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====''Final Fantasy VII''====
====''Final Fantasy VII''====
[[File:Chocobos at farm FF7.png|thumb|220px|A group of Chocobos in the Chocobo Farm]]
[[File:Chocobos at farm FF7.png|thumb|220px|A group of Chocobos in the Chocobo Farm]]
In ''[[Final Fantasy VII]]'' chocobos have a much larger role, and even appear on the [[Square Co., Ltd.|Squaresoft]] logo. They return as a [[summon]] and a means of transportation on the [[world map]]. While riding a chocobo on the world map, the [[party]] can skip enemy encounters. The [[Chocobo Farm]] is a location named after and dedicated to chocobos, and the party can buy items there to catch, [[Chocobo breeding|breed]], and tame chocobos. In the [[Gold Saucer]]'s [[Chocobo Square]], there is a racing minigame in which chocobos race each other around a course.
In ''[[Final Fantasy VII]]'' chocobos have a much larger role, and even appear on the [[Square Co., Ltd.|Squaresoft]] logo. They return as a [[summon]] and a means of transportation on the [[world map]]. While riding a chocobo on the world map, the [[party]] can skip enemy encounters. The [[Chocobo Farm]] is a location named after and dedicated to chocobos, and the party can buy items there to catch, breed, and tame chocobos. In the [[Gold Saucer]]'s [[Chocobo Square]], there is a racing minigame in which chocobos race each other around a course.


In the game's story, chocobos first play a major role when [[AVALANCHE]] struggle to defeat a [[Midgar Zolom]] in a muddy swamp leading to [[Mythril Mine]]. If they learn how to breed and ride a chocobo, they can cross the swamp without encountering the Midgar Zolom. Later, some time after AVALANCHE is thrown into [[Corel Prison]], [[Mr. Coates]] only allows them to be released if they win a Chocobo race. Furthermore, if the party wanders around the desert near Corel Prison, they might encounter a wagon pulled by a large chocobo, who can ride them back to Corel Prison.
In the game's story, chocobos first play a major role when [[AVALANCHE]] struggle to defeat a [[Midgar Zolom]] in a muddy swamp leading to [[Mythril Mine]]. If they learn how to breed and ride a chocobo, they can cross the swamp without encountering the Midgar Zolom. Later, some time after AVALANCHE is thrown into [[Corel Prison]], [[Mr. Coates]] only allows them to be released if they win a Chocobo race. Furthermore, if the party wanders around the desert near Corel Prison, they might encounter a wagon pulled by a large chocobo, who can ride them back to Corel Prison.
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The first summon in the game is Choco/Mog, which calls a chocobo with a [[moogle]] rider to smash into the enemies as a "Deathblow!" attack that does damage and sometimes inflicts [[Stop]] status. There is a small chance of a [[Fat Chocobo]] dropping on the enemies instead for somewhat increased damage.
The first summon in the game is Choco/Mog, which calls a chocobo with a [[moogle]] rider to smash into the enemies as a "Deathblow!" attack that does damage and sometimes inflicts [[Stop]] status. There is a small chance of a [[Fat Chocobo]] dropping on the enemies instead for somewhat increased damage.


Breeding chocobos can also produce a chocobo of a different color, giving each different abilities both in the racing minigame and on the world map airship. Besides the standard yellow chocobos, the game features four special kinds. Green chocobos are able to traverse mountains, blue chocobos walk across shallow bodies of water, black chocobos have both abilities, and golden chocobos can also traverse the seas. Each kind makes a hidden Materia cave accessible, and the golden chocobo is the only way to access the final and most powerful summon of the game, [[Knights of the Round]]. Other color variants can be seen during the chocobo race, including pink, red, white, and different colors of blue, although none of these can be bred at Chocobo Farm. Most color variants are faster than yellow Chocobos in the Chocobo race.
Breeding chocobos can also produce a chocobo of a different color, giving each different abilities both in the racing minigame and on the world map airship. Besides the standard yellow chocobos, the game features four special kinds. Green chocobos are able to traverse mountains, blue chocobos walk across shallow bodies of water, black chocobos have both abilities, and golden chocobos can also traverse the seas. Each kind makes a hidden Materia cave accessible, and the golden chocobo is the only way to access the final and most powerful summon of the game, [[Knights of the Round]]. Other color variants can be seen during the chocobo race, including pink, red, white, and different colors of blue, although it is not possible to breed any of them. Most color variants are faster than yellow Chocobos in the Chocobo race.


The game has several chocobo themes. Farm Boy plays at the Chocobo Ranch, Electric de Chocobo in a battle featuring a chocobo, and Cinco de Chocobo plays while riding a chocobo. There is also the Waltz de Chocobo, which the chocobos perform at the Chocobo Ranch before giving the player the Choco/Mog summon. "Place Your Bets" can be heard at the Chocobo Races, when the player is given the opportunity to bet on the races or when entering their own chocobo. Finally, Fiddle de Chocobo plays during the racing itself.
The game has several chocobo themes. Farm Boy plays at the Chocobo Ranch, Electric de Chocobo in a battle featuring a chocobo, and Cinco de Chocobo plays while riding a chocobo. There is also the Waltz de Chocobo, which the chocobos perform at the Chocobo Ranch before giving the player the Choco/Mog summon. "Place Your Bets" can be heard at the Chocobo Races, when the player is given the opportunity to bet on the races or when entering their own chocobo. Finally, Fiddle de Chocobo plays during the racing itself.

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