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Nasir Gebelli

Nasir Gebelli (Persian: ناصر جبلی, also Nasser Gebelli, born 1957) is an Iranian-American programmer and video game designer usually credited in his games as simply Nasir. Gebelli wrote Apple II games for Sirius Software, created his own company Gebelli Software, and worked for Squaresoft (now Square Enix).[1] He became known in the early 1980s for producing fast action games for the Apple II, including 3D shooters.[2]

Nasir Gebelli
ناصر جبلی
Born1957 (age 66–67)
NationalityIranian-American
Occupation(s)Programmer, video game designer
Years active1978–1993
Known for
Notable work

From the late 1980s to the early 1990s, he developed home console games for Squaresoft. He was part of Square, programming the first three Final Fantasy games,[3] the Famicom 3D System titles 3-D WorldRunner and Rad Racer, and Secret of Mana.

Early life and career (1957–1985) edit

Gebelli was born in Iran in 1957. Because of his family relationship with the Iranian royal family of the Pahlavi dynasty, he migrated to the United States to avoid the 1979 Iranian Revolution and study computer science.[4] He was inspired by Golden age arcade games, such as Space Invaders.[5] Gebelli's first project for the Apple II was EasyDraw, a logo and character creation program he used for his later games. He then began programming video games in either 1978 or 1979.[6]

Sirius software edit

As a college student, he demonstrated a slide show program he wrote at a computer store to the stores' owner Jerry Jewell.[5] In 1980, he joined a new company founded by Jewell and Terry Bradley, Sirius Software.[5] Gebelli's first game was Both Barrels.[6]

Within a year, Gebelli programmed twelve games.[5] He wrote the code in his head, then quickly entered it before forgetting the details.[7] His action games were well-received, and three of his games, Phantoms Five, Cyber Strike, and Star Cruiser, appeared on Softalk's Top Thirty software list in March 1981.[8] Six of his games later appeared on Softalk's Top Thirty list in August 1981, with the highest at number three.[9] His best-selling titles were Space Eggs and Gorgon,[1] which were clones of Moon Cresta and Defender, respectively.[10] Electronic Games referred to Gebelli as "ace designer Nasir" and gave Gorgon a positive review.[11] BYTE assured readers that Gorgon would not disappoint "Nasir Gabelli fans".[12] Gorgon sold at least 23,000 copies in a year, making it one of the best-selling computer games through June 1982.[13] Gebelli's games used page flipping, which eliminated the flickering that early Apple II games experienced.[5][8]

Gebelli software edit

He left Sirius in 1982 to establish his own software company, Gebelli Software, which released its first game that same year.[1] Entitled Horizon V, the game was a first-person shooter with a radar mechanic.[14] Sirius released the Apple II game Zenith later in 1982, which added the ability for players to rotate their ships.[15] In October 1982, Arcade Express reviewed Zenith and scored it 9 out of 10, stating "celebrated Nasir proves his reputation" with "this visually striking first-person space piloting and shooting" game.[16] In March 1983, however, Andromeda (fourth place for Atari 8-bit), Russki Duck (tied for sixth for Apple) and Horizon V (tenth place for Apple) received Softline's Dog of the Year awards "for badness in computer games" based on reader submissions.[17] Horizon V sold 5,000 copies during its first few months on sale in 1982.[13]

IBM arranged for Gebelli to produce launch titles for the IBM PCjr, announced in late 1983.[18] Gebelli's company was not successful, and the video game crash of 1983 caused Gebelli Software to close.[1] Afterward, Gebelli went on an extended vacation traveling the world. When he retired from Apple II development, Gebelli had eight games on Softalk's Apple II best-seller lists, more than any other game designer.

Squaresoft (1986–1993) edit

In 1986, Gebelli became interested in developing games again and met with Doug Carlston, his friend and owner of video game developer Broderbund. Carlston told him about the rise of the Nintendo Entertainment System and how he should start creating games for the console. Gebelli was interested, and so Doug offered to fly to Japan with Nasir and introduce him to his contacts at Square. Nasir had the opportunity to meet with Masafumi Miyamoto, founder and president of Square, who decided to hire him. The programmers, especially Hironobu Sakaguchi (a long-time fan of Gebelli's work), were aware of Nasir's reputation and were excited to have him join.[3]

Famicom 3D System edit

While at Square, Nasir programmed the game Tobidase Daisakusen for the Famicom Disk System, released in the United States in early 1987 as 3-D WorldRunner on the NES.[6][19] 3-D WorldRunner was a pseudo-3D third-person platform game where players move in any forward-scrolling direction and leap over obstacles and chasms.[6] It was also notable for being one of the first stereoscopic video games.[19] His second Square project was Highway Star (Rad Racer in the U.S.), a stereoscopic 3-D racing game also designed for the Famicom 3D System in 1987.[1] According to Sakaguchi, Square initially hired Gebelli for his 3D programming techniques, as seen in 3-D WorldRunner and Rad Racer.[20][21] At the time, Gebelli did not know any Japanese and had no translator, so it was initially difficult to communicate with Sakaguchi. There were only three staff members working on both games, Gebelli, Sakaguchi, and graphic designer Kazuko Shibuya. Both games were commercially successful, selling about 500,000 copies each.[6]

Final Fantasy edit

Gebelli then teamed up with Sakaguchi, Nobuo Uematsu and Yoshitaka Amano as part of Square's A-Team to produce Final Fantasy, the first entry in the popular Final Fantasy series. A role-playing video game released for the NES in 1987 in Japan, it featured several unique features, a character creation system, the concept of time travel, side-view battles and transportation by canoe, boat and airship.[22][23][24] It also had the first RPG minigame, a sliding puzzle added by Gebelli into the game despite its not being part of Squaresoft's original game design.[25]

He went on to program Final Fantasy II, released in 1988, introducing an "emotional storyline, morally ambiguous characters, tragic events". He also made the story "emotionally experienced rather than concluded from gameplay and conversations". The game replaced traditional levels and experience points with a new activity-based progression system that required "gradual development of individual statistics through continuous actions of the same kind".[22] Final Fantasy II also featured open-ended exploration[26] and an innovative dialogue system where players use keywords or phrases during conversations with non-player characters.[27]

Gebelli went on to program Final Fantasy III in 1990, which introduced the job system, a character progression engine allowing the changing and combination of character classes.[28][29] Midway through the development of both Final Fantasy II and III, Gebelli returned to Sacramento, California from Japan due to an expired work visa. The rest of the development staff followed him to Sacramento with materials and equipment needed to finish game production.[30]

Secret of Mana edit

After completing Final Fantasy III, Gebelli took another long vacation and later returned to work on Seiken Densetsu II (released as Secret of Mana in the U.S.), the second entry in the Mana series, released in 1993. The game made advances to the action role-playing game genre, including its unique cooperative multiplayer gameplay. The team who created the game had worked the first three Final Fantasy titles: Gebelli, Koichi Ishii, and Hiromichi Tanaka. The team developed Secret of Mana to be a launch title for Super NES's CD-ROM add-on. After Sony and Nintendo backed out of making the console, the game was changed to fit a standard Super NES game pak.[31]

The game received considerable acclaim[32] for its innovative pausable real-time battle system,[33][34] stamina bar,[35] the "Ring Command" menu system,[34] its innovative cooperative multiplayer gameplay,[32][36] and the customizable AI settings for computer-controlled allies.[37]

Later life (1994–present) edit

Following Secret of Mana's completion, Gebelli retired with income from Square royalties and travelled the world. In August 1998, Gebelli attended an Apple II Reunion in Dallas, Texas, at video game developer Ion Storm offices. There, Gebelli met developer and fan John Romero, who interviewed him.[1][38][7] Gebelli lives in Sacramento, California, where he has lived most of his life.

Legacy edit

John Romero (Wolfenstein 3D, Doom, Quake) credited Gebelli as a significant influence on his career as a game designer.[38] He also cited Gebelli as his favorite programmer and a notable inspiration, mentioning his fast action and 3D programming work on games such as Horizon V and Zenith.[2] Gebelli also inspired the careers of other developers, such as Mark Turmell (NBA Jam, Smash TV).[7] Jordan Mechner has also credited Gebelli's work on the Apple II as inspiration and as a major influence on the creation of Karateka and Prince of Persia.[39] Richard Garriott (Ultima) also praised Gebelli's ability to craft games that "were really playable and fun!"[40]

Final Fantasy went on to become a major franchise, and Hironobu Sakaguchi went on to become a well-known figure in the game industry. Final Fantasy's side-view battles became the norm for numerous console RPGs.[23] Developers used Final Fantasy II's activity-based progression system in several later RPG series, such as the SaGa,[41] Grandia,[42] and The Elder Scrolls [citation needed] Final Fantasy III's job system became a recurring element in the Final Fantasy series. Secret of Mana has also influenced later action RPGs,[36][43] including modern titles such as The Temple of Elemental Evil[44] and Dungeon Siege III.[36]

Rad Racer and Final Fantasy both contain anti-piracy checks that look for "NASIR" and "PROGRAMMED BY NASIR" respectively in memory.[45][46]

List of games edit

Sirius software edit

Gebelli software edit

Squaresoft edit

References edit

  1. ^ a b c d e f John Romero, Nasir Gebelli at MobyGames
  2. ^ a b Barton, Matt (April 19, 2016). Honoring the Code: Conversations with Great Game Designers. CRC Press. ISBN 9781466567542 – via Google Books.
  3. ^ a b c Gifford, Kevin (December 21, 2011). . 1UP.com. Archived from the original on September 21, 2013. Retrieved December 23, 2011.
  4. ^ [Was something like "fate" at work? ...How Hironobu Sakaguchi arrived at FINAL FANTASY from his own game]. Niconico (in Japanese). April 20, 2015. Archived from the original on April 20, 2015. Sakaguchi: That is Nasir. He was originally a royalty of Iran and heard that he went out of the country and went to the United States at the time of the Iranian Revolution.
  5. ^ a b c d e Levy, Steven (May 19, 2010). Hackers: Heroes of the Computer Revolution. O'Reilly Media. p. 263. ISBN 978-1449393748.
  6. ^ a b c d e "Hironobu Sakaguchi: The Man Behind the Fantasies". Next Generation. No. 50. February 1999. pp. 87–90.
  7. ^ a b c Romero, John (February 6, 2017) [1998-08-08]. Nasir Gebelli Interview at Ion Storm, 1998 – via YouTube.
  8. ^ a b Koehler, Robert (April 1981). "Nasir" (PDF). Softalk. Vol. 1, no. 8. pp. 4–6. (PDF) from the original on January 18, 2023.
  9. ^ "Softalk 1981 08" – via Internet Archive.
  10. ^ "Nasir Gebelli and the early days of Sirius Software". The Golden Age Arcade Historian.
  11. ^ "Computer Playland". Electronic Games. January 1981. p. 38. Retrieved January 28, 2015.
  12. ^ Callamaras, Peter V (December 1981). "Gorgon". BYTE. p. 90. Retrieved October 19, 2013.
  13. ^ a b "List of Top Sellers". Computer Gaming World. Vol. 2, no. 5. September–October 1982. p. 2.
  14. ^ John Romero, Horizon V at MobyGames
  15. ^ John Romero, Zenith at MobyGames
  16. ^ "Zenith Review" (PDF). The Hot Seat. Arcade Express. October 24, 1982. Retrieved April 5, 2020.
  17. ^ "Everybody Doesn't Like Something". Softline. March 1983. pp. 22–23. Retrieved July 28, 2014.
  18. ^ Wiswell, Phil (January 24, 1984). "Coming Soon: Games For The PCjr". PC. pp. 142–145. Retrieved January 26, 2015.
  19. ^ a b . AllGame. Archived from the original on November 14, 2014. Retrieved June 16, 2020.
  20. ^ "The Man Behind the Fantasies". Next Generation. No. 50. February 1999. p. 89.
  21. ^ Foster, Neil (November 19, 2017). "Rad Racer". Hardcore Gaming 101. Retrieved May 26, 2020.
  22. ^ a b Roschin, Oleg (March 26, 2006). . MobyGames. Final Fantasy. Archived from the original on August 16, 2012. Retrieved September 10, 2009.
  23. ^ a b Vestal, Andrew (November 2, 1998). . GameSpot. p. Final Fantasy. Archived from the original on July 14, 2006. Retrieved September 11, 2009.
  24. ^ Vestal, Andrew (November 2, 1998). . GameSpot. Final Fantasy. Archived from the original on April 9, 2004. Retrieved September 10, 2009.
  25. ^ "インタビュー『FINAL FANTASY I・II ADVANCE』". Dengeki (in Japanese). 2004.
  26. ^ Jeremy Dunham (July 26, 2007). "Final Fantasy II Review". IGN. Retrieved March 2, 2011.
  27. ^ "Final Fantasy Retrospective: Part II". GameTrailers. July 23, 2007. Retrieved April 16, 2008.
  28. ^ . Square Enix. Archived from the original on June 27, 2009. Retrieved September 13, 2010.
  29. ^ Square Enix Co., ed. (1999). Final Fantasy Anthology North American instruction manual. Square Enix Co. pp. 17–18. SLUS-00879GH.
  30. ^ Mielke, James; Hironobu Sakaguchi. "Interview with Hironobu Sakaguchi". Electronic Gaming Monthly. No. 232. [...] So for Final Fantasy II and III, our staff actually brought all the equipment, everything that was necessary to finish those games, to Sacramento, because (Gebelli) couldn't come back to Japan. [...] We finished Final Fantasy II and III in Sacramento, California. [Laughs]
  31. ^ Parish, Jeremy; Frank Cifaldi; Kevin Gifford (December 2003). "Classics Column #1: Desperately Seeking Seiken". Ziff Davis. Retrieved July 26, 2007.
  32. ^ a b Dutton, Fred (December 17, 2010). "Secret of Mana hits App Store this month". Eurogamer.
  33. ^ Leyland, Robert. . RPGFan. Archived from the original on November 1, 2013.
  34. ^ a b Secret of Mana, Apple iPhone Apps
  35. ^ Barton, Matt (2008). Dungeons & Desktops: The History of Computer Role-Playing Games. Wellesley, Massachusetts: A K Peters. ISBN 978-1568814117.
  36. ^ a b c Mackenzie, Gavin (December 14, 2010). . NowGamer. Archived from the original on January 2, 2011.
  37. ^ Karge, Anthony (May 27, 2005). . Thunderbolt. Archived from the original on July 29, 2013.
  38. ^ a b Nasir Gebelli at Apple II Reunion on YouTube
  39. ^ Mechner, Jordan [@jmechner] (January 31, 2017). "Nasir is amazing. Was role model and inspiration to me in early Apple II days. Without him, likely no Karateka or #princeofpersia" (Tweet) – via Twitter.
  40. ^ "Apple II Celebrates 35 Years with Ultima, Prince of Persia, Choplifter". Now Gamer.
  41. ^ Gann, Patrick (November 10, 2005). . RPGFan. Archived from the original on December 10, 2005.
  42. ^ Francesca Reyes (November 4, 1999). "Grandia". IGN. Retrieved March 2, 2011.
  43. ^ Barton 2008, p. 220
  44. ^ Barton, Matt (2008). Dungeons & Desktops: The History of Computer Role-Playing Games. A K Peters, Ltd. p. 220. ISBN 978-1-56881-411-7. Retrieved September 8, 2010.
  45. ^ "Rad Racer Anti-Piracy". The Cutting Room Floor.
  46. ^ "Final Fantasy Anti-Piracy". The Cutting Room Floor.
  47. ^ a b c d e f g h i j k l m n Szczepaniak, John (February 2018). The Untold History of Japanese Game Developers. Vol. 3. SMG Szczepaniak. p. 208.
  48. ^ a b c d e Caoili, Eric (January 4, 2010). "Romero Chats With Game Programming Legend Nasir". Game Set Watch. Retrieved April 8, 2021.
  49. ^ Derboo (May 20, 2011). "Ultima, Wizardry, and issues of video game historiography". Hardcore Gaming 101. Retrieved April 8, 2021.
  50. ^ a b "IBM PCjr. Exclusive Games - ScubaVenture & Mouser". Nerdly Pleasures. March 2014.
  51. ^ Jeriaska (April 28, 2011). "Interview: Serializing RPG Storylines On Final Fantasy Legends". Gamasutra. Informa Tech. Retrieved April 8, 2021.
  52. ^ Schreier, Jason (December 18, 2017). "Final Fantasy is 30 Years Old". Kotaku. G/O Media. Retrieved April 8, 2021.

External links edit

  • Moby Games bio of Nasir Gebelli

nasir, gebelli, persian, ناصر, جبلی, also, nasser, gebelli, born, 1957, iranian, american, programmer, video, game, designer, usually, credited, games, simply, nasir, gebelli, wrote, apple, games, sirius, software, created, company, gebelli, software, worked, . Nasir Gebelli Persian ناصر جبلی also Nasser Gebelli born 1957 is an Iranian American programmer and video game designer usually credited in his games as simply Nasir Gebelli wrote Apple II games for Sirius Software created his own company Gebelli Software and worked for Squaresoft now Square Enix 1 He became known in the early 1980s for producing fast action games for the Apple II including 3D shooters 2 Nasir Gebelli ناصر جبلیBorn1957 age 66 67 IranNationalityIranian AmericanOccupation s Programmer video game designerYears active1978 1993Known forGebelli Software founder Apple II video games Famicom 3D System games RPGsNotable workSpace Eggs Zenith Final Fantasy I III Rad Racer Secret of Mana From the late 1980s to the early 1990s he developed home console games for Squaresoft He was part of Square programming the first three Final Fantasy games 3 the Famicom 3D System titles 3 D WorldRunner and Rad Racer and Secret of Mana Contents 1 Early life and career 1957 1985 1 1 Sirius software 1 2 Gebelli software 2 Squaresoft 1986 1993 2 1 Famicom 3D System 2 2 Final Fantasy 2 3 Secret of Mana 3 Later life 1994 present 4 Legacy 5 List of games 5 1 Sirius software 5 2 Gebelli software 5 3 Squaresoft 6 References 7 External linksEarly life and career 1957 1985 editGebelli was born in Iran in 1957 Because of his family relationship with the Iranian royal family of the Pahlavi dynasty he migrated to the United States to avoid the 1979 Iranian Revolution and study computer science 4 He was inspired by Golden age arcade games such as Space Invaders 5 Gebelli s first project for the Apple II was EasyDraw a logo and character creation program he used for his later games He then began programming video games in either 1978 or 1979 6 Sirius software edit As a college student he demonstrated a slide show program he wrote at a computer store to the stores owner Jerry Jewell 5 In 1980 he joined a new company founded by Jewell and Terry Bradley Sirius Software 5 Gebelli s first game was Both Barrels 6 Within a year Gebelli programmed twelve games 5 He wrote the code in his head then quickly entered it before forgetting the details 7 His action games were well received and three of his games Phantoms Five Cyber Strike and Star Cruiser appeared on Softalk s Top Thirty software list in March 1981 8 Six of his games later appeared on Softalk s Top Thirty list in August 1981 with the highest at number three 9 His best selling titles were Space Eggs and Gorgon 1 which were clones of Moon Cresta and Defender respectively 10 Electronic Games referred to Gebelli as ace designer Nasir and gave Gorgon a positive review 11 BYTE assured readers that Gorgon would not disappoint Nasir Gabelli fans 12 Gorgon sold at least 23 000 copies in a year making it one of the best selling computer games through June 1982 13 Gebelli s games used page flipping which eliminated the flickering that early Apple II games experienced 5 8 Gebelli software edit He left Sirius in 1982 to establish his own software company Gebelli Software which released its first game that same year 1 Entitled Horizon V the game was a first person shooter with a radar mechanic 14 Sirius released the Apple II game Zenith later in 1982 which added the ability for players to rotate their ships 15 In October 1982 Arcade Express reviewed Zenith and scored it 9 out of 10 stating celebrated Nasir proves his reputation with this visually striking first person space piloting and shooting game 16 In March 1983 however Andromeda fourth place for Atari 8 bit Russki Duck tied for sixth for Apple and Horizon V tenth place for Apple received Softline s Dog of the Year awards for badness in computer games based on reader submissions 17 Horizon V sold 5 000 copies during its first few months on sale in 1982 13 IBM arranged for Gebelli to produce launch titles for the IBM PCjr announced in late 1983 18 Gebelli s company was not successful and the video game crash of 1983 caused Gebelli Software to close 1 Afterward Gebelli went on an extended vacation traveling the world When he retired from Apple II development Gebelli had eight games on Softalk s Apple II best seller lists more than any other game designer Squaresoft 1986 1993 editIn 1986 Gebelli became interested in developing games again and met with Doug Carlston his friend and owner of video game developer Broderbund Carlston told him about the rise of the Nintendo Entertainment System and how he should start creating games for the console Gebelli was interested and so Doug offered to fly to Japan with Nasir and introduce him to his contacts at Square Nasir had the opportunity to meet with Masafumi Miyamoto founder and president of Square who decided to hire him The programmers especially Hironobu Sakaguchi a long time fan of Gebelli s work were aware of Nasir s reputation and were excited to have him join 3 Famicom 3D System edit While at Square Nasir programmed the game Tobidase Daisakusen for the Famicom Disk System released in the United States in early 1987 as 3 D WorldRunner on the NES 6 19 3 D WorldRunner was a pseudo 3D third person platform game where players move in any forward scrolling direction and leap over obstacles and chasms 6 It was also notable for being one of the first stereoscopic video games 19 His second Square project was Highway Star Rad Racer in the U S a stereoscopic 3 D racing game also designed for the Famicom 3D System in 1987 1 According to Sakaguchi Square initially hired Gebelli for his 3D programming techniques as seen in 3 D WorldRunner and Rad Racer 20 21 At the time Gebelli did not know any Japanese and had no translator so it was initially difficult to communicate with Sakaguchi There were only three staff members working on both games Gebelli Sakaguchi and graphic designer Kazuko Shibuya Both games were commercially successful selling about 500 000 copies each 6 Final Fantasy edit Gebelli then teamed up with Sakaguchi Nobuo Uematsu and Yoshitaka Amano as part of Square s A Team to produce Final Fantasy the first entry in the popular Final Fantasy series A role playing video game released for the NES in 1987 in Japan it featured several unique features a character creation system the concept of time travel side view battles and transportation by canoe boat and airship 22 23 24 It also had the first RPG minigame a sliding puzzle added by Gebelli into the game despite its not being part of Squaresoft s original game design 25 He went on to program Final Fantasy II released in 1988 introducing an emotional storyline morally ambiguous characters tragic events He also made the story emotionally experienced rather than concluded from gameplay and conversations The game replaced traditional levels and experience points with a new activity based progression system that required gradual development of individual statistics through continuous actions of the same kind 22 Final Fantasy II also featured open ended exploration 26 and an innovative dialogue system where players use keywords or phrases during conversations with non player characters 27 Gebelli went on to program Final Fantasy III in 1990 which introduced the job system a character progression engine allowing the changing and combination of character classes 28 29 Midway through the development of both Final Fantasy II and III Gebelli returned to Sacramento California from Japan due to an expired work visa The rest of the development staff followed him to Sacramento with materials and equipment needed to finish game production 30 Secret of Mana edit After completing Final Fantasy III Gebelli took another long vacation and later returned to work on Seiken Densetsu II released as Secret of Mana in the U S the second entry in the Mana series released in 1993 The game made advances to the action role playing game genre including its unique cooperative multiplayer gameplay The team who created the game had worked the first three Final Fantasy titles Gebelli Koichi Ishii and Hiromichi Tanaka The team developed Secret of Mana to be a launch title for Super NES s CD ROM add on After Sony and Nintendo backed out of making the console the game was changed to fit a standard Super NES game pak 31 The game received considerable acclaim 32 for its innovative pausable real time battle system 33 34 stamina bar 35 the Ring Command menu system 34 its innovative cooperative multiplayer gameplay 32 36 and the customizable AI settings for computer controlled allies 37 Later life 1994 present editFollowing Secret of Mana s completion Gebelli retired with income from Square royalties and travelled the world In August 1998 Gebelli attended an Apple II Reunion in Dallas Texas at video game developer Ion Storm offices There Gebelli met developer and fan John Romero who interviewed him 1 38 7 Gebelli lives in Sacramento California where he has lived most of his life Legacy editJohn Romero Wolfenstein 3D Doom Quake credited Gebelli as a significant influence on his career as a game designer 38 He also cited Gebelli as his favorite programmer and a notable inspiration mentioning his fast action and 3D programming work on games such as Horizon V and Zenith 2 Gebelli also inspired the careers of other developers such as Mark Turmell NBA Jam Smash TV 7 Jordan Mechner has also credited Gebelli s work on the Apple II as inspiration and as a major influence on the creation of Karateka and Prince of Persia 39 Richard Garriott Ultima also praised Gebelli s ability to craft games that were really playable and fun 40 Final Fantasy went on to become a major franchise and Hironobu Sakaguchi went on to become a well known figure in the game industry Final Fantasy s side view battles became the norm for numerous console RPGs 23 Developers used Final Fantasy II s activity based progression system in several later RPG series such as the SaGa 41 Grandia 42 and The Elder Scrolls citation needed Final Fantasy III s job system became a recurring element in the Final Fantasy series Secret of Mana has also influenced later action RPGs 36 43 including modern titles such as The Temple of Elemental Evil 44 and Dungeon Siege III 36 Rad Racer and Final Fantasy both contain anti piracy checks that look for NASIR and PROGRAMMED BY NASIR respectively in memory 45 46 List of games editSirius software edit Both Barrels 1980 Apple II 47 Star Cruiser 1980 Apple II 47 Phantoms Five 1980 Apple II 47 Cyber Strike 1980 Apple II 47 Gorgon 1981 Apple II 48 47 Space Eggs 1981 Apple II 48 47 Pulsar II 1981 Apple II 47 Autobahn 1981 Apple II 47 Gebelli software edit Firebird 1981 Apple II 47 Horizon V 1982 Apple II 49 Zenith 1982 Apple II 47 Neptune 1982 Apple II 47 ScubaVenture 1983 IBM PCjr 50 47 Mouser 1983 IBM PCjr 50 47 Squaresoft edit 3 D WorldRunner 1987 FDS NES 48 Rad Racer 1987 NES 51 JJ Tobidase Daisakusen Part 2 1987 NES 47 Final Fantasy 1987 NES 3 Final Fantasy II 1988 NES 48 Final Fantasy III 1990 NES 48 Secret of Mana 1993 SNES 52 References edit a b c d e f John Romero Nasir Gebelli at MobyGames a b Barton Matt April 19 2016 Honoring the Code Conversations with Great Game Designers CRC Press ISBN 9781466567542 via Google Books a b c Gifford Kevin December 21 2011 Hironobu Sakaguchi on Final Fantasy I s Roller Coaster Development How a college dropout and an Iranian programmer created the JRPG blockbuster 1UP com Archived from the original on September 21 2013 Retrieved December 23 2011 運命のようなもの が働いていた 坂口博信が自作ゲームからFINAL FANTASYに辿り着くまで Was something like fate at work How Hironobu Sakaguchi arrived at FINAL FANTASY from his own game Niconico in Japanese April 20 2015 Archived from the original on April 20 2015 Sakaguchi That is Nasir He was originally a royalty of Iran and heard that he went out of the country and went to the United States at the time of the Iranian Revolution a b c d e Levy Steven May 19 2010 Hackers Heroes of the Computer Revolution O Reilly Media p 263 ISBN 978 1449393748 a b c d e Hironobu Sakaguchi The Man Behind the Fantasies Next Generation No 50 February 1999 pp 87 90 a b c Romero John February 6 2017 1998 08 08 Nasir Gebelli Interview at Ion Storm 1998 via YouTube a b Koehler Robert April 1981 Nasir PDF Softalk Vol 1 no 8 pp 4 6 Archived PDF from the original on January 18 2023 Softalk 1981 08 via Internet Archive Nasir Gebelli and the early days of Sirius Software The Golden Age Arcade Historian Computer Playland Electronic Games January 1981 p 38 Retrieved January 28 2015 Callamaras Peter V December 1981 Gorgon BYTE p 90 Retrieved October 19 2013 a b List of Top Sellers Computer Gaming World Vol 2 no 5 September October 1982 p 2 John Romero Horizon V at MobyGames John Romero Zenith at MobyGames Zenith Review PDF The Hot Seat Arcade Express October 24 1982 Retrieved April 5 2020 Everybody Doesn t Like Something Softline March 1983 pp 22 23 Retrieved July 28 2014 Wiswell Phil January 24 1984 Coming Soon Games For The PCjr PC pp 142 145 Retrieved January 26 2015 a b 3 D World Runner AllGame Archived from the original on November 14 2014 Retrieved June 16 2020 The Man Behind the Fantasies Next Generation No 50 February 1999 p 89 Foster Neil November 19 2017 Rad Racer Hardcore Gaming 101 Retrieved May 26 2020 a b Roschin Oleg March 26 2006 The World of Asian RPGs MobyGames Final Fantasy Archived from the original on August 16 2012 Retrieved September 10 2009 a b Vestal Andrew November 2 1998 The History of Final Fantasy GameSpot p Final Fantasy Archived from the original on July 14 2006 Retrieved September 11 2009 Vestal Andrew November 2 1998 The History of Console RPGs GameSpot Final Fantasy Archived from the original on April 9 2004 Retrieved September 10 2009 インタビュー FINAL FANTASY I II ADVANCE Dengeki in Japanese 2004 Jeremy Dunham July 26 2007 Final Fantasy II Review IGN Retrieved March 2 2011 Final Fantasy Retrospective Part II GameTrailers July 23 2007 Retrieved April 16 2008 Final Fantasy III Square Enix Archived from the original on June 27 2009 Retrieved September 13 2010 Square Enix Co ed 1999 Final Fantasy Anthology North American instruction manual Square Enix Co pp 17 18 SLUS 00879GH Mielke James Hironobu Sakaguchi Interview with Hironobu Sakaguchi Electronic Gaming Monthly No 232 So for Final Fantasy II and III our staff actually brought all the equipment everything that was necessary to finish those games to Sacramento because Gebelli couldn t come back to Japan We finished Final Fantasy II and III in Sacramento California Laughs Parish Jeremy Frank Cifaldi Kevin Gifford December 2003 Classics Column 1 Desperately Seeking Seiken Ziff Davis Retrieved July 26 2007 a b Dutton Fred December 17 2010 Secret of Mana hits App Store this month Eurogamer Leyland Robert RPGFan Reviews Secret of Mana RPGFan Archived from the original on November 1 2013 a b Secret of Mana Apple iPhone Apps Barton Matt 2008 Dungeons amp Desktops The History of Computer Role Playing Games Wellesley Massachusetts A K Peters ISBN 978 1568814117 a b c Mackenzie Gavin December 14 2010 Dungeon Siege III Developer Interview NowGamer Archived from the original on January 2 2011 Karge Anthony May 27 2005 Secret of Mana SNES review Thunderbolt Archived from the original on July 29 2013 a b Nasir Gebelli at Apple II Reunion on YouTube Mechner Jordan jmechner January 31 2017 Nasir is amazing Was role model and inspiration to me in early Apple II days Without him likely no Karateka or princeofpersia Tweet via Twitter Apple II Celebrates 35 Years with Ultima Prince of Persia Choplifter Now Gamer Gann Patrick November 10 2005 Romancing SaGa RPGFan Archived from the original on December 10 2005 Francesca Reyes November 4 1999 Grandia IGN Retrieved March 2 2011 Barton 2008 p 220 Barton Matt 2008 Dungeons amp Desktops The History of Computer Role Playing Games A K Peters Ltd p 220 ISBN 978 1 56881 411 7 Retrieved September 8 2010 Rad Racer Anti Piracy The Cutting Room Floor Final Fantasy Anti Piracy The Cutting Room Floor a b c d e f g h i j k l m n Szczepaniak John February 2018 The Untold History of Japanese Game Developers Vol 3 SMG Szczepaniak p 208 a b c d e Caoili Eric January 4 2010 Romero Chats With Game Programming Legend Nasir Game Set Watch Retrieved April 8 2021 Derboo May 20 2011 Ultima Wizardry and issues of video game historiography Hardcore Gaming 101 Retrieved April 8 2021 a b IBM PCjr Exclusive Games ScubaVenture amp Mouser Nerdly Pleasures March 2014 Jeriaska April 28 2011 Interview Serializing RPG Storylines On Final Fantasy Legends Gamasutra Informa Tech Retrieved April 8 2021 Schreier Jason December 18 2017 Final Fantasy is 30 Years Old Kotaku G O Media Retrieved April 8 2021 External links editMoby Games bio of Nasir Gebelli What is behind the phrase Programmed by Nasir Retrieved from https en wikipedia org w index php title Nasir Gebelli amp oldid 1193556049, wikipedia, wiki, book, books, library,

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