Uploaded April 2014 | Updated September 2026, 2 weeks ago
The Bonus Round that never ends.
Challenge Conditions
-) Gjoerulv's Hardcore Mod Installed
-) Lv.1 Party Only
-) No Overflow
-) No 'Game Over' Slots
-) No Sources
-Kalm Flashback-
There was a couple of technical challenges facing this one, chief of them being that Sephiroth doesn't have any Lv.1 stats. So the best we could do was de-scale him from his boosted level using a save editor and then giving him his regular game HP and MP.
The only fight we need to win the Flashback is the first one with the Nibel Dragon as losing this results in an actual game over. To start, we want Cloud to survive initially so he can help get Sephiroth set up for his duel. Sephy moves to the back row, gets a tranq, and has a speed drink. This gives him damage reduction and a slight speed advantage. Cloud will generally die by this point.
Regen can help mitigate some of the damage we take, but we want to throw in Cure3 whenever our HP starts to fall below the 1800-1900 threshold as a Bite can go critical and end the fight without warning. Otherwise, we just chip away at his HP with our weakened physical attacks and keep our MP topped up.
The second boss fight in the flashback is different, though. If we lose this fight, the game carries on as normal without penalty so for that reason I'm treating this one as a 'bonus' fight.
This guy, Sample HO215, has 100,000HP so we're in it for the long haul. We have Sephiroth in the front row this time to keep our damage output high and Cloud will be alive throughout to act as an item jockey/moral support. First of all, a spider web is thrown at HO215 to slow him down while Sephiroth gets a Speed Drink + Tranquiliser. This'll let us get several turns for each of his, despite the dexterity disadvantage.
HO215 himself has several attacks, three of which are derivatives of Mako Power. Each one has the slight chance to inflict a different status ailment, from Paralysis to Sleep. Cloud is handy for removing Sleep and helping Sephy to recover HP if he's immobilised. For his attack target, HO215 will always go for whoever attacked him last so we can keep Cloud safe so long as he doesn't attack in any way.
The real danger in this fight is the eventual critical hits HO215 will get using his physical attack. Each time, we were lucky that Sephiroth was sitting at max HP otherwise Cloud faces the arduous job of reviving Sephiroth and getting things back on track. It is possible to recover from Sephiroth being killed, as happens several times in the vid, but it's fairly tight getting a turn in before HO215 acts again.
Finally, I've figured out what the odd animation glitch is caused by. It's the Mako Power with an orange animation similar to Spaz Voice that causes it; this animation triggers something similar to the Vincent Mug glitch in that the next attack animation following it is 'skipped'. We can use that to our (slight) advantage by throwing in Cure3 and not having to wait for the animation to play out.
The Bonus Round that never ends.
Challenge Conditions
-) Gjoerulv's Hardcore Mod Installed
-) Lv.1 Party Only
-) No Overflow
-) No 'Game Over' Slots
-) No Sources
-Kalm Flashback-
There was a couple of technical challenges facing this one, chief of them being that Sephiroth doesn't have any Lv.1 stats. So the best we could do was de-scale him from his boosted level using a save editor and then giving him his regular game HP and MP.
The only fight we need to win the Flashback is the first one with the Nibel Dragon as losing this results in an actual game over. To start, we want Cloud to survive initially so he can help get Sephiroth set up for his duel. Sephy moves to the back row, gets a tranq, and has a speed drink. This gives him damage reduction and a slight speed advantage. Cloud will generally die by this point.
Regen can help mitigate some of the damage we take, but we want to throw in Cure3 whenever our HP starts to fall below the 1800-1900 threshold as a Bite can go critical and end the fight without warning. Otherwise, we just chip away at his HP with our weakened physical attacks and keep our MP topped up.
The second boss fight in the flashback is different, though. If we lose this fight, the game carries on as normal without penalty so for that reason I'm treating this one as a 'bonus' fight.
This guy, Sample HO215, has 100,000HP so we're in it for the long haul. We have Sephiroth in the front row this time to keep our damage output high and Cloud will be alive throughout to act as an item jockey/moral support. First of all, a spider web is thrown at HO215 to slow him down while Sephiroth gets a Speed Drink + Tranquiliser. This'll let us get several turns for each of his, despite the dexterity disadvantage.
HO215 himself has several attacks, three of which are derivatives of Mako Power. Each one has the slight chance to inflict a different status ailment, from Paralysis to Sleep. Cloud is handy for removing Sleep and helping Sephy to recover HP if he's immobilised. For his attack target, HO215 will always go for whoever attacked him last so we can keep Cloud safe so long as he doesn't attack in any way.
The real danger in this fight is the eventual critical hits HO215 will get using his physical attack. Each time, we were lucky that Sephiroth was sitting at max HP otherwise Cloud faces the arduous job of reviving Sephiroth and getting things back on track. It is possible to recover from Sephiroth being killed, as happens several times in the vid, but it's fairly tight getting a turn in before HO215 acts again.
Finally, I've figured out what the odd animation glitch is caused by. It's the Mako Power with an orange animation similar to Spaz Voice that causes it; this animation triggers something similar to the Vincent Mug glitch in that the next attack animation following it is 'skipped'. We can use that to our (slight) advantage by throwing in Cure3 and not having to wait for the animation to play out.






![FF7 Mexicos Hardcore Mod - Midgar Escape
This is a demo run of Mexicos Hardcore mod for FF7, ending at the Midgar Escape. Enemies and bosses have been toughened up and some spells have been changed from what I can tell. Its also all in French but I can work out what everything is. Its pretty tough too, so if you want to give it a shot then be prepared for a fight.
-Guard Scorpion- [0:00]
This guy has 2000HP and inflicts Sleep with his Search Scope. His tail attack also inflicts Poison which prevents Defend and slowly whittles our HP down. The danger of this fight is dwindling items as theres periods where we have to wait for Scorp to exit his counter-attack mode.
-Air Buster- [4:09]
Reminds me a lot of Gjoerulvs Air Buster, he hits harder and has a tonne of HP to counter the increased back-attack damage he takes. Things ease up slightly when Big Bomber is replaced with Energy Ball but we still need to be careful.
-Aps- [7:20]
Very grueling fight, his Tsunami heals him for an amount we struggle to counter (plus we need to heal up too) so weak physical attacks are the only way to go in order to avoid Tsunami being used. He has about 4000HP as well, so it takes a while. I panicked halfway through when he uses Tsunami out of the blue and swapped to spells, but reverted to attacks again to get the job done.
-Reno- [16:42]
This is where my lack of grinding/fighting starts to pinch. The Pyramids have 200HP and 255 Magic Defence so the best way to deal with them is a grenade and then a physical attack. Problem is, were hitting for under 50 damage so we need two physical attacks to clear it out. Meanwhile, Reno is inflicting Paralysis which drains more of our turns and were often getting hit by another Pyramid before we can deal with the first one. I bought as many Grenades as I could but even then it was a very close finish.
-Sample HO512- [21:31]
More flashbacks to Gjoerulvs mod, Samples breath inflicts poison damage now so I went in with the Star Pendant equipped to Cloud (designated healer) and Poison + Elemental in Barrets armour (to half the damage).
Have to be careful here because the OPTs are using spells like Ice and can Silence characters (dangerous if it happens to Cloud).
-Gunners- [26:28]
Hundred Gunner hits hard but we can waylay that with some Defending and Healing. We want him out of his second phase ASAP as its tough on Aeris with her low HP. The third phase is okay as we can Defend in time for the hit.
Heli-Gunner is slightly tricky with his Poison + Sleep combo but he usually wakes people up so it went fairly well. He confuses with his drill attacks now though, so need to be careful with our spells in case they backfire.
-Rufus- [33:26]
Quite a dangerous fight considering where its placed, if we lose here we have to fight the Gunners again. The biggest danger is critical hits so we go full defensive and use Poison to do our damage for us. Even then, we have to be careful because a Bolt + Critical at the wrong time will kill us outright. I used Cross Slash to keep Dark Nation pinned until Poison did in Rufus (who is now immune to Paralysis).
-Motorball- [35:46]
While a fairly moderate opponent, his Rolling Fire annihilates our team for 750 damage per person. The only way I can survive is to have a solo character with Fire + Elemental and Sadness carry on the fight alone. I chose Red because hes quick, has good magic, and decent Limit Breaks. Deadly Wheel only inflicts MP damage now so I revived one of the others after Sword Arms so they could help out with Grenades and spells before they get wiped by Rolling Fire again. FF7 Mexicos Hardcore Mod - Midgar Escape](https://i.ytimg.com/vi/s1_2_tpXseQ/mqdefault.jpg)



![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)