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> Game Crossover. FF:VI w/SR
Gerzel
post Nov 8 2007, 04:53 AM
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C'mon if you are a fan of Final Fantasy VI tell me this hasn't crossed your mind.

Just think of the background count coming off of Sid's magitech factory!
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Herald of Verjig...
post Nov 8 2007, 10:34 AM
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I wanna play as Raiden!

Hmmm... espers as combo mentor spirits and the only one you can conjure at a given time? That does seem an interesting adjustment.
Everyone gets full sorcery for free, but it costs BP to buy spells.
How would you handle the personal advantages? Just write up a list and basically make each player play a variant of one of the original PCs?
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fatal2ty
post Nov 8 2007, 11:38 AM
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only if I can play as Gogo(Mimic would be cool to have)

also, Relm would probably be pretty hot in SR
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X-Kalibur
post Nov 8 2007, 07:38 PM
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I've actually played in a crossover adaptation of FFVI using Iron Kingdoms and gestalt rules from Unearthed Arcana. It was pretty fun actually.
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Wounded Ronin
post Nov 8 2007, 09:08 PM
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QUOTE (fatal2ty)
only if I can play as Gogo(Mimic would be cool to have)

also, Relm would probably be pretty hot in SR

Would Relm crash the universe when trying to sketch something that was aleady killed?

http://www.gamefaqs.com/console/snes/file/554041/34007

QUOTE

The infamous Sketch bug -

Follow this link; http://masterzed.cavesofnarshe.com/GameDoc...cs/ff3sktch.txt

If not, here's the short of it; the Sketch bug occurs whenever you miss an
enemy with Sketch.  What happens is that the game loads up a pointer from an
unknown spot in the ROM and uses it to load a monster sprite even though
there's no point because it missed.  The unknown spot is dictated by offset
7E:20FF/7E:2100 in the RAM, which is part of the first character's in-battle
spell list, the 28th spell to be exact.  7E:20FF is an unknown byte that also
serves as the byte that dictates whether a spell is greyed out, and 7E:2100 is
the spell's aiming byte.  Normally, this bug produces nothing, but under the
correct circumstances, the game will go haywire from this bad sprite loading.
The effects range from messed up item lists, equipment changes, town/dungeon PC
sprite glitches, blackouts, freezeups, intense graphic glitches, etc.  This can
be seen rather easily when Mute or a spell with the same aiming type is in slot
28, and Sketch misses.  There are coincidentally three known methods of seeing
the bug in FF3us v1.0 with Mute and the like; normal, being an Imp at the
beginning of battle, and becoming an Imp in battle.  So long as the first
character casts no spells, the unknown byte will only change from Imp
transformations, so the bug is easy to get.  Beware, however, that the bug
could erase your saves on the cart, so usage there is *NOT* encouraged by
myself.  For further information, check my Sketch bug guide, linked to above.
This bug also exists in FF6j SFC, however there is no known method of getting
the game to go haywire yet.  When that is found, the Sketch bug guide will be
the first of these two guides to be updated.


It's good to know that even SNES carts had bugs...
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hyzmarca
post Nov 9 2007, 04:37 AM
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FFVI has plenty of fun bugs that would be nice to implement in SR, particularly the Vanish/Doom exploit. Invisible characters were always hit by magic, including instant-kill magic, and it overrode boss immunities. Since invisibility is a positive status, it is always unresisted. As a result, one could kill any enemy in the game with two actions.

But, in SR it would have the advantage of reducing the number of invisible mages.

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Gerzel
post Nov 10 2007, 12:08 AM
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QUOTE (Herald of Verjigorm)
I wanna play as Raiden!

Hmmm... espers as combo mentor spirits and the only one you can conjure at a given time? That does seem an interesting adjustment.
Everyone gets full sorcery for free, but it costs BP to buy spells.
How would you handle the personal advantages? Just write up a list and basically make each player play a variant of one of the original PCs?

Hmm

I don't see the espers as Mentor spirits b/c they never mentored anyone in the game. Their powers were only transfered either after they died and their essence crystallized into magicite, or after having their powers drained, or more or less physically ripped, from their bodies in Cid's lab. Ok there was the village that Relm and Strago where from but they got their powers from their ancestors in the magi-wars presumably ancestors who used magicite.

There is another interesting parallel to SR/FFVI in Terra. She didn't show her full powers until after meeting a living (sorta) esper. Kindo reminds me of a drake. Esp since the espers were originally humans transformed in the god wars.

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Wounded Ronin
post Nov 10 2007, 09:41 PM
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QUOTE (hyzmarca)
FFVI has plenty of fun bugs that would be nice to implement in SR, particularly the Vanish/Doom exploit. Invisible characters were always hit by magic, including instant-kill magic, and it overrode boss immunities. Since invisibility is a positive status, it is always unresisted. As a result, one could kill any enemy in the game with two actions.

But, in SR it would have the advantage of reducing the number of invisible mages.

Score! I'll have to do that since I've started playing this game again. I never beat it in the first place anyway. Last time I got bored in the pheonix cave.
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Kagetenshi
post Nov 10 2007, 09:49 PM
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I always did think it was a bit of a step down from V…

~J
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Wounded Ronin
post Nov 14 2007, 07:25 PM
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QUOTE (Kagetenshi)
I always did think it was a bit of a step down from V…

~J

Was that the one with Butz?
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Kagetenshi
post Nov 14 2007, 10:23 PM
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Yep, that was the one.

~J
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