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%
