as its broadened thematic scope, plotlines, characters, multiple-choice scenarios, and variation of play. Final Fantasy VI dealt with mature themes such as suicide, war crimes, child abandonment, teen pregnancy, and coping with the deaths of loved ones. Square's Live A Live, released for the Super Famicom in Japan, featured eight different characters and stories, with the first seven unfolding in any order the player chooses, as well as four different endings. The game's ninja chapter in particular was an early example of stealth game elements in an RPG, requiring the player to infiltrate a castle, rewarding the player if the entire chapter can be completed without engaging in combat. Other chapters had similar innovations, such as Akira's chapter where the character uses telepathic powers to discover information. Robotrek by Quintet and Ancient was a predecessor to Pokémon in the sense that the protagonist does not himself fight, but sends out his robots to do so. Like Pokémon, Robotrek was designed to appeal to a younger audience, allowed team customization, and each robot was kept in a ball. FromSoftware released their first video game, titled King's Field, as a launch title for the PlayStation in 1994. The game was later called the brainchild of company founder Naotoshi Zin, who was considered a key creative figure in the series. The eventual success of the first King's Field prompted the development of sequels, establishing the King's Field series. The design of King's Field would influence later titles by FromSoftware including Shadow Tower, Demon's Souls, and the Dark Souls series. The latter would propel FromSoftware to international fame. In 1995, Square's Romancing Saga 3 featured a storyline that could be told differently from the perspectives of up to eight different characters and introduced a level-scaling system where the enemies get stronger as the characters do, a mechanic that was later used in a number of later RPGs, including Final Fantasy VIII. Sega's Sakura Wars for the Saturn combined tactical RPG combat with dating sim and visual novel elements, introducing a real-time branching choice system where, during an event or conversation, the player must choose an action or dialogue choice within a time limit, or not to respond at all within that time; the player's choice, or lack thereof, affects the player character's relationship with other characters and in turn the characters' performance in battle, the direction of the storyline, and the ending. Later games