Jump to content

The World Ends with You

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by Kariteh (talk | contribs) at 16:13, 22 June 2008 (→‎Characters). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

The World Ends with You
North American boxart. Clockwise from top: Beat, Rhyme, Shiki, Neku, and Joshua.
Developer(s)Square Enix, Jupiter
Publisher(s)Square Enix
Designer(s)Tatsuya Kando (game director)
Tomohiro Hasegawa (co-director)
Takeshi Arakawa (planning director)
Tetsuya Nomura (character designer)
Gen Kobayashi (character designer)
Platform(s)Nintendo DS
Genre(s)Action role-playing
Mode(s)Single-player

The World Ends with You, released in Japan as It's a Wonderful World (すばらしきこのせかい, Subarashiki Kono Sekai, literally "This Wonderful World"), is an action role-playing game for the Nintendo DS handheld video game console. Developed by Square Enix's Kingdom Hearts team and Jupiter, the game features a distinctive art style inspired by the aesthetics of the Shibuya shopping district and its youth culture. The game was first released in Japan in July 2007, and in PAL regions and North America in April 2008.

The game is set within the modern world of the Shibuya district as Neku Sakuraba, the main playable character, awakes to find himself a unwilling participant in a mysterious game constructed by a group known as the Reapers. Within a seven day time limit, Neku must complete missions assigned to him along with an eclectic group of people playing the Reaper's game to prevent himself from being erased from existence. The game's "Stride Cross Battle System" utilizes several features of the Nintendo DS, including combat that takes place on both screens, and a series of expandable "psych pins" that enable various forms of attack by performing certain motions on the touchscreen or by shouting into the microphone. Elements of the Japanese youth culture, including fashion, food and cell phones, also form key aspects of gameplay. The game's development was inspired by elements of Jupiter's previous game, Kingdom Hearts: Chain of Memories, and was created to utilize every unique aspect of the DS system.

The game received very positive reviews that praised the game's integration of gameplay and story with the Shibuya setting as well as its graphic presentation and hip-hop/electronica soundtrack by various J-pop artists. While the Stride Cross Battle System was also well-received by reviewers, it was also noted to be very difficult to learn and a possible deterrent for newer players.

Plot

Setting

The World Ends With You's story is based on the fictional "Reapers' Game" (死神のゲーム, Shinigami no Gēmu). The Reapers' Game is a continual week-long contest for the enjoyment of the Reapers. A Composer and a Conductor design the overall Game, while each week, a new Game Master (GM) is chosen to create missions for each day of the week; other Reapers monitor the game, and "erase" any Player that fails. Players, who are people who have recently died in real life (the Real Ground, or RG), are brought into the Game and are offered a second chance at life if they win. However, to enter the Game, each Player must sacrifice their most prized possession. The Game is played in an alternate dimension known as the Underground (UG) across the Shibuya shopping district of Tokyo, Japan. Players are invisible to the people in the RG, though they can read and at times influence their thoughts. Players are required to form a pact with another Player in order to survive, and those that fail to have a partner are also erased by the Reapers. The UG is also home to creatures known as "Noise" that are created from the negative feelings of living persons, and Players are often required to defeat them in order to progress in the Game. Missions are given to the Players via cellphone and their hand is imprinted with a countdown indicating the time left in the mission. After one day's mission is complete, remaining Players are brought to the next day, with no conscious recollection of any events in between.

Characters

The game's story is focused on Neku Sakuraba (桜庭 音操, Sakuraba Neku), an anti-social teenage boy. During that time, he is paired with other teenagers including Shiki Misaki (美咲 四季, Misaki Shiki), Yoshiya Kiryū (桐生 義弥, Kiryū Yoshiya) (Joshua for short), and Daisukenojō Bitō (尾藤 大輔之丞, Bitō Daisukenojō) (Beat for short) in order to complete the challenges put forth by the Reapers that run the game.

Story

File:Hachiko200505-2.jpg
The Hachikō statue in Shibuya plays a key role in The World Ends with You, and is where Shiki promises to meet Neku after he has won the Reapers' Game.

The game's story covers three weeks which Neku spends playing the Reaper's Game. Neku wakes up in the middle of UG version of the scramble crossing in Shibuya, lacking any memories as to how he got there. He finds himself quickly paired up with Shiki in order to stay in the Game, and learns more of the game from Shiki and Mr. Hanekoma, the Game's Producer. He learn Shiki's fee was her looks, with her current appearance being that of her closest friends in the RG that she was jealous of. The two become closer to each other and are able to win the Game, but only Shiki is given the opportunity to return to life. She promises Neku to meet him at the Hachikō statue, along with her stuffed animal so he can recognize her real form, once he wins the Game again.

Neku is given back some memories before his death, his entry fee for the last week, but learns that Shiki's life is his entry fee for this week. During the week, Neku finds himself partnered with Joshua, who seems more intent on working with Mr. Hanekoma to find the fabled "Shibuya River" than playing the game. Joshua eventually reveals that he is a living person, still in the RG but can see the UG with his preternatural abilities. They are able to defeat the week's Game Master, Sho Minamimoto, but as he is beaten, Minamimoto activates a bomb that will erase them all. Joshua sacrifices himself and pushes Neku out of the blast radius. Neku is informed that the game is null and void due to Joshua's presence, and that Neku must play the Game again.

In the third week, Neku finds that he is the only Player in the game, his need for a partner taken as the entry fee. Beat, a Player Neku met during the first week that had become a Reaper after his partner and little sister Rhyme was erased, saves Neku from erasure by making a pact with him but at a cost; he must recover the Noise form of Rhyme from the week's Game Master or be erased. As they search Shibuya, they discover that both living persons in the RG and Reapers wear red pins that cause them to become slave to the same harmonious thoughts. With no other options, the two enter the Shibuya River, defeating the Game Master and recovering Rhyme's Noise form. Venturing further, they encounter and defeat the Conductor, Kitaniji.

Joshua reveals himself as the Game's Composer, having escaped the bomb, and explains that a month ago, he challenged Kitaniji to change the people of Shibuya into something different, or else it would be erased; Kitaniji attempted to harmonize the population with the red pins to do so. As the Composer could not interact directly with the UG, Joshua chose Neku as his proxy, by killing him and bringing him to the Game, removing the memories of Neku's death from him. Joshua offers Neku a choice: either kill Joshua and become Shibuya's Composer, or refuse and be shot down with Shibuya being erased as promised. Neku is too conflicted to make a choice, and is shot down by Joshua. Neku finds him once again at the scramble crossing, confused by events.

The game's credits show scenes seven days later. Neku meets Beat, Rhyme, and Shiki (in her real body) by the statue of Hachikō. Secret reports that can be obtained by completing additional missions after beating the game reveal that Joshua, after seeing the change in personality of Neku over the weeks of playing the game, decided to spare Shibuya, now believing the city to be ideal.

Gameplay

The World Ends With You uses common elements of console role-playing games but includes many additional features. The game is broken down into three chapters, following the three weeks that Neku is involved in the Reaper's Game, which each chapter further divided down by each day of the week. The player controls Neku and his partner as they explore Shibuya to complete each day's mission. Though most missions require Neku and his partner to complete within a certain time, this timer is not correlated to the passage of time for the player.[1]

Shibuya is divided into several districts, and some districts may be inaccessible on certain days, or may be blocked by a wall that can only be removed by meeting the request of a nearby Reaper, such as killing a number of Noise or obtaining a certain item of clothing. Neku has the ability to scan the area by activating a special pin. This scan will reveal the thoughts of the non-player characters in the Real Ground, which may help to progress the plot at times.[2] Alternatively, the scan may provide a meme, a word or phrase that Neku can then use to implant into the thoughts of others, such as reminding a mechanic to collect a new fuse from a store.[1] The scan will also reveal random Noise that drift about the area, or in some cases, floating around a specific character. The player can initiate combat by selecting from one to four Noise while scanning in order to start battle; selecting more than one Noise to fight initiates a chain battle, where each consecutive Noise becomes tougher, but also leads to better rewards such as more yen or more powerful "psych pins" if won. In some cases, the Noise may attack Neku if the scan is initiated. The player can alter the benefits earned from battle by changing both the difficulty of the Noise and the amount of hit points Neku and his partner have going into battle through the game's menus.[3]

Each district has fashion trends that affect gameplay. By wearing pins or clothing from the more popular brands in that district, the effects of the items will be improved; alternatively, the least popular fashions will have diminished effects. However, the player can alter the fashion trends of the district by wearing less popular fashions into repeated battles.[2] Players can enter selected shops to buy new pins and clothes, as well as food items that are gradually consumed during battles to improve the characters' basic attributes.[2] A secondary game called "Tin Pin Slammer" is incorporated into the game which can be played by oneself against computer opponents or with up to 3 others via the local wireless capabilities of the DS. "Tin Pin Slammer" is similar to marbles, with each player attempting to use their pins one at a time to knock the other players' pins off the gameboard.

After completing the game, the player can return to any day within the story and play through those events again, keeping the characters' current statistics and the inventory of pins, clothes, and other items. "Secret Reports" can be unlocked through this mode by completing specific missions during each day. "Another Day", an additional day, is also opened for play, which explains certain events related to the main storyline.

Pins

The World Ends with You features the use of "psych pins" that are used for combat as described below, for "Tin Pin Slammer", or as items to be traded in for money or equipment. Most pins, particularly those used in combat, can become more powerful as the player accumulates "Pin Points" (PP), which can also lead to evolution of the pins into more potent versions. Pin Points are most commonly earned through battle, but two other methods exist for earning such points. One type is earned for shutting down the DS and then restarting some time later, giving the player credit for up to seven days of inactivity with the game. The other type is earned through "Mingle Mode" which uses the wireless features of the DS. By playing with others in Tin Pin Slammer, interacting with another player playing The World Ends with You, communicating with another DS playing any other wireless-compatible game, or even encountering certain types of random wireless noise, the player is credited with Pin Points. Each of these methods of acquiring Pin Points influences the growth of pins within the game.[2]

Combat

Neku and Shiki fighting Noise. Neku "psych pins" can be seen on the upper left of the bottom screen, while Shiki's card system is displayed along the bottom of the top screen. Their shared health bar splits across both screens on the right side.

The game's combat system is called the "Stride Cross Battle System". The combat takes place across both screens on the DS, with Neku on the touchscreen and his current partner on the top screen; the two characters battle the same enemies simultaneously. The player controls Neku by using touchscreen actions based on the currently equipped pins. These actions may include slashing across an enemy, tapping the screen rapidly to fire bullets, or holding down on an enemy to inflict damage. Other pins need to be touched to activate them, such as for health restoration. Each pin has a limited number of uses before it must "reboot", during which time those actions produce no result. Other pins may only be used a fixed number of times during a series of battles, and do not reboot until the battle sequence is over. Neku can only be equipped with a maximum of three pins at the game's start; this can eventually be upgraded to six.[1] The player has the ability to assign certain pins as subsidiary to others, requiring that one of the shoulder buttons on the DS be held down before their power can be activated through touchscreen motions.

Neku's partner on the top screen can be controlled by the player, though the player can opt to have this character controlled by the game. Each of Neku's partners has a slightly different approach, but in general, attacks are made by completing a sequence of card-based games. For example, Neku's first partner, Shiki, requires that face-down Zener cards be correctly identified. To select a card, the player uses the directional pad or face buttons to navigate through a pathway to select the card to be used; if the card is correct, the partner will make earn a star. When enough stars are earned, a special pin appears on the touchscreen side allowing for a combination "Fusion" attack of both Neku and his partner to be unleashed; each series of stars can build up this attack further if it is not used. The player can also help the partner character dodge attacks.[2]

Neku and his partner are in synchronization during battle; they share the same health meter so that even if one character does not take any damage, the pair can fail in battle if the other takes too much. A green "light puck" will pass between the characters during battle; when the character has this puck, their damage is increased. The movement of the light puck is determined by the "sync ratio" between Neku and his partner, with the puck staying longer with one character with higher ratios, and equipment that causes the puck to move faster or slower between characters.[1]

Development

The game was developed by the same team which created the Kingdom Hearts series, with input from Jupiter, the company that developed Kingdom Hearts: Chain of Memories. The development of the game started two and a half years before its Japanese release, during the development of Kingdom Hearts II and the end of development of Kingdom Hearts: Chain of Memories.[4] At that time, Nintendo had announced the DS, but the unit was not yet on the market; the team was nonetheless asked by Square Enix to make a game for the system.[4] The creative team, consisting of Tatsuya Kando (Director), Tomohiro Hasegawa (Co-Director), Takeshi Arakawa (Planning Director), and Tetsuya Nomura (character design), were able to experience the DS during the "Touch DS" event in November 2004.[5] From this experience, they had envisioned a version of Chain of Memories in which the card game aspects would be present on the bottom screen and an action role-playing game on the top. As they continued to work on the game, they came to realize they wanted to use the touchscreen more, as to make it "a game that can only be played on the DS".[5] However, they also encountered the problem that by focusing heavily on the touchscreen, the top screen would be ignored. From this, the idea of the dual screen battle system arose.[5]

Much of the game's sets are modeled after the real Shibuya. The scramble crossing near the 109 department store (far left above) is predominately featured in the game and can be seen in the background of the game's cover.

In addition to creating unique gameplay, the team wanted to build the game around a real location.[5] Initially, they had planned to use the entire world as the setting, then started to settle on specific cities. Kando selected Shibuya as the main setting within the first year of development, leading the team to make sure the city was represented accurately within the game,[5] even going out on "location hunts" including onto rooftops without permission to get pictures.[6] The layout of Shibuya was duplicated for the game, retaining the real-world landmarks while rebranding the names of stores and buildings for copyright reasons; for example, the 109 Building was renamed to the "104 Building", while one of the busiest Starbucks, adjacent to the scramble crossing, was renamed to "Outback Cafe".[7][2][8] When first approached with the task of creating the art for the game, Background Art Director Takayuki Ohdachi thought the setting would be too boring, and opted to use highly skewed and angular images of Shibuya to avoid this, a style the rest of the creative team found to fit the game quite well.[6] For combat, the background of the top screen was selected for visual interest, while the bottom touchscreen background was designed to emphasize the gameplay.[9]

The selection of Shibuya led to the incorporation of much of the game's other features, including food, clothing, and cellphone usage.[7] The team initially thought of the idea of using graffiti as the source of the player's power in the game but had difficulty in figuring how to represent it; this led to the creating the the psych pins used in the game.[6] Artwork for the pins, a mix of pop art and tribal designs, were also drawn by Ohdachi.[6]

The team knew that for the story, they wanted to "throw the player right in the action, with things he had to do without explanation", in addition to creating a sense of urgency and mystery for the player.[6] They developed an initial draft of the game's plot and gave it to Script Writer Sachie Hirano and Scenario Event Planer Yukari Ishida to expand on. The returned version was very close to the initial vision for the game's story.[6]

Character designs were handled by Tetsuya Nomura and Gen Kobayashi.[7] In an interview, Nomura stated that the character designs are made to match with the real-world Tokyo setting, after which their outfits are designed based on the character's personality.[10] Kobayashi was also in charge of designing the game's non-player characters and he noted how most designs made it to the final product.[11]

Hasegawa was responsible for creating the designs for the Noise creatures, and wanted to have them recognizable as creatures before they decay into skeletons.[6] In keeping with the theme of human emotion in the game, Hasegawa selected creatures that conveyed such feelings, such as wolves and crows.[6] Represention of the Noise in the game required drawing the 2D sprites from several angles to match the action on screen.[6]

The Japanese title, literally translated as It's a Wonderful World, was not used internationally due to copyright issues.[12][13] Instead, the game was released in North America and Europe under the name The World Ends with You, from a line by Mr. Hanekoma in the game. The Square Enix localization team, while translating most of the dialog and interface items into English and other European languages, preserved many Japanese elements to avoid losing the culture of the game.[13] They were also limited by the size of the dialog balloons used within game, and took several steps to avoid losing the meaning of the story within the game.[13]

The game was officially announced on September 13, 2006 by Square Enix,[14] and premiered at the 2006 Tokyo Game Show two weeks later.[15] On December 5, 2007, Square Enix announced that the game would be released for Europe and Australia in April 2008,[16] while a similar announcement was made for a North American release on December 17, 2007.[17]

Soundtrack

The music in the game was composed and produced by Takeharu Ishimoto. It includes a large variety of music with an influence of hip hop and electronica. The main theme of the game is "Lullaby For You" by Japanese pop artist, Jyongri. Various vocal artists featured in the game include Sawa, Makiko Noda, Leah, Ayuko Tanaka, Mai Matsuda, Wakako, Hanaeryca, Cameron Strother, Andy Kinlay, Nulie Nurly, and Londeil "Taz" Hicks.[18]

The official soundtrack of the game, It's a Wonderful World Original Soundtrack (すばらしきこのせかい Original Soundtrack, Subarashiki Kono Sekai Original Soundtrack) was released in Japan on August 22, 2007[18] and is on sale in the English-language iTunes Store.[19] This release, however, does not include the four tracks unique to localizations outside Japan and is simply a digital version of the Japanese soundtrack.

However, Square Enix will be releasing It's a Wonderful World + The World Ends with You (すばらしきこのせかい + The World Ends with You, Subarashiki Kono Sekai + The World Ends with You), an arranged version of the soundtrack on July 30, 2008. This release will contain tracks from both the Japanese and the North American/PAL version of the game.[20]

It's a Wonderful World Original Soundtrack
No.TitleLength
1."It's So Wonderful"1:39
2."Twister" (vocal by Sawa)1:17
3."Underground" (vocal by Nulie Nurly)0:50
4."Long Dream" (vocal by Makiko Noda)3:12
5."Calling" (vocal by Leah)3:25
6."Despair"0:27
7."Hybrid" (vocal by Sawa)3:04
8."Fighting For Freedom"2:06
9."オーパーツ" ("Ooparts"; vocal by Ayuko Tanaka and Mai Matsuda)3:34
10."Forebode"0:28
11."Give Me All Your Love" (vocal by Wakako)4:21
12."サムデイ" ("Someday"; vocal by Sawa)3:40
13."Satisfy" (vocal by Ayuko Tanaka)4:01
14."Someday" (vocal by Hanaeryca)3:39
15."ツイスター" ("Twister"; vocal by Mai Matsuda)3:38
16."Let's Get Together"0:17
17."Slash and Slash" (renamed "Slam Brothers" in the international game release)1:03
18."Amnesia"0:49
19."Rush Hour"0:34
20."imprinting"1:07
21."オワリハジマリ" ("Owari-Hajimari," Japanese for "Ending-Beginning"; vocal by Cameron Strother)2:17
22."psychedelic"2:24
23."Game Over" (vocal by Andy Kinlay)2:50
24."Dancer In The Street"0:34
25."ハイブリッド" ("Hybrid"; vocal by Nulie Nurly)3:05
26."Detonation" (vocal by Londeil "Taz" Hicks)0:33
27."Black Market"0:33
28."Junk Garage"1:27
29."It Is Fashionable"0:34
30."Noisy Noise"2:14
31."Economical Shoppers"0:28
32."Shibuya"2:08
33."Make or Break" (vocal by Hanaeryca)4:08
34."Twister-Remix" (vocal by Mai Matsuda)4:32
35."Emptiness and" (unnamed bonus track; the name is taken from the game)3:03
36."Twister-Gang-Mix" (bonus track on the English-language iTunes Music Store release)3:31

Promotion

A special "Wonderful World" edition of the white DS Lite was created and sold as a bundle with the game as part of its Japanese release.[21] The World Ends with You was adapted into a two-chapter one-shot manga by Shiro Amano. The manga ran in two issues of Monthly Shōnen Gangan. In North America, the manga has been released online via the Square Enix Members website.[22]

Reception

Overall, The World Ends With You has received critical acclaim. Many critics praised the departure from other popular titles such as Square Enix's Final Fantasy and Kingdom Hearts series.[2][34] Both the graphical presentation and the soundtrack were very well received.[2][25][1] The Cross Stride Battle System received some complaints, with reviewers stating that initially the system is too complex for the new player.[3] However, the system was also well appreciated for both being a unique approach to combat, as well as for having the ability to alter the difficulty of the system within the game.[3][25] Despite this, Eurogamer's review felt the "sink or swim" reliance on learning the complex battle system to be a significant stumbling block for the game.[1] Reviews also commented that, initially, the character designs were too similar to previous Square Enix titles and may be off-putting to some.[25][3] Reviews also noted that the stylus input was imprecise, often mistaking movement and attack actions.[24] 1UP's review summarized that the game is much more than the sum of its parts: "By all rights, The World Ends With You should be an annoying disaster, a bundle of tired gimmicks and trite clichés. Yet somehow all the things that should be unbearable fall into place and create a game that's far more unique, interesting, and addictive than it has any right to be."[3]

Game Informer named the game its Handheld Game of the Month award for May 2008. IGN gave The World Ends With You its Editors Choice Award, and named it the DS Game of the Month for April.[34]

Sales

In Japan, the game premiered as the second-best selling DS title during the week of July 27, 2007.[35] According to VGChartz, the game sold 81,000 copies during its first week, and to date, approximately 210,000 copies have been sold.[36]

The World Ends With You sold 43,000 copies during April 2008 in North America.[37] These sales were better than expected; the first shipment of the game sold out mid-May[38] and a second shipping was made in mid-June, 2008.[39] The game was the top selling DS title the week of its release[40] and again two weeks later.[41] To date, the game has sold 180,000 copies in North America according to VGChartz.[42]

References

  1. ^ a b c d e f g Whitehead, Dan (2008-04-24). "The World Ends With You". Eurogamer. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  2. ^ a b c d e f g h i Bozon, Mark (2008-04-16). "The World Ends With You". IGN. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  3. ^ a b c d e f Parish, Jeremy (2008-04-17). "Reviews: The World Ends With You". 1UP. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  4. ^ a b "Creator's Roundtable, Episode 1". Square Enix. 2007. Retrieved 2008-06-18.
  5. ^ a b c d e "Creator's Roundtable, Episode 1". Square Enix. 2007. Retrieved 2008-06-18.
  6. ^ a b c d e f g h i "Creator's Roundtable, Episode 1". Square Enix. 2007. Retrieved 2008-06-18.
  7. ^ a b c Kolan, Patrick (2008-02-12). "The World Ends With You – A Square Enix Fable". IGN. Retrieved 2008-06-18]]. {{cite web}}: Check date values in: |accessdate= and |date= (help)
  8. ^ Spenser (2008-03-15). "The World Ends With You versus actual Shibuya". Siliconera. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  9. ^ Square Enix (2008-03-31). "Background Angle Tests". DeviantArt. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  10. ^ Square Enix (2008). "Character Design". DeviantArt. Retrieved 2008-04-23.
  11. ^ Square Enix (2008). "NPC Design". DeviantArt. Retrieved 2008-04-23.
  12. ^ Rogers, Tim (2007-05-31). "This Week in Japan". Next Generation. Retrieved 2007-06-20. ...a Square-Enix representative at the Square-Enix Party event a few weeks back specifically told us not to officially refer to the game as 'It's a Wonderful World', as that name is already copyrighted and will not be used in America... {{cite web}}: Check date values in: |date= (help); Italic or bold markup not allowed in: |publisher= (help)
  13. ^ a b c McCarthy, Dave (2008-04-17). "Breaking the Language Barrier". IGN. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  14. ^ Gantayat, Anoop (2006-09-13). "It's a Wonderful World". IGN. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  15. ^ Nix (2006-09-22). "TGS 2006: It's A Wonderful World". IGN. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  16. ^ Hatfield, Daemon (2007-12-05). "It's a Wonderful World Ends with You". IGN. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  17. ^ Geddes, Ryan (2007-12-17). "'World Ends With You' Confirmed For U.S." IGN. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  18. ^ a b "すばらしきこのせかい オリジナル・サウンドトラック:". Square Enix Music. Retrieved 2008-06-19.
  19. ^ RMC (2008-05-03). "The World Ends With You soundtrack hits iTunes". Go Nintendo. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  20. ^ "すばらしきこのせかい + The World Ends With You". Square Enix Music. Retrieved 2008-06-19. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help)
  21. ^ Ashcroft, Brian (2007-06-01). "It's A Wonderful World DS Lite". Kotaku. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  22. ^ "The World Ends With You — The Comics". Square Enix North America. Retrieved 2008-06-19.
  23. ^ Juba, Joe (2008). "The World Ends With You". GameInformer. Retrieved 2008-06-19.
  24. ^ a b Ng, Amanda (2008-04-22). "Review: The World Ends With You". GamePro. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  25. ^ a b c d Ramsay, Randolph (2008-04-22). "The World Ends With You DS Review". Gamespot. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  26. ^ "The World Ends With You Review". Nintendo Power. May 2008. p. 87.
  27. ^ "Edge Review: The World Ends With You". Edge. 2008-04-21. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  28. ^ Gus Mastrapa (2008-04-25). "G4 - X-Play — Reviews — The World Ends With You". X-Play. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help); Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  29. ^ "The World Ends With You Review". Electronic Gaming Monthly. May 2008. p. 88.
  30. ^ Damiano, Greg (2008-06-09). "The World Ends With You Review". Game Revolution. Retrieved 2008-06-20. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help)
  31. ^ "2007's Famitsu Scores Archive". Famitsu Scores Archive. {{cite web}}: Unknown parameter |accessmonthday= ignored (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  32. ^ "The World Ends With You Reviews". Game Rankings. Retrieved 2008-06-20.
  33. ^ "World Ends With You, The (ds: 2008)". MetaCritic. Retrieved 2008-06-20.
  34. ^ a b Hatfield, Daemon (2008-04-30). "IGN: Game of the Month: April 2008". IGN. Retrieved 2008-06-19. {{cite web}}: Check date values in: |date= (help)
  35. ^ Cowan, Danny (2007-07-27). "Saling The World: Guitar Hero Encore Tops Charts in U.S. and UK". Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  36. ^ "Its a Wonderful World (DS)". VGChartz. Retrieved 2008-06-18.
  37. ^ Red, Carmine (2008-05-27). "April NPD: Nintendo Unfazed By Competition". Nintendo World Report. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  38. ^ Cowan, Danny (2008-05-15). "Saling The World: GTA IV, Mario Kart Lead US, Luminous Arc 2 Tops Japan". Gamasutra. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  39. ^ Miller, Ross (2008-06-03). "The World Ends With You: new shipment coming mid-June". Joystiq. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  40. ^ Cowan, Danny (2008-04-24). "Saling The World: The World Ends With You, Persona 3 FES Top Sales in U.S. Debut Week". Gamasutra. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  41. ^ Cowan, Danny (2008-05-08). "Saling The World: GTAIV Repeats U.S. and UK Sales Victory". Gamasutra. Retrieved 2008-06-18. {{cite web}}: Check date values in: |date= (help)
  42. ^ "The World Ends With You (DS)". VGChartz. Retrieved 2008-06-18.