jake in fe1 manual book
and this is beck
don’t know how and who make them swap accidentally
@Kanna Due to the American singer “Beck” gaining notoriety for his hit 90s song “Loser” they changed his name to Jake to avoid confusion or lawsuits
but beck is still in fe1
it doesn’t make sense
The was pre-Beck (90s artist) era, therefore they had no reason to adjust Jake’s name
Fire Emblem Fact 0: Fire Emblem bad
I unironically like this thread, I think it should come back
Did you know FE7’s Prologue map is edited from FE6’s Tutorial?

Silly me. It’s feels so long since a year when someone post a fact for a long time.
Now I can’t unsee it. Thanks.
Might as well.
Did you guys know that the European release of FE7 has some… weirdly uncanny aesthetic changes? There’s obviously quite a bit of cut content in the game, seeing how the localisation team was quickly running out of space on the cartridge, and they were well aware that FE6 was not coming to the west, but what I want to focus on are the small changes that add up to making that release feel like it’s from a parallel universe.
For starters, it uses the same font for dialogue that was later used in international releases of FE8. Slimmer, shorter and with more space for frills and diacritics, this change was made to accommodate for German and French in particular, as those use accents on their vowels and umlauts quite frequently. This in itself is… weird, but nothing too crazy.
During battle animations, the level up graphic shown is not the large, ornate one, but rather the smaller text you get when animations are turned off. This was presumably done to save on VRAM, as each language gets its own graphics for MISS! and NO DAMAGE!, all of which are differently formatted as well, of course.
You probably remember that glorious opera singer in the opening of the game, yodeling away as the serene orchestral score paints a lush tapestry of Elibe’s history, embroiled in centuries of strife and injustice, right? Wouldn’t you know it, that’s actually absent from the European version. Not the cutscene, mind you, just the opera singer. Instead she’s replaced by the generic oboe sample you hear in other tracks across the game like Winds Across The Plains and Distant Travels. Some readers may find this change to be unsettling, so I will not link to it here. (But it’s the first result that comes up when you search for “fe7 opening” on YouTube)
Lastly, and this is the weirdest change, the margins on stat numbers was lowered from one pixel to no pixels, so the numbers slightly overlap on top of each other. No, seriously. I have no idea why this happened, but it just looks weird! It doesn’t seem to serve any technical purpose like space preservation. It just… is.
Forgot that I had it running for a long time. Thanks for the fact.
Since we’re talking about the european release,
there is a mistranslation in the French version of FE7/8:
The Light brand is a sword that allow his user to wield light magic,
but the french dub probably didn’t know that so it was translated as “Fer Léger”.
Fer means Iron but it can also means sword,(To cross blades->Croiser le fer)
however the problem here is with “Léger” which is an adjective to tell that something doesn’t weight much.
So the “Fer Léger” is a sword that doesn’t weight much. (ironic consedering that the light brand has 9 weight)
A correct translation probably would have been “Fer Lumière”.
Ngl I’d go with “épée lumineuse” which translates to “luminous sword”, but that’s just me lol I’ve never played the French version, being French Canadian, so that’s pretty cool to know tbh!
On theme with FE7E facts, FE7E crops all the CGs by 8px on both axes. In gameplay, it gets shifted to create a 4px border around the cropped CG of non-uniform color:


The parts that get cropped are whichever sides have the least important stuff on them, it’s not just uniformly the left & top sides:

This CG is the only one otherwise different. It has the sepia filter that all the other CGs have, which was absent in the version used in FE7J and FE7U and is redrawn in parts.

In the prototype roms for FE7, none of the CGs had the sepia filter, ex.:

The only CG that’s unchanged from the prototypes to the final game is the Nils & Ninian one in FE7J and FE7U, so it was likely an error that was corrected for FE7E before then cropping the CG.
Cropping the CGs was almost certainly a space-saving measure, but despite that, there’s still more than enough room in the final ROM to fit the uncropped versions.
Did you know?
The way FE1 was programmed, the Falchion is Mars exclusive, but the only requirement for use at all is that the unit’s name be Mars. If you hack the game to give him 0 weapon level, or make him literally any class, he’ll still be able to weild it. Same goes for the Miracle Rapier and Rapier I believe.
This means that yes, he can fire arrows from his Falchion. Or read from the Falchion to chant an ice spell, or throw his bladed Falchion at enemies, heal his allies wounds with his Falchion, or even unleash the secret power inside the Falchion to transform into a mighty dragon. Some of these uses crash the game.
Similarly, enemy units will use any item you put in their inventory regardless of any restriction the player has. They just don’t care.
When FE6 was developed, straight-20 caps were abandoned for promoted units in favour of having unique caps per class. These largely carried over unaltered (with a few exceptions) until FE10, which rebalanced most of the class caps.
Rather than copying the FE10 caps, FE11 copied in the FE6 caps in most circumstances. However, they made some unusual changes. All classes in FE6 cap out at 60 HP and 30 luck. This mostly applies in FE11 too, though luck is lowered to 20 for unpromoted units.
Paladins, however, are an oddity. In GBAFE, stats are stored in this order: HP, strength, skill, speed, defence, resistance, luck, constitution, movement. Classes have no luck, and characters have no movement. By FE11 these are stored as follows: HP, strength, magic, skill, speed, luck, defence, resistance, movement.
FE6 male paladins have these caps:
MHP Str Skl Spd Def Res Con
60 25 28 25 25 25 20
FE11 paladins (gender-based caps are abolished here; with one exception the male caps are used) have these caps:
MHP Str Mag Skl Spd Luk Def Res
60 25 21 28 25 25 30 25
The luck and defence caps got swapped.
Exhibit number 2 is the berserker. FE6:
MHP Str Skl Spd Def Res Con
60 30 24 28 22 24 20
And in FE11:
MHP Str Mag Skl Spd Luk Def Res
60 30 20 24 28 22 24 20
22 defence became 22 luck, 24 resistance became 24 defence, and 20 constitution became 20 resistance.
I can’t help but think these exceptions to the universal 30 luck cap are data entry errors. The strangest part is that these all survived unchanged into FE12, but these caps didn’t go completely unchanged: more on this later.
Dragon knights, being promoted in this game, take after their promoted FE6 counterparts, the dragon master.
MHP Str Skl Spd Def Res Con
60 26 26 23 30 22 21
FE11:
MHP Str Mag Skl Spd Luk Def Res
60 26 20 26 23 30 30 21
Almost identical, but resistance and constitution got swapped. The 21 con cap is an oddity in of itself…
Falcon knights, rather than use their FE6 stats, just have a completely different set of caps. FE6:
MHP Str Skl Spd Def Res Con
60 23 25 28 24 28 20
FE11 throws these out in favour of this stat line instead:
MHP Str Mag Skl Spd Luk Def Res
60 24 20 25 25 30 25 26
I thought at first, “were the wrong stats pasted in”? No class in FE6 matches these. But one comes pretty close: (Master) Lord. As part of FE11 letting Marth level up to 30, his caps got improved: Roy’s stat caps of 25 all around are used for him. But the falcon knight’s caps are almost identical, with only -1 strength and +1 resistance, quite a common cap adjustment between the male and female variants of a class in GBAFE. Was Sheeda going to be more prominent in an early version of Shadow Dragon? This was also the only class FE12 revised the caps of:
MHP Str Mag Skl Spd Luk Def Res
60 24 20 26 26 30 24 26
Such a strange case. It’s impossible to get a falcon knight without cheating on an FE11 cartridge today, too.
The last exhibit today are sages and sorcerors. Sages use the female sage caps from FE6, unlike every other class.
MHP Str Mag Skl Spd Luk Def Res
60 20 30 28 25 30 20 25
Sorcerors, or druids as they are on Elibe, use these caps.
MHP Str Skl Spd Def Res Con
60 29 24 26 21 28 20
However, these are disregarded in the effort to give Garnef his own class and the sage caps are copy-pasted. In fact, aside from -10% enemy class magic growth, sorcerors are sage clones in every aspect aside from being in different reclass pools.
So there you have it: a long list of oddities to be found in what appears at first to have been a simple copy-paste job from FE6 to FE11.
http://archive.thegia.com/gba/fe/femedia.html
This site has a bunch of old images from FE6’s prerelease, many of which aren’t widespread.
The FE Heroes Tempest Trials event from February 2018, Breath of Destiny, has its name derived from an unused translated list of the FE6 chapter titles present in FE7’s data. Breath of Destiny is specifically their translation for Chapter 1. The untranslated title for Ch. 1 in FE6 does roughly translate into Breath of Destiny but this would mark its first official localized use.
There exists alternate renditions of Leif/Nanna’s official FE5 art, they originally appeared on the official site but were removed at some point, I’ve posted them below but they can be seen in their original context using Internet Archive.




Due to healing being treated as negative damage, percentage based tile healing at least in the GBA FE games when healing someone with < 10 hp, will heal “No Damage”.
Very funny little thing, but I don’t think can ever trigger in regular play?
Technically there are a few NPCs in FE8 who have below 10 health, but their bulk is so low that they wouldn’t survive any attack most likely, unless it’s easy perhaps