Final Fantasy IX
Gameplay
Gameplay in Final Fantasy IX is based on the same formula as most RPGs. Playable characters fight to earn experience points and levels, which increase their strength, speed, defensive capabilities, and other characteristics, all of which are described numerically for each individual character. Every character in Final Fantasy IX has unique abilities known only to that character (excluding Eiko and Dagger; they have different summons, but can learn most of the same White Magic.): Zidane can steal items from enemies, Freya can perform a jump attack with her spear, Quina has the ability to learn special attacks from monsters, and so on. New skills, both active and passive, are learned by equipping weapons and armor, each of which contain various skills. Each skill lists a certain number of Ability Points (AP); when the character has earned enough of them (through battle), they will learn the skill permanently; the skill is also available while the item itself is equipped.Changes
The battle system in Final Fantasy IX is different in several ways from those of its PlayStation predecessors, Final Fantasy VII and Final Fantasy VIII. First, battle parties in Final Fantasy VII and Final Fantasy VIII consisted of only three characters at any one time. Final Fantasy IX, however, returns to the precedent set by the pre-PlayStation installments, and allows for four characters to participate in battle at the same time. Next, most magic spells can be targeted at multiple enemies or characters simply by pressing the R1 or R2 button on the PlayStation game controller; no special items, materia, etc. are needed to target all. Some spells can only target one enemy or character, while others will always multi-target. This system was first integrated into the battle system in Final Fantasy IV.Additionally, Eidolons (summoned creatures) are treated like traditional white and black magic, and can only be used by the white mage characters (Dagger and Eiko). Each eidolon has two attack animations, the longer animation attacks with the full power of the eidolon, while the shorter animation is at reduced power. The first time an eidolon is called, it will attack at full power; after that the eidolon will randomly use either animation—usually the shorter one, with the longer being a "critical" attack. The eidolon can be forced to always use the full power attack by equipping the Boost ability on the summoner. Another returning feature is the quasi-multiplayer feature. In the 'Config' menu, a player can set the controls to allow a friend control any number of characters in battle. For example: Player one can control Zidane and Vivi while Player two can control Amarant and Dagger. However, this co-op ability only works when in a battle. This system was first seen in Final Fantasy IV on Super NES.
Aside from these minor changes, there are three significant additions to the general gameplay.
Trance system
A new system has been developed for Final Fantasy IX called the "Trance system". This system is similar to the Limit Break system from Final Fantasy VII. Every time a character receives damage in battle, their 'Trance bar' fills up slightly. When the bar is completely full, the characters 'go into Trance', which means that they become more powerful and in some cases can use special attacks or abilities.
However, there are differences between the Trance and the Limit Break. First, on average, it takes longer to fill the Trance bar than to achieve Limit Break status. Also, the "attack" command is not replaced by Trance Abilities; instead, one of the special abilities of the character is replaced with a souped-up version. For example, Vivi's Black Magic is replaced with Double Black Magic. Next, each character involuntarily enters Trance as soon as the bar fills, whereas Limit Breaks can be employed whenever available, according to the player's preference. Moreover, every time a character attacks in Trance, the Trance bar goes down according to the power of that attack, unlike Limit Breaks which can be executed again upon the next turn, providing the opportunity presented itself. Finally, once the Trance bar is filled, it only lasts for that one battle, whereas in Final Fantasy VII the Limit Break is available over a number of battles as long as the conditions are met. This has been known to cause severe frustration when an enemy's dying attack causes a character's Trance bar to fill, as the potential attacks will be permanently lost when the battle ends a moment later.


