I’ve had this idea for a challenge run of FFVIII for awhile, and recently I sat down and pieced together the official rules. This weekend I started a test run with these parameters, and if the result is interesting I plan on creating a video playthrough and posting it to YouTube. The challenge is in three parts.

Part One

Each playable character is assigned a class that greatly limits their abilities. They will have two stats they can raise through junctioning, a primary and a secondary. The idea is to replicate typical classes that have appeared in other Final Fantasy games.

Part Two

Stocking and junctioning spells is restricted by a tiered system; only “first-tier” spells can be obtained and cast/junctioned in disc one, etc. Certain spells are banned entirely. Primary stats can be raised with any spell allowed up to that point in the game; secondary stats are tier-limited by disc (0/1/2/2).

Part Three

Many game-breaking abilities are banned from use. Included in this restriction are GF summoning, card playing/modding, drawing magic, limit breaks, all party abilities (like Move-Find and Enc-None), running from battles, etc.

That’s the challenge in a nutshell; the rest of this update will include more of the particular details. Given that a No-Junction Game is possible, I believe the game can be completed with all these restrictions; of course, I’m testing this theory before I start making videos. Check back every so often for updates on how it’s going!

Tiers of Magic

Tier One

Black: Fire, Blizzard, Thunder, Aero, Silence, Blind
White: Cure, Esuna, Protect, Scan / Float (both unattainable through refining)
Other: Slow

Tier Two

Black: Fira, Blizzara, Thundara, Water, Bio, Sleep
White: Cura, Life, Berserk, Shell
Other: Haste

Tier Three

Black: Firaga, Blizzaga, Thundaga, Quake, Zombie, Drain, Confuse
White: Curaga, Regen, Dispel, Reflect
Other: Double, Stop

Tier Four

Black: Tornado, Demi, Flare, Death, Break, Meltdown
White: Holy, Full-Life
Other: Triple

Banned List: Pain, Aura, Meteor, Ultima

Classes

*All classes have access to Status & Elemental Defense Junctions by disc (0/x1/x2/x4) and either Elem-Atk or Stat-Atk.*

Squall – Knight

Primary stat: Vitality
Secondary stat: HP
Atk-J: Elemental

Command Abilities:
Attack
Defend
Item
Kamikaze

Passive Abilities:
Cover
Med Data
Vit+20%/40%/60%/Bonus
HP+20%

Zell – Monk

Primary stat: Strength
Secondary stat: Speed
Atk-J: Elemental

Command Abilities:
Attack
Defend
Item
Mad Rush

Passive Abilities:
Counter
Med Data
Str+20%/40%/60%/Bonus
Spd+20%

Selphie – White Mage

Primary stat: Spirit
Secondary stat: Magic
Atk-J: Status

Command Abilities:
Attack
Defend
Item
Magic – all curative & positive status (except Haste/Double/Triple)

Passive Abilities:
Med Data
Expendx2-1
Spr+20%/40%/60%/Bonus
Mag+20%

Rinoa – Black Mage

Primary stat: Magic
Secondary stat: Spirit
Atk-J: Status

Command Abilities:
Attack
Defend
Item
Doom
Magic – all offensive & negative status (except Slow/Stop)

Passive Abilities:
Med Data
Expendx2-1
Expendx3-1
Mag+20%/40%/60%/Bonus
Spr+20%

Quistis – Red Mage

*Red Mage gets two secondary stats in exchange for a weak primary*

Primary stat: HP (but only to 2nd-tier)
Secondary stat: Strength, Vitality
Atk-J: Elemental

Command Abilities:
Attack
Defend
Item
Magic – all 1st & 2nd tier spells (including Haste/Slow), plus Stop/Double/Triple

Passive Abilities:
Med Data
Expendx2-1
HP+20%/Bonus
Str+20%
Vit+20%

Irvine – Thief

Primary stat: Speed
Secondary stat: Hit
Atk-J: Status

Command Abilities:
Attack
Defend
Item
Darkside

Passive Abilities:
Mug
Initiative
Med Data
Spd+20%/40%
Eva+30%
Luck+50%

*The challenge was not created with the dream sequence characters in mind, but they have been adapted to roughly fit certain roles while making the game playable*

Laguna – Fighter

Primary stat: Strength
Secondary stat: HP
Atk-J: Elemental

Command Abilities:
Attack
Defend
Item
Mad Rush

Passive Abilities:
Counter
Med Data
Str+20%/40%/60%/Bonus
HP+20%

Kiros – Samurai

Primary stat: Magic
Secondary stat: Spirit
Atk-J: Status

Command Abilities:
Attack
Defend
Item
Magic – all curative & positive status (except Haste/Double/Triple)

Passive Abilities:
Cover
Med Data
Mag+20%/40%/60%/Bonus
Spr+20%

Ward – Lancer

Primary stat: Vitality
Secondary stat: HP
Atk-J: Elemental

Command Abilities:
Attack
Defend
Item
Darkside

Passive Abilities:
Initiative
Med Data
Vit+20%/40%/60%/Bonus
HP+20%

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