Uploaded June 2014 | Updated September 2026, 2 weeks ago
Winter coats; for fighting cold while fighting monsters.
Challenge Conditions
-) Gjoerulv's Hardcore Mod Installed
-) Lv.1 Party Only
-) No Overflow
-) No 'Game Over' Slots
-) No Sources
-Schizo-
30, 29, 25, 23, 20, 17, 15, 11, 10, 5, 5, 0...but we don't get to 0.
The major challenge of this fight is that we can't have a solo character with elemental protection against Fire, Ice, Bolt, and Earth survive it on their own. The reason is that Double-breath is a non-elemental attack in this mod, and it'll be used by both heads after they've attacked a few times so we need to have as many people alive as possible when it's used.
But keeping people alive is a problem when Tremor is involved. This Earth-based attack hits everybody and it's used as a counter-attack when Right-Head is hit five times and Left-Head is hit 6 times. If we activate Tremor when Double-breath is due to be used, we'll be in a heap of trouble so we want to activate Tremor just after both heads have used Double-breath.
I've got Cloud and Red immune to Fire and Ice, with Cloud also immune to both Earth and Bolt. Tifa is immune to nothing except Bolt as a result, but she's still useful for reviving the other two and throwing Swift Bolts. Speaking of Swift Bolts, whenever our stock is one away from the numbers listed above, I wait for Double-breaths to be used and then throw a Swift Bolt if Cloud is alive. He survives Tremor and then revives the other two.
All in all, it's a tricky fight that needs timing to judge when double-breath is due but it's simplified immensely by using your item count to see when the next Tremors are due.
-Jenova DEATH-
The first big hurdle of Disc 2, our lady fair has a colossal 184,000HP to get rid of and she'll wipe out the party with a single round of Red Lights if she's allowed to attack.
So the plan was to sweep her before she can get a single turn. Thing is, a Lv.1 team is VERY slow and Jenova has 200 Speed. So I maximised my party's speed using Choco Feathers (+50 Dexterity) and Bronze Bangles (+20 Dexterity in this mod). This gives us Dexterity of 80-90, which is a nice fit with Haste once we've inflicted Slow + Paralysis on Jenova.
And like with all Jenova enemies encountered in the mod so far, she's weak to physical attack elements such as Shoot. This means Right Arms hit her for 2400 damage a pop but even with these we still need close to 90 of them to win the day. We open with Dazers, a Spider Web, Haste+All, and then push Wait ATB to it's best possible use, with each character covering one another's throwing animation.
Winter coats; for fighting cold while fighting monsters.
Challenge Conditions
-) Gjoerulv's Hardcore Mod Installed
-) Lv.1 Party Only
-) No Overflow
-) No 'Game Over' Slots
-) No Sources
-Schizo-
30, 29, 25, 23, 20, 17, 15, 11, 10, 5, 5, 0...but we don't get to 0.
The major challenge of this fight is that we can't have a solo character with elemental protection against Fire, Ice, Bolt, and Earth survive it on their own. The reason is that Double-breath is a non-elemental attack in this mod, and it'll be used by both heads after they've attacked a few times so we need to have as many people alive as possible when it's used.
But keeping people alive is a problem when Tremor is involved. This Earth-based attack hits everybody and it's used as a counter-attack when Right-Head is hit five times and Left-Head is hit 6 times. If we activate Tremor when Double-breath is due to be used, we'll be in a heap of trouble so we want to activate Tremor just after both heads have used Double-breath.
I've got Cloud and Red immune to Fire and Ice, with Cloud also immune to both Earth and Bolt. Tifa is immune to nothing except Bolt as a result, but she's still useful for reviving the other two and throwing Swift Bolts. Speaking of Swift Bolts, whenever our stock is one away from the numbers listed above, I wait for Double-breaths to be used and then throw a Swift Bolt if Cloud is alive. He survives Tremor and then revives the other two.
All in all, it's a tricky fight that needs timing to judge when double-breath is due but it's simplified immensely by using your item count to see when the next Tremors are due.
-Jenova DEATH-
The first big hurdle of Disc 2, our lady fair has a colossal 184,000HP to get rid of and she'll wipe out the party with a single round of Red Lights if she's allowed to attack.
So the plan was to sweep her before she can get a single turn. Thing is, a Lv.1 team is VERY slow and Jenova has 200 Speed. So I maximised my party's speed using Choco Feathers (+50 Dexterity) and Bronze Bangles (+20 Dexterity in this mod). This gives us Dexterity of 80-90, which is a nice fit with Haste once we've inflicted Slow + Paralysis on Jenova.
And like with all Jenova enemies encountered in the mod so far, she's weak to physical attack elements such as Shoot. This means Right Arms hit her for 2400 damage a pop but even with these we still need close to 90 of them to win the day. We open with Dazers, a Spider Web, Haste+All, and then push Wait ATB to it's best possible use, with each character covering one another's throwing animation.

![FF12 International Zodiac Job System (IZJS) - Test Video
Its everyones favourite protagonist: Caar.
Intro cinematic ends at 2:48
[What is this?]
This here is FF12. But its not any old version of the game, its the International Zodiac Job System version which was released in Japan after the NTSC and PAL releases.
FF12 IZJS (as its known) features a few new gizmos that werent in the other releases. Most notably, they added in a Job system that reins in the License system of the original game and dictates character growth and ability pools to an extent. Theres also some new weapons, a break damage limit, and more customisation options for Guest characters who join.
But one of the other big additions was Trials Mode, which is like a boss rush of sorts where the player loads a party from their save file and attempts to beat a whopping 100 stages, with some new enemies and encounters not featured in the original game making their appearance. It starts with Dire Rats, and ends with a showdown against...well, spoilers and all that.
While well likely be making a run of Trials Mode at some point, what were interested in at the moment is the Weak Mode thats unlocked after beating all 100 stages of Trial Mode. Starting a new game in Weak Mode disables all EXP given by enemies, meaning its essentially a low-level game (otherwise called a 112233 game).
So well be running this here FF12 on Weak Mode and trying to get to the end. As Im very rusty (havent played it in something like 8 years) it should be a decent re-introduction back into the game. I also hear that a 112233 challenge is quite fun, so kinda looking forward to it.
[Video Set-up]
Ill be running FF12 IZJS from PCSX2, with an English Patch applied to it. The IZJS version wasnt released outside of Japan, but some bright sparks managed to get it translated with only a few technical hitches here and there.
As far as video quality goes, Im still experimenting with different things. For one, the game is very stable on PCSX2s default settings compared to some others (but I bet I could fine-tune it a bit). The resolution was also set at 640x480 (which I reckon isnt enough for this generation of game) so Im going to test higher ones to see if I can raise the quality a bit.
The black bars on the video are FF12s own native black bars that were a source of criticism at the time of the games release; theyre huge, and not easily eliminated. I think a zoom might help decrease these a bit (assuming the HUD isnt cut off too much).
As far as audio goes, Im going to run with the in-game audio so long as FPS drops dont distort it too much. Otherwise, Ill mute it and slap other music down (probably stick with FF12 music for now, then move it into other tracks). I always liked the music in this game, and it sucks to lose sound-effects.
Let me know what you think and if you got advice/tips for FF12 + PCSX2 then Id appreciate hearing them. FF12 International Zodiac Job System (IZJS) - Test Video](https://i.ytimg.com/vi/sWJ_jysgrTA/mqdefault.jpg)



![FF7 Nightmare Mod (v1.02) - Guard Scorpion + Reactor Escape
So this is the Nightmare 7 Mod, put together by TenkoKuugen and often found on Bootleg installs (though here we did it manually). The main thing here is that its quite different from the regular game with custom events and a different dynamic for battles created by the extensive changes.
The mod uses resources from other mods, such as Cloudiars OVA Remake, UltimaEspios Aeris Revival, the Menu Overhaul, and Gjoerulvs Hardcore mod. Were going to escape Midgar and see whats what. Im not a fan of the menu overhaul, it causes lag on my entry-level PC and I dont like the RPG-Maker style layout itself but hey-ho; gotta get into the spirit of the thing :I
...though I didnt make it any better by not fixing those borders. I think I played it on the wrong resolution.
-Strategy-
[Note: This battle and the fight with Air Buster were re-recorded after clearing Motorball as I only decided to start recording fights at Aps. Footage of the first run is from Aps onwards.]
First off, Scorps Search Scope inflicts Paralysis (like the Hardcore mod) so its best for his target to use Defend to soften the damage. We have a lot of HP to burn through, so its important to make our own HP last as long as we can. Theres not much else to handle, except that Tail Laser reduces HP to 1 and inflicts Berserk + Confuse so thatll be an instant wipe if it lands.
As you can see, Barret has a lot of HP for this level (so does Cloud but not nearly as much). Stats have been altered for this mod quite drastically so these differences will become more and more pronounced as we go.
The bigger change is found leaving the Reactor. Weve got to mash the confirm button to escape the guards...so we can fight the guards all at once. This is actually helpful as our multi-target items are more efficient (though its maybe riskier with all the potential damage flying in).
But what are these mysterious items were picking up? Well, I guess all will be revealed at some point. FF7 Nightmare Mod (v1.02) - Guard Scorpion + Reactor Escape](https://i.ytimg.com/vi/tDb72R6PpAU/mqdefault.jpg)




