![]() The game’s dialog has been extensively rewritten in order to accurately convey the meaning of the original Japanese, with particular emphasis placed on being readable and natural in English. Lastly, you may notice yourself, but I kind of screwed around and played like an idiot during the final battle in an effort to show more of the boss' attacks as well as the system of fresh characters replacing wounded ones between fights.Įvents/areas by time-To find out which part you want to skip to on YouTube, divide the chapter's time by 2 hours.This is a large-scale rewrite of the script for Final Fantasy VI, heavily based on the live translation stream featured on the Legends of Localization website. As useful as he is I didn't bring Gogo to the final dungeon due to his lack of dialogue. Relm's dream in this longplay since I waited for Shadow on the Floating Continent. Long segments of grinding (getting rages on the veldt most of the battles fought to uncurse the cursed shield) were cut, which is why it seems like I have a rage before I'm supposed to. I tried to be as complete as possible and use a variety of characters as often as I could. ![]() So, you'll notice me using things like Beads and Zephyr Capes even though in the SNES release they are useless or half-useless. ips patch which fixes the notorious "evade bug" (which renders the "Evade%" stat (which governed how often a character would evade physical attacks, the maximum being 128%) completely useless and instead causes Magic Evade% to count for both types of evasion) was used in order to show game and item mechanics as originally intended. This is the original SNES NTSC version of Final Fantasy VI, released as Final Fantasy III in non-Japan regions. ![]() ![]() Another great game I'm glad I got the opportunity to longplay for the site. ![]()
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