of times and still be alive if you had more HP's than you got hit. This way the story gods can give you a fair chance to beat the game. * Law #60 : As you go up in levels you hit harder and harder. This is so the story gods can give you tougher enemies and bosses to fight. * Law #61 : Store owners are the greediest people in the world. (exception for the Figaro owners in FF3) Even though the heros are saving the world as they know it, they cannot be brought to donate a sword, armor or item to the Heroes. The reason for this is that the store owners can only sell to the Heroes. No one else needs the Steel sword. * Law #62 : Books can only be read when the story gods dictate. This the reason for this is that most books in the Final Fantasy world are for show only, they are nothing but blank pages inside. * Law #63 : There is a maximum of one readable book per person width on each book shelf. Even in the largest Libraries there are only a few readable books.this is so the story gods can tell the party which book they should read. * Law #64 : All Mages are required to wear certain clothing. A white mage must wear white. A black mage must wear blue robes with a yellow cap that covers his/her face. A red mage must dress like a buuaneer. He/she must always have a feather in his/her cap. All callers must wear green. This is so that the mages know what type of spell to cast. * Law #65 : When a person jumps and the battle ends before they land, they don't come back down. Instead, as soon as the party is about to morph back into one person, a space warp appears putting the person back into the party just in time. * Law #66 : Night comes whenever it is convenient. No explanation.