CJ Jensen
Castlevania: SOTN (Fixed Translation) Visual Guide XBRZ
updated
Geoffrey Longsword is chosen because swordplay is the only skill that you can't get around if you intend on saving the maiden. However, if you don't plan on saving the Maiden, it is better to use Cedric and use the 'Outflank' command whenever you can.
The beginning of the game is the most difficult part. After capturing the first territory, you either have to go with reckless abandon, or call a tournament.
If you don't care about resetting in the beginning, you can go with reckless abandon as seen here.
However, if you're trying to guarantee a safe victory, you would want to call for a tournament in round 3 and try to prioritize the high income lands. If you're unsure which lands give you the most income, you can use the 'Read Map' function to learn more.
The trick to jousting is to position your lance on top of theirs. If you have 6 points, you can very safely throw away the last joust. Even if your opponent knocks you off your horse, you can throw the morning star fight as well and still come out the victor. To be honest, I don't get why the developers even have you do the last joust when the winner has already been decided at that point.
Probably for the same reason that you start off as the red knight when you're on your horse, then inexplicably swap armor with your opponent before brandishing morning stars. Not only that, but you swap sides too. It's very confusing.
This was played on RetroArch using the mGBA core. Shaders used were ScaleFX and LCD3X.
Thank you for watching.
Saga Frontier Remastered comes out April 15th, 2021
Run Time: 1h35m35s
Run Difficulty: Fair dodging, easy battles up until the final boss.
This is a playthrough of Saga Frontier that collects a max party without getting a single character knocked out for LP loss. You can't have more than 15 heroes in your party even though Asellus is capable of recruiting a lot more than that. This run also goes out to defeat the optional bonus boss: Earthdragon, because why not?
The characters this run-through does not recruit are Gen, Fuse, Fei-On, Kylin, and SuzakuJr.
This mode is ridiculous. Do not attempt.
This is a longplay/speedrun of Castlevania: Order of Ecclesia that completes 100% of the map. Collects all of the hidden treasures. And finishes all of the quests for the villagers.
Run Time: 3h50m37s
Run Skill Level: Insanely difficult.
This is the Gameboy Advance version of Final Fantasy V under the Four Job Fiesta challenge.
Run Time: 6h57m42s
To celebrate the last day of the Four Job Fiesta Marathon, I have uploaded this gameplay video.
This is Final Fantasy V playing under the Four Job Fiesta Challenge. Defeating every boss without any character getting KOed (or Petrified) without the use of any glitches or offbeat shenanigans.
This route will get you through the game with minimal difficulty.
The following bosses can provide a challenge and are worth saving before attempting on your first couple playthroughs. Keep in mind that using the strategies provided in the video, these bosses won't be necessarily challenging, but can prove difficult for the goals we're trying to achieve in this video.
1) Atomos
Atomos casts a very strong version of Comet at this level in the game and I've seen it do anywhere from 300-1800. Enough to one-shot any of your heroes.
2) Archaeoaevis
This boss has 5 phases of 1600 health points each. If you can manage to end his first phase with a health draining effect (or a counter attack), it will skip the rest of his phases. The same thing can be done for the Neo-Exdeath fight, but I count Neo Exdeath as his own boss, so he must be fought. Unfortunately we cannot do that here as we don't have access to a Chemist yet. Break a few rods for his first phase, and then use non-elemental damage on his final form. I only thought to use Chocobo after recording this video.
3) Liquid Flame
Liquid Flame, like Atomos, will end a no KO run through no fault of the player (without extensive grinding). When Liquid flame is attacked, he will counter attack and change forms, and one of these counters will one shot one character. You can grind Wild Nakks until you have 300+ HP and arm yourself with silver and silk to get around this.
4) Magissa
Out of all of the bosses that you fight within the first hour, this one seems to be the one that you rely most on luck for. Even though the odds are low, you can still get unlucky with damage rolls and have to deal with putting Faltzer to sleep before one of your party members is KOed.
5) Wendigo
If you can manage to cast sleep and hit all of the possible targets, you're golden. However, this guy can potentially be the most dangerous boss in the entire game if you're unlucky.
Thank you for watching. This video was made using RetroArch and OBS.
Uses an English patch.
Run Time: 04h02m01s
Run Skill Level: Starts rough but it goes downhill quick.
Run Category: Any%
This game is an underrated gem. The goal of this run was to run through the game as quickly as possible but also breaking it wide open to get as many S Ranks as possible. In my opinion, as displayed in this video, the easiest way to do this is to rush the Knight Sword and Hero Sword as your first 4th and 5th Star ranked chips and then press your luck at the 10 chip trader, where they will now be more likely to appear. The rest of the game is keeping a folder stacked with high damage, multi target chips, or chips with the universal * code.
I left the Iceman fight in because he's very useful to have if you don't encounter Stoneman.
However, if you do happen to encounter Elecman v3, he's the one you'll want the most.
For this game I used a bugfix patch and a translation patch
Run Time: 6h48m00s
Run Skill Level: Fair
Run Category: 100%; All Bosses; No Deaths; Glitchless
This is Chrono Trigger. Defeating every boss without any character getting KOed or Petrified without the use of any glitches or offbeat shenanigans.
This route will get you through the game with minimal difficulty. There are a few moments where you will still get through safely, but not unscathed.
The following bosses can provide a challenge and are worth saving before attempting on your first couple playthroughs when using this guide as a base:
1) Magus's second form
It's a literal race against time with this guy. For extra safety, you can always chug ethers while using tonics during the fight before going back on the attack.
2) Spekkio
Masamune Spekkio simply cannot be defeated without casualties upon the first opportunity you get to fight him. It's not worth trying.
Other forms of Spekkio will kill you if you visit them too early as well.
3) Heckran
My best advice for Heckran is to always have Chrono queued up with a healing item after Heckran starts using whirlpool as he can be a jerk and use it on the same person twice.
4) Dragon Tank
This boss gives an argument for going out of the way to pick up the sword upgrade.
5) Son of Sun
If you're not prepared, this guy has extremely high punishing magic attacks. And a roulette gimmick that is sure to frustrate.
This video was made using Snes9X 1.43 (Bilinear Mode 7), Lagarith, RetroArch, ScaleFX, XSoft, and Open Broadcast Software
Music by M.E.T.
Buy his stuff here:
krzysztofslowikowski.bandcamp.com
Run Time: 11m28s
Run Skill: Some dexterity required
Run Category: Any%
While requiring a bit of practice and dexterity, this is a good route to start with if you're thinking about learning how to speedrun this game. The thing to keep in mind is that if you lose spread shot within the first two levels, you're better off resetting and trying again.
While the spread shot is easily the go to gun in this game, the real trick is learning how to trick the game into narrow the spread by shooting offscreen for a moment before aiming at your target. When you're in a top-down base level, it's easier to obtain this rhythm after shooting low barrels.
Once you get the hang of things, be sure to check out runs by Angrylanks, DK28, and TheMexicanRunner.
One thing to keep in mind when fighting bosses above you is to jump when you can safely do so.
Made using RetroArch, ScaleFX, 4XSoft, Audacity, and Open Broadcast Software.
Patches used:
GBA Translation
Bug Patch
Sprite Patch
Run Time: 6h40m40s
Run Skill Level: Difficult
Run Category: All Bosses; No Deaths; Glitchless
This is Final Fantasy V. Defeating every boss without any character getting KOed or Petrified without the use of any glitches or offbeat shenanigans.
This route will get you through the game with minimal difficulty. There are a few moments where you will still get through safely, but not unscathed.
The following bosses can provide a challenge and are worth saving before attempting on your first couple playthroughs:
1) Atomos
Atomos casts a very strong version of Comet at this level in the game and I've seen it do anywhere from 300-1800. Enough to one-shot any of your heroes.
2) Leviathan
Believe it or not, this is a very scary fight when attempting to go in without being killed. Leviathan would cast Tidal wave against me every time he is hit with a Thundaga spell, regardless of whether or not it was bounced.
3) Archaeoaevis
This boss has 5 phases of 1600 health points each. If you can manage to end his first phase with a health draining effect (or a counter attack), it will skip the rest of his phases. The same thing can be done for the Neo-Exdeath fight, but I count Neo Exdeath as his own boss, so he must be fought.
4) Liquid Flame
Liquid Flame, like Atomos, will end a run through no fault of the player (without extensive grinding). When Liquid flame is attacked, he will counter attack and change forms, and one of these counters will one shot one character. You can grind Wild Nakks until you have 300+ HP and arm yourself with silver and silk to get around this.
5) Wendigo
I've considered rerouting to get a full set of Hermes Sandals earlier to ensure putting this boss to sleep entirely before he gets a chance to hide himself. This guy can potentially be the most dangerous boss in the entire game if you're unlucky as he will defeat the party.
Honorable mentions go to all of the early bosses in the first hour of the run: Karlabos, Siren, Marissa, Liquid Flame, Ifrit, and Byblos all have potential to KO one of your characters with really bad luck.
This video was made using Snes9X 1.43 (Bilinear Mode 7), Lagarith, RetroArch, ScaleFX, XSoft, and Open Broadcast Software
Music by M.E.T.
Buy his stuff here:
krzysztofslowikowski.bandcamp.com/album/mega-man-2-guitar-playthrough-2017
Run Time: 32m36s
Run Skill: Fair
Run Category: Zipless%
Not as difficult as Mega Man 1. Also, unlike that game, there are no obvious zips, and there are no cheater moves to make bosses easier. This time around, it's all strategy, and the utility items add plenty of it. Use my techniques that you see in this video and you shouldn't have any trouble. Except for bosses like BueBeam Trap and the Dragon. You might have trouble with these bosses in particular. Especially the Dragon, as it can one hit-KO you if it touches you, and usually if it hits you with fire, the knockback that Mega Man takes will usually knock you off the block into the pit.
Made using RetroArch, ScaleFX, 4XSoft, Audacity, and Open Broadcast Software.
Music by M.E.T.
BUY HIS STUFF here:
krzysztofslowikowski.bandcamp.com/album/mega-man-guitar-playthrough-revised
Run Time: 23m43s
Run Skill Level: Difficult
Run Category: ???
The purpose here was to show off as much as the game as possible for use by someone who is interested in learning how to beat the game quickly. I'm showing off ways to defeat bosses with abusing the select glitch, and without. The only boss that you can't use the select trick on is Wily himself. There are quite a few ways to zip with the Magnet Beam. However, my preferred playstyle is without major glitches. So even though I could look past using the select trick for the purposes of this video to make some of the boss fights quicker for tedium sake, using the Magnet Beam to allow Megaman to traverse through walls was a little much for me.
Made using RetroArch, ScaleFX, XSoft, Audacity, and Open Broadcast Software.
Run Time: 45m58s
Run Skill Level: Intermediate
Run Category: All Bosses%
Fighting all of the bosses is a bit easier than any%, but you can still complete the game in roughly an hour. Which is still a really good time to beat it in.
This video quality can be achieved by playing the game using RetroArch with ScaleFX and 4XSoft
Known as Werewolf: The Last Warrior in the states, there are a few minor differences between the US and Japanese releases of this game. This game was produced by Takara in the east, and Data East in the west. The Japanese and English versions of the game have a few differences in level design. This allows a few glitches to be utilized in the English version to obtain Super Werewolf indefinitely, instead of having to collect 5 anger orbs to obtain the form for a limited time. Doing this allows you to skip most of the miniboss fights.
Run time: 18m45s
Run Skill Level: Difficult
Run Category: Japanese any%
Getting red "W"s made the hero turn into a werewolf, granting him a longer range melee attack, wall-climbing ability, the ability to do a backward somersault, and sacrifice health to create a damaging full screen attack. While in werewolf form, getting bubbles added to his anger meter and getting five of them turned him into a super werewolf that could jump very high and do double damage for a limited time. Getting blue "W"s made him turn back into a man. As a man you are much more vulnerable, but you can hold the attack button to store up charge and release it with a shouting attack.
Made using RetroArch, ScaleFX, and 4Xsoft
For whatever reason, the American release of this game is actually more difficult than the Japanese version due to the way continuing progress works. You'll find yourself starting over from the beginning quite often when you're first learning how to run through this game.
Made with RetroArch, ScaleFX, and 4XSoft
No more spinslash, but the fire wall has been changed into a special move you can acquire, and it is very useful.
Made with RetroArch, ScaleFX, and XSoft
This game is very difficult, but grabbing the spin slash and hanging on to it makes it a lot easier. The move activates if you do a jump attack, but you can do your regular sword slash by holding DOWN before pressing the attack button. Also, if you mash down+attack you can attack more than once in the air.
Uses RetroArch, ScaleFX, and 4XSoft
Run Time: 24m24s
Run Skill Level: Intermediate
The hit detection is decent, but spotty at best and the platform sections in the sky can be hard to land accurately.
What the frogs give you is random. The Sweeping spin kick is by far the best move in the game.
This is the best I could get it to look.
Subscribe to Kaze's channel for more info on this mod:
youtube.com/c/KazeEmanuar?sub_confirmation=1
Run Time: 7h45m
Run Category: Any%
This game takes dozens of hours to complete normally. Expect a 50-60 hour playthrough your first time around. As far as real time attempt speedruns go, it's roughly 18 hours.
Yeah, no thanks.
This was done using PCSX, Pete's OpenGL 2.9, Tweaks 2.3, and AA 4.0.
Run Time: 9m33s
Run Skill Level: Intermediate
Buy Dragon Feet. Stomp.
Run Time: 1h03m51s
Run Skill Level: Easy
Run Category: Any% Glitchless
Here is by far the quickest way to beat the game with relative ease. It would normally take a player 10+ hours to beat the game, but using this method, you can beat the game in a little more than an hour almost every time.
There are a few moments where the game can troll you and end the run, usually this will happen if a lone character tries to run away, but fails and then eats a status effect. However, these moments are few and far between. If you want to make the game even easier, you can spend more time using rope enemies on Knight enemies. If you spend an extra 3-5 minutes there, your characters will be too powerful for the enemies to even get a chance to attack you back. Your characters always go first in combat, so you'll be able to finish the game with relative ease.
Visuals achieved using RetroArch, ScaleFX, and XSoft
This is a TAS by Error1, you can find more information here:
http://tasvideos.org/2171S.html
Run TIme: 37m27s
Run Skill Level: Difficult
Run Category: Any% Glitchless
[2] Starting with the second dungeon will provide you with a nice supply of bombs and a heart container (an extra hit point represented by hearts). Take out Dodongo with two bombs to the face (for good measure) and a sword swing to the face right after and he should go down easy enough.
After this, you'll grab a secret heart container and make your way to the first sword upgrade. You must have 5 hearts in order to wield the sword. Along the way you'll also be grabbing some secret money stashes. There will be many more money stashes grabbed through the course of the game.
Another rule of thumb is if a boss from one Stage appears in another, you can usually just walk around it or if that doesn't appear to be an option, then you'll be using a bomb on a wall to reveal a hidden area.
[1] After getting your sword upgrade, head to Stage 1 for the Bow and Arrow. Arrows require one rupee per arrow in order to be used.
After this stage, you'll want to buy the candle. It'll pay for itself in no time with all the hidden money stashes you'll find.
[3 ] Stage 3 is next for the raft item. You'll need this to get our next (more useful) important items. Take out Mandragora with some well placed bombs.
[4] Using the raft at a certain green pier will take you to Stage 4, where you'll find the very useful ladder item.
[5] Climb the Mountain (up 4 times). Level 5 has the whistle. Use it to take out the Boss of the dungeon. Afterwards you'll be using the Whistle to get around much easier.
[7] When given a choice between a heart and a potion, you'll want the potion for Ganon later on.
Stage 7 is in the Fairy pond. Be sure to find some meat before going here to bribe the guard with.
Once you're in the lost woods, go UP, LEFT, DOWN, then LEFT and that will take you to the next sword upgrade hidden in the cemetery. The upgrade requires 13 hearts.
[6] Head east from the sword upgrade and climb another mountain to get to Stage 6. Defeat the boss here with your bow and arrows.
[8] You'll need to burn a bush on the lower right side of the map to find Stage 8.
[9] After completing the first 8 stages, go climb the mountain in the center, then head left. You should see two rock formations. Bomb the one on the left to find Stage 9. Pick up the silver arrows here.
Ganon is tricky. He's always invisible, so you have to be quick in spotting where his projectiles are coming from and swing at him, and hit him with the silver arrows. Use a potion if you're low on health.
This was done using RetroArch, ScaleFX, and XSoft
Best Sega Saturn game made by one of the best video game companies ever.
Run Time: 33m20s
Run Skill: Fairly easy
Ginjirou is commonly regarded as the fastest character. But for newer players, Han is objectively the safest choice.
The reason being is that Han is unique in obtaining a weapon in the game that will give him a considerable amount of stat increases.
After the end of each stage, you will be able to distribute stat points based on how many levels you've gained in the stage.
Here's what they are based on my knowledge:
STR gives bonus to physical attacking
VIT gives you more health
INT gives you stronger spells
MEN gives you more MP to spend (it may also help in defending against magic attacks)
AGI allows you to move and attack faster
LUC boosts attack and defense (it may also help negate damage)
There are multiple paths you can take in this game. The path I chose takes you to arguably the easiest final boss. As a bonus it also lets you skip arguably the hardest boss in the game.
Played on BizHawk 2.3 using a 4xBRZ graphics filter.
Run TIme: 12m14s
Run Skill Level: Not too bad
Pretty straightforward run here. There are a few difficult sections involving the cape.
The most difficult part of the run has to be Star World 4. Unfortunately, using the cape is the most viable strategy for getting through the level.
The Cape power-up might be the most broken power-up in all of the side scrolling Mario games.
Played on Bizhawk 2.2.2 using the 4xBRZ filter
This is a patched version of the game to include fastrom and experience stacks for character level purposes instead of resetting.
This allows the exploration and grinding to be done much quicker, taking the tedium out of the equation.
Run Time: 2h45m46s
Run Skill Level: Relentless
The difficulty in this game can be defined as brutal with a side of brutal. If any of the human characters have their health fall to zero, then the game is over.
This can be a particular problem starting with Chapter 4, when getting a back attack formation or your main character being affected by a status altering condition can lead to losing everything. You can save at Inn's at the town if you want an even safer strategy.
This is a charming game that was most likely designed with the idea in mind that you would bring a pen and paper and draw your own map as you explore through the dungeons.
However, many maps are available online
I recommend this one right here:
http://mikesrpgcenter.com/arcana/maps.html
When using a map in conjunction with taking advantage of buying the very useful elemental cards (one at a time), you can plow through each dungeon without ever having to backtrack unless the story calls for it.
In the second act of Chapter 4, you'll stop buying elemental cards and focus on fog cards instead.
In Chapter 2, you can buy a Broad Sword instead of buying the Mace and Short Sword.
It's arguable as to which strategy works better. As the mace really helps bring Salah to the playing field for the majority of the chapter. In exchange for a harder solo character boss fight later on. However, you can remedy the boss fight by purchasing more elemental cards. I can safely recommend that you try to fill your inventory with as many elemental cards as you can. It takes awhile, but it's worth it.
It becomes irrelevant if you're speedrunning the game, as you don't buy either the mace or the broadsword.
Other differences with the speedrun include not collecting nearly as many money chests. The intelligence in the world record run is only 120 as opposed to my 151.
I can't help but wonder if I should have used the Elder Staff more.
Played on Snes9x 1.55 with 6xBRZ enabled.
P.S. Kirby makes an appearance at 00:01:53 (twice)
This is the enhanced version of the game made by Kuja Killer, you can find it here: romhacking.net/hacks/992
It's recommended if you're not trying to get a time on the official Mega Man 3 leaderboard
Run Time: 37m10s
Run Skill Level: Intermediate
This is the safest method I can think of to beat Mega Man 3 in a timely manner.
Luckily most of the biggest choke points in the game also have an E tank in their respected levels.
Needle Man is the biggest choke point, luckily he's up relatively early in the game. Honestly at this point in the game, there really aren't any other options. Getting Rush Jet early is too useful.
You'll need to defeat Needle Man eventually, and your only viable options in doing so are Gemini Laser and Shadow Blade.
Gemini Man's level is very difficult without Rush Jet, and Gemini himself is even harder than Needle Man as he's fast, splits up in two, and the buster only deals one damage to him. Same goes for Snake Man. Even if you manage Snake first, you still need to traverse Gemini Man's opening section on foot without anything more useful than the regular buster shot.
The next choke point is all the way past the half point of the game when you get to Quick Man. Quick man is definitely more manageable than Needle Man, but doesn't have the benefit of an E tank in his level. Luckily snakes don't take much ammo to use, and they're not necessary for any part of the level other than Quick Man himself.
The last chokepoint is the Yellow Devil Mk III, you get 2 E tanks here to make up for Quick Man though, and this guy really isn't that hard with either Shadow Blade or Hard Knuckle and you'll have plenty of ammo for both weapons.
If you're feeling bold, you can do Magnet Man first, and then pick up Hard Knuckle to use on Top Man.
This was played on BizHawk 2.2.2 with a 4xBRZ shader.
Run Time: 1h19m39s
Run Skill Level: Manageable
This game is broken.
This run is glitchless. It's up for debate whether that should include the damage glitch for the Crushing Stone, but you would end up having to go out of your way to purposely restrict yourself from using it if you plan on using the most optimal strategies.
The way the glitch works is if an enemy takes damage from 3 different sources, the 3rd source will deal damage every frame (with the exception of the Legion bosses, who handle damage differently).
I discovered this on my own with the very first boss I got to use it on (Maxim, who starts the fight invincible, thus giving you time to charge your attack). So how Konami left it in is beyond me.
The other glitches break the game entirely by allowing you to break the game by entering rooms and sections of the castle that you weren't supposed to yet. This game really was held together with duct tape. Those glitches aren't used here.
As far as subweapons go, the Bible Book is the real star of the show. The attack that you get from all 3 of the books that were collected in this run, there really is no situation that can't be handled efficiently.
The Holy Water is really useful in the beginning of the game and should be considered the disc one nuke, and the cross is somewhere in between.
It could be up for debate as to whether you can skip the cross and just pick up the book instead. The cross is very useful for travel, but you can possibly get more damage out of the bosses using the book.
Either way, you'll want to grab the Wind Book if you want to make things easier.
I went out of my way to grab a few extra things. This is a walkthrough first, so these extra pickups are to be used to guide a new player to the game. However, a lot of the pick ups can be skipped.
The biggest skip if you're feeling bold is not fighting the Devil to get the night goggles. They don't even really do much anyway.
The Giant Bat can be skipped until the end, but it has to be fought in order to lower the draw bridge. It's really stupid that the game gives you absolutely no indicator of this. I feel like it's better to fight until the end, as the Bat has 400 HP. You can only hit it 3 times before it becomes invulnerable for a few moments, and you're only hitting for around 10-11 HP at the time. So the fight is immensely slow.
In theory, if you fight the Giant Bat at the beginning, it's possible that you don't have to fight Talos later, but I don't think I can recommend that. Just stick to my route for now.
Played on BizHawk 2.2.2 with a 4xBRZ shader
I've already shown off how to get to this point in my last video. Now with a little bit of offscreen grinding to collect the rest of the souls. We've ditched our old gear, including our truly Dainslef, and got ourselves some sweet Mage gear.
The Chaos ring pretty much breaks the game wide open as demonstrated here.
Run Time: 37m15s
Run Skill: Really Easy (Especially compared to New Game Normal)
All of the strats I used are the safest, most practical strats I could find. In reality, I believe anyone could replicate what I've done here with satisfactory results. The only boss I could see potentially giving trouble to a new player doing this route would be Death. If Death is giving you trouble, just switch to Erinys and keep your distance. You'll be fine.
Played using DesMuMe X432R with 4XBRZ and Gaussian filters
Run Time: 1h24m04s
Run Skill Level: Ridiculous
Castlevania: Dawn of Sorrow is quite possibly the most difficult of the IGAvanias for all of the wrong reasons.
It seems like Nintendo was breathing down Konami's neck about taking advantage of their touch screen. Thus, you are required to use the touch screen with incredibly precise motions in order to defeat every boss in the game. These range from a simple V to an incredibly absurd shape that has about a dozen or so points that you have to connect. It adds arbitrary fake difficulty and Konami got the memo because it never appeared again.
There is a work around to this however. You can install a fan made patch to remove the use of the touch screen entirely.
You can find it here: http://www.romhacking.net/hacks/3408
If you do this, I recommend creating a savefile using the vanilla game first, as using this patch prevents you from being able to add your name.
While you're at it, there's also a patch that fixes the luck stat to make it actually work.
http://www.romhacking.net/hacks/3407
The other serious issue with the game is the excessive grinding that is required to finish the game. Grinding was already bad enough in Aria of Sorrow but this game brings it up to 11. So just like the prequel, souls are required to upgrade your character with different combat options and beat the game. But in this game they're also required to upgrade your weapons. You can't get the games best weapons unless you spend a considerable amount of time grinding for souls. Not only that, but a lot of the souls required are boss souls
The weapon I chose to go with is the best weapon you can get for the least amount of effort invested. The Dainslef is not just a great weapon for boosting intelligence, but it's also wonderfully accessible.
By comparison, the weapons that are regarded as the best would have required some ridiculous detours to obtain. Some weapons require multiple boss fights that aren't required to finish the game. And seriously, the Dainslef is probably even better for what it's needed for anyways. None of those weapons boost intelligence, and intelligence is what we want.
Gamebreaker Weapons:
Axe - useful until you upgrade it to Bhuj
Bhuj - You can get this as early as before the second boss
Dainslef - My pick for best weapon in the game.
Claimh Solais - Requires a LOT of grinding and detours. No intelligence boost. But hits hard and for holy damage. An attribute that many foes, including the final one, are weak to. It's just not really worth going out of the way for in my opinion.
Gamebreaker Souls:
Axe Armor, Mandragora, Persephone, Puppet Master, Devil, Erinys, Abaddon, Black Panther.
There is considerably less variety here as opposed to the game that came before it.
Boss Strats:
Flying Armor: Get an Axe Armor soul before fighting
Balore: Bhuj and Axe Armor, if you still have trouble, gring another Manticore soul and use it.
Dimitri: If you managed to get a Yorick soul, use it. It will be helpful to you for quite a while. Otherwise hit him with your skeleton soul and proceed to destroy him with the Bhuj
Malphas: Manticore and Bhuj
Dario: Yorick, or Manticore and Bhuj. No need for strategy, just go all in and heal up when necessary.
Puppet Master: Farm a Devil and use the Bhuj
Gergoth (optional): Stock up on potions and use Devil and Bhuj. Definitely take advantage of that overhead swing. When he breaks the floor, do a dive kick straight down.
Rahab (optional): Mandragora and Bhuj (no devil unless you're feeling bold)
Zephyr: Devil and Bhuj. Try to jump a lot.
Bat Company: Ukoback. Mandragora. Or Devil and Bhuj. If you happen to get bombs along the way and can get the timing down, they're very effective.
Dario Round 2 (Optional; Not recommended): Devil and Bhuj
Paranoia: Ukoback spam or Devil and Bhuj if you're feeling confident. When he does the mirrored laser attack, turn into a bat and hover near the mirror with the hand coming out of it.
Aguni: Jump over his fire and hit him with Axe Armor.
Death: Erinys, use Persephone to suck in stray sickles
Abaddon: Ukoback and Persephone. If you managed to get a Dead Pirate soul, this battle becomes a cakewalk. Dead Pirate really isn't necessary though.
Menace: Erinys the knees, Mandragora the head. The head always closes after the first hit, so Erinys isn't recommended. If you're lucky, you got a Skeleton Ape soul along the way to make it easier.
This was played using DeSmuMe X432R with the 4xBRZ magnification filter and gaussian post processing turned on.
Run Time: 1h03m40s
Run Skill Level: Challenging
Overall this can be a fairly difficult game to complete quickly on your first try, but these tactics really help.
There are certain luck factors that can make the game easier. The Creaking Skull is the first boss in the game. It has a 2% chance to drop its soul weapon, which is a very high damaging attack and very useful throughout the entire game.
There is a way to manipulate the chance to drop, but it requires suspending the game, and that's just not how I do things.
There are plenty of tutorials for that online. I recommend doing a search if the game is still giving you trouble even with using the strategies given in this video.
Here's a quick boss guide:
Creaking Skull: Just throw the default throwing spears and you'll be fine.
Manticore: If you have Creaking Skull's soul, this is a cakewalk. Otherwise, it's recommended you farm for a hammer or Buer's soul early.
Great Armor: Just like Manticore. Optionally, you could pick up a Bastard Sword or the Whip Sword, but they're not necessary.
Big Golem: Lance and Buer or Creaking Skull.
Headhunter: Cutall with Ninja Suit and Creaking Skull if you have it. Hopefully you managed to farm a Minotaur Soul along the way but it's not super important.
Death: Hrunting with Buer to deflect the stray scythes. Lightning Doll optional.
Legion: You don't have to fight this boss if you don't want to, but if you must, go grab the Claimh Solais and turn on the Buer or Death. Again, lightning doll is optional.
Balore: Claimh Solais and Medusa Head if you managed to pick one up.
Graham: Claimh Solais. That's it.
Julius Belmont: Kaladbolg and Death. Potion up when low.
Chaos: Claimh Solais and Death/Creaking Skull.
Core Gamebreaker Weapons:
Baselard, Hammer, Battle Axe, Lance, Hrunting, Rahab's Sword, Laevatain, Kaladbolg, Claimh Solais
Core Gamebreaker Souls:
Winged Skeleton, Zombie Soldier, Creaking Skull, Buer, Minotaur, Death, Giant Ghost, Valkyrie, Lightning Doll, Flame Demon, Giant Bat, Succubus, Legion, Black Panther, Triton, Nightmare, Alure Une, Arc Demon, Killer Mantle, Demon Lord
That sounds like a lot, but there's a lot of trash in the game, trust me.
This was played on BizHawk 2.2.2 using a 4xBRZ shader.
Run Time: 1h48m43s. Last input on final boss: 1h46m54s
Run Skill Level: Dark Souls NES
I believe this game failed commercially for the sole reason that the game is simply too difficult on Expert mode for the translation to be as juvenile as it is.
Expert mode treats the game as one giant fetch quest. The items that you're collecting aren't side items that boost your power or teach you a secret technique. Instead, they're required to search for them just to finish the game. And if you miss one item, you can't complete the game until you figure out a way to go back and retrieve it. Most of the items aren't easy to find either. Some of them require finishing off an enemy with a very specific move to even get the opportunity to retrieve the item.
In a game with a linear story like this, it really doesn't translate well into good game design.
There are ways to eliminate the concept of the fetch quest though. If you're playing the game on a lower difficulty setting, the game becomes a lot more relaxed on the concept of item searching and just allows you to progress like any other action adventure title.
However, playing on Expert is the only way to get the true final boss and true ending (even though the ending is exactly the same, the only difference is that you defeated the real boss) and you can see how the game takes subpar game design and brings it into troll territory.
I believe that Dark/Demon Souls was heavily influenced by this game. There are quite a few similarities. Such as RPG Elements, combat based on dodging and striking at the opportune moment, the game being revolved around looking for things to seal off a demon, and being punishingly difficult.
Made using BizHawk 2.2.2 with a 4xBRZ Shader.
This is the fourth installment of the Mega Man X series. This time, you can choose which protagonist you want to center the game around. You can choose between X and Zero. X provides the more traditional Mega Man style of gameplay where you run and gun your way to collecting enemy powers that can assist you in fighting the next boss.
Zero provides a very different approach to the game with his agile and ninja like prowess which allows him to rush through stages with relative quickness and ease. As a tradeoff, he can have a much more difficult time defeating the boss mavericks.
Played on BizHawk 2.2.1 using a 4xBRZ shader.
As part of the Dawn of Souls collection, this is a remake of the original for the Nintendo Entertainment System.
Run Time: 3h19m34s
Run Skill: Not too difficult
Another team that is recommended to choose at the start is to replace the Monk with a White Mage. This is to help reduce the difficulty of the final battle. While making the beginning the of the game a little more difficult.
You could also toy with adding another Red Mage.
The run had the goal of nobody dying taking precedence, along with attempting to fight any battle that could be finished within one round.
Possible improvements:
- Buy the sleep spell at the first shop for the pirates especially.
- Moving your items that cast spells to the top of the list
- Buying a few more speed tonics when they become available and using them throughout the game.
Played on Bizhawk 2.2.1 with 4xBRZ shader.
This is a hack known as the Final Fantasy VI Relocalization Project. It aims to fix many of the issues that plagued the original release from over 20 years ago., known then as Final Fantasy III.
It also has a translation that is closer to the Game Boy Advance version, and is closer to the original Japanese source material than Ted Woolsey's whimsical Super Nintendo version.
It also contains many bug-fixes, so by default this run would resemble the any% glitchless category from the vanilla game.
The run had 3 goals in mind: Finish within 8 hours, do it while showing off every game-breaker possible, and keep everyone alive.
Run Skill Level: Easy
Run Time: 07h39m40s
Considering the game takes 30-40 hours to complete on average, I would say that less than 8 hours is a stellar time for this game. Especially when you consider everything that I accomplish in the run.
This is a long game any way you look at it, so I have a lot to explain.
In this walkthrough, you will learn how to not only beat the game quickly, but you will learn how to assemble a cast of overpowered characters and not have to grind for an eternity to get them. Plus using these methods will keep your deaths to a minimum.
This is accomplished by using speedrun methods but collecting a bit more experience and gil than normal along the way and healing when necessary. I tried to bring grinding to a minimum by only fighting battles I knew I could finish in 1 round. Otherwise I would use a smoke bomb.
To make the game even safer there are a few things you can do:
Take Gau with you everywhere you go instead of Edgar. Edgar is more reliable at defeating groups of enemies quicker,
Terra could spend more time in the Narshe Cave gaining experience. However, you can only do this the quick way using Fire for so long before you run out of MP and sleeping bags, and getting the sleeping bag at the beginning of the game is a bad idea.
Grind the onion knights in the Magitek Factory. They come in a formation of 5 so multi-target abilities like Flash or Ramuh work well.
You can grind even more on the Floating Continent. Perhaps keep your tents instead of selling them if you prefer to go this route and camp out at a Save Point. Equip Celes with Zona Seeker and have the other party members run away. This will provide a much easier second half of the game. Just remember that Dullahan's first attack is dependent on your gil ending in a number that can be factored into the number of your current level.
The most important things to know before starting the game:
Stats usefulness from best to worst
1 Magic 2 Strength 3 Speed 4 Stamina
You don't have to be even remotely close to level 99 to hit the damage caps
Stat bonuses are important
Spell distribution is important
Sometimes all you need to do is hold A to progress, such as for the Narshe Security System, or the second and third reels of Setzer's Slots.
Gau is amazing in casual play, but super disappointing in a speedrun scenario. Being unable to control who he attacks and what attacks he uses really hurts his potential.
Getting treasures later in the game gives better loot.
How to win at Setzer's slots:
Buffer with the pause button until you get the object you want to appear right above the center line. After you unpause just hold down the A button and the slots will automatically fill in for you.
Note that this does not work with Joker Doom.
One major problem I have with the hack is the decision to replace Raiden's stat boost from a Strength+2 to Speed+1. This is not only a serious nerf, but it also destroys a few useful strategies.
DISC ONE NUKES
Terra's FIRE spell
Edgar's AUTOCROSSBOW
Sabin's AURA BOLT
Gau's STRAY CAT
Core Gamebreakers
- Zona Seeker and Bismarck -Very useful Espers that give plus 2 to damage potential upon level up. Using these adds up quickly.
- Blizzaga - When Celes learns this, she becomes insanely powerful.
- PHANTOM RUSH - Does absurdly high damage regardless of Sabin's level.
Late Game Enders
- ULTIMA - By the time Celes gets it, she's already hitting the damage cap. Hits all enemies and ignores defense. Has a very lengthy cast time to offset its usefulness.
- SOUL OF THAMASA - Twice the Ultima, combine with Celestriad for even more broken results.
- MASTER'S SCROLL - 4 attacks. It was nerfed in this hack so it no longer makes every attack never miss. Best when combined with Fixed Dice, or...
- MERIT BADGE - Gau gets massive damage with this when combined with Stray Cat. I can't help but feel that it was nerfed in this hack too. Though not as badly as...
- RAIDEN - Even with the huge nerf in this hack, he's still amazing.
I would like to thank Puwexil, for this run wouldn't exist without all of the excellent work he has put into this game.
This was run on SNES9x 1.55 using 6xBRZ
P.S. If this somehow gets 1,000 likes, I'll do FF6: Brave New World.
Stay tuned for Final Fantasy VI with Wind God Gau.
This is a hack called TMNT: Return to New York.
Using this hack, the stats of all of the Turtles gets adjusted. Raphael gets a pretty big power boost, even surpassing Donatello's original strength, and takes half damage to boot, but as a result, he doesn't jump as high and can't use ammo weapons as well.
Donatello is fairly nerfed due to having the best range to be a lot closer to Raph in damage potential, plus he takes a little more damage himself. This and he's incredibly sluggish. So his usefulness has become severely limited as his mobility is pretty much nonexistent. He's still useful against Rocksteady and Shredder, as he has ways to attack them without them being able to retaliate.
As a small tradeoff, he can use ammo weapons slightly better.
So now the most useful turtle becomes Michelangelo, who now gets a noticeable speed boost, and also deals slightly better damage with ammo weapons. His tradeoff was taking more damage himself.
Leo got a small damage boost and is now the designated Jack of all-stats. Master of none, pretty much designating him as the backiest of backup characters.
Run Time: 18m 26s
Run Skill: Very Difficult
Pretty much the basic strategy of the game is to be in control of Mikey as much as you possibly can and switch to Raph for enemies Raph can one-hit kill that Mikey can't.
Note that Raph will get a huge increase of power at half health or lower. Being able to go from dealing 2 red blocks (16 damage) to dealing 3 blocks of health (24 damage). Making him the ideal character to use in combat situations. And thanks to him absorbing twice as much damage as before, he's able to tank the hits and deal the damage.
A nice rule of thumb is to always give Raph a pizza, and switch to him immediately if you're about to take damage.
You can switch turtles on the fly by pressing up/down+ start to cycle through them. Of course the original method of using the start menu still exists, but the new option is very useful for saving time.
I would say this is a huge upgrade over the original game.
It seems to rebalance the game very nicely.
If you like to play the game safe, you can use Leonardo for the majority of your playthrough, and you'll do just fine.
Or if you like to play the game fast, like me, you can try using Mikey, with his high risk high reward style of gameplay.
Either way, you'll find yourself switching to the two power hitters a lot. And once again, you have a choice. Play it safe and distant with Don, or play reckless and fast like Raph.
Donatello was once the be all end all character of the original NES title, and it's really nice to see him retain some usefulness and no longer being completely broken.
Just as it's nice to see Raph being the physically toughest turtle. As he should be.
Played on BizHawk 2.2.1 using the 4xBRZ shader
Run Time: 54m02s
Run Skill Level: Fairly easy up until the final boss.
This game is notorious for the incredibly difficult final boss. Megaman 7 is pretty much an hour of collecting weapons to prepare for that battle. The strategy I used here could be deviated by using the S Tank to refill your wild coil energy. Or improved by switching between Coil and Ice.
The run is based around 2 very useful weapons: The Thunder Bolt and the Junk Shield. It's surprisingly safe to spam these weapons from the moment you get them, so you don't have to worry too much about ammo conservation. I would still probably advise to conserve Junk Shield in Freeze Man's stage your first few times playing it, as Freeze Man can be very difficult to fight without it.
Top 5 places you'll use an E Tank.:
Cloud Man
Your first few attempts on this boss can go wrong, very quickly.
Freeze Man
Even with Junk Shield, he's tough. Without it and he's ridiculous. Technically this run would be faster if I started with Freeze Man, but I really recommend having Rush Jet in his level.
One Winged Angel Bass
Aiming your homing attack against him can be difficult.
Wily Capsule:
Legendary. The most damage I could reasonably do against him was 3 per cycle using a charged up Wild Coil, and only when he was in specific reachable areas.
Played on BizHawk 2.2.1 using a 4xBRZ shader
This is the best game I've ever had against the brutal CPU
I've found the best team to play against is the now defunct TCH (gray team) as it gives them 3 large players which puts them at a big disadvantage.
If you make it to the 3rd Period with a tie game, you'll go into shoot off mode.
In this mode, my strategy is to approach the CPU goalie, then press up momentarily to fake it out as I shoot low.
For Defense against the CPU, I do nothing and let it miss.
I got particularly unlucky here as the CPU rarely shoots 2 goals. It's usually lucky to get any goals at all.
If you manage to still have a tie afterward, the game will go into another period, only this time the Goalies will be removed.
This is a game that I don't claim to be an expert at, I included it here because I thought it was a fun watch and a really exciting game.
This was recorded on BizHawk 2.2.1 using 4xBRZ
This is a hacked version of Megaman 2, it adds ammo to most of the weapons and adds changes to Time Stopper, Crash Bombs, and Leaf Shield.
It makes the game a breeze until the final boss, where the tweaks become questionable as the author decided to limit you of the only ammo usable on the final boss. You have just enough ammo to beat him.
Run Time: 32m47s
Run Skill Level: Absolute cakewalk until final boss, then it becomes a real mess.
Played on Bizhawk 2.2.1 using 4xBRZ


