Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Real method that could work:
Have characters equipped with DragonBoots. When Magimaster is about to die, berserk your own team with Celes (learns it at level 40) and pray one of them is off the screen at some point.
Theorycrafting:
Muddled characters still use any of their available abilities, right? Muddle Celes, have her cast Runic, throw a remedy on her, and then kill the Magimaster with previously berserked characters.
Did you expect them to leave in the vanish/doom exploit as well?
This isn't just an issue of a challenge play through. There's so many things that are simply different about the way the game (and the other PRs) behave that simply don't represent the originals, as designed.
How abiout how the game forces you to watch the "m-m-magic" scene even if you never use magic? How you can't just pummel Vargas without being forced to do it again for the tutorial? In the original, Mage-Master would, specifically, not be able to cast Ultima because he's out of MP. This wasn't a bug. Here they forcibly allowed it anyway.
How dare they force us to sit through previously optional scenes that take 10 seconds.
It's not about them being 'bastards'. Rather, it's just so many ltitle things that are different that are changed for no seeming reason. Take FF1 -- why did they not put in the Peninsula of Power which was clearly left in previous versions due to it being a 'good bad bug'. But they also took out the 'Hall of Giants' which wasn't even a bug (or doesn't seem like it anyway).
The way it works is the map is divided into squares, and each square has a table of encounters. On the NES, the squares were massive. The entire world map was split into an 8x8 grid. Some of the later versions kept this because they never modified the map at all. So when you touch the very tip of land next to Pravoka, you are actually walking on tiles that are in a different section of the grid, and that's why you get encounters that are meant for the strip of land on the other side of the water.
For the Pixel Remaster version, the old map was scrapped entirely and a new one was made in Unity that looks just like the old one with locales in the same place.