Hello there. Allow me to take you back, and
tell you the story about a little game known as Yu-Gi-Oh! Forbidden Memories. It’s a game
released in 1999 for the original PlayStation and for the past decade or so, this game
has taken the world of speedrunning by storm. Forbidden Memories was everywhere,
it was practically impossible to avoid, even if you tried. It seemed like everyone had a
friend who had tried running the game, and if not, you probably stumbled upon the game in a stream
somewhere. It was like a plague that spread to all corners of the speedrunning community.
It didn’t matter if you were a PlayStation, Nintendo or PC guy, forbidden memories had an
allure to it. But what was it that drew people to the game and gave it such an infamous reputation?
Today I hope to answer this question, as we dive into the story of Yu-Gi-Oh! Forbidden Memories,
The Ultimate Roulette of Speedrunning.
SpeedRunsLive! A place where many of my videos
seem to start. A classic website used for finding streams related to speedrunning, and racing
your friends in your favorite games. As the legend goes, a speedrunner by the name of BJ was
streaming Yu-Gi-Oh Forbidden Memories casually on their twitch page. BJ was most commonly
associated with speedrunning the Spyro games, and that’s mainly what the runner SSBMStuff
aka Saboom followed him for. Saboom had played Forbidden Memories when he was a kid and was
pleasantly surprised to see BJ streaming the game, as memories from his youth came rushing back,
reminding him of how much he loved the game. The following day, BJ and Saboom along with
runner DSmon would race to see who could beat the games world tournament the fastest. This
race took place all the way back in January of 2013 and is the first recorded race of the game
on SpeedRunsLive. Looking at the player comments, it seemed like the guys had fun, and we
can presume they were all together in a voice call on Skype chatting it up. This
was effectively the birth of the game, but eventually someone was gonna be brave enough
to race the full game. To take it just that one step further. And we only have to look two races
above where 5 players would attempt just that, and this paints an entirely different picture.
A 12 hour completion, a 21 hour completion, and 3 forfeits. This was the first proper
attempt at beating Forbidden Memories in a speedy setting and out of the five, Sabooms
attempt would go on to be somewhat of an urban tale. As the story goes, Sabooms attempt was an
absolute endurance test, spanding over 30 hours of continuous play before finally throwing in
the towel from exhaustion. During this stream, 1000 viewers witnessed the madness that was
Forbidden Memories, and Saboom would also go on to get partnered due to the viewers he pulled.
The 30 hour marathon of a stream is unfortunately lost to time but many were inspired to give the
game a whirl after watching him play it. And so, the seeds were planted, and the rest is history.
But what happened during this race to cause such wildly different completion times between 1st and
2nd and why did 3 people forfeit? The answer is that this game is an absolute RNG nightmare,
so let’s talk about how to play it.
Yu-Gi-Oh! Forbidden Memories does not play
like your typical Yu-Gi-Oh game but some core concepts still apply. If you’re not familiar
with any Yu-Gi-Oh whatsoever, don’t worry, I'll explain the basics of dueling in this game.
Let’s take a look at a random duel played by the runner matt13 against Rex Raptor, one of the first
opponents in the game. Every player begins by drawing 5 cards where you can then begin to summon
monsters onto the field. In forbidden memories you can fuse together cards to make stronger
monsters by selecting multiple from your hand, done by pressing up on the d-pad. On Matt’s first
turn, he sees that he has a plant and female card which makes Queen of Autumn Leaves with 1800 atk,
pretty decent stats for the early game. Rex then plays a card in defense position as he has nothing
strong enough to take down Matt’s card. On Matt’s second turn, he plays Armored Zombie at 1500 atk,
his best option since there aren’t any better fusions in his hand. On turn 3, Matt performs a
common strategy known as “Tossing” also known as “Cycling” to some. Matt selects Kuriboh and beaked
snake, but the two cards aren’t fusable. So the game tosses Kuriboh out of the game. The sole
purpose of this move is to dig for more useful stuff in the deck. Since you always draw until you
have 5 cards in your hand it can be beneficial to get rid of some trash cards that won’t be of
any use. In the following turns, Matt whittles away at Rex until his health points reach zero,
winning him the duel. As Matt wins the duels, a couple of stats show at the end. The amount of
star chips gained, a form of currency we’ll get into later. The card you obtained from winning
the duel and your overall rank for how well you did. Your rank is determined by a plethora
of factors such as speed, amount of fusions, and a lot more. This plays into what card drops
from the duelist you fight. There are 3 separate so-called drop pools for each duelist in the
game, S and A POW, S and A Tec, and BCD POW/TEC. Whatever rank you get will acquire you a random
card within that drop pool, although the cards don’t all have the same chances of dropping. Going
back to Matt’s duel where he got an S POW on Rex, we can see that he got Ganigumo, which has a
17/2048 or 0.83% chance of dropping if you get an S or an A POW. So we know the basics of dueling
and we know a bit about how the card drops work, so now let’s get into why this game is
an absolute RNG fest to speedrun.
To begin, your starting deck is random. The
40 cards you get handed to you at the start of the game.. well it’s pretty much out of
your control, although there are a few cards the game has to give you. For example,
the game has to give you a removal card, there’s a 50% chance that you’ll get Raigeki,
and 50% that you’ll get Dark Hole. Raigeki clears all monsters on the opponent's side of
the field whereas Dark Hole clears everything, so Raigeki is slightly preferred although running
with dark hole is fine if the rest of the deck is solid. You’re also given a field card, where
hopefully you’ll start with either Mountain or Umi, these cards power up the main monster you’ll
be looking to fuse later on in the game. If you don’t get this one though it’s not too big of
a deal. The real thing that runners will mostly reset the run over is the equip card. Equip
cards are exceptionally difficult to obtain, so starting with a good one is a necessity. Out of
the 33 equip cards that you can start with, only 5 are viable to continue the run, a 17.86% chance.
These are Dark Energy, Beast Fangs, Horn of Light, Dragon Treasure and Invigoration. If you don’t get
one, you’re better off quitting out to the main menu, resetting the run and trying for another
deck. Then of course we have the monsters, which are a bit of an added bonus, most runners don’t
reset if the monster cards are bad, but there are some types that are prefered early on, such as
beasts or plants. If your starting deck contains any dragon’s or thunders, that’s a huge bonus
because Forbidden Memories late game win condition is the almighty Twin-Headed Thunder Dragon. A
strong, easily fusible monster at 2800 atk. The reason you need such specific equips and field
cards from the starter deck is because those are the cards that work with twin headed, all of them
giving the monster 500 atk and defense each.
Once you have your deck, the run begins by losing
a scripted duel to Heishin, where afterwards you move on to face a bunch of opponents in the world
tournament. Rex Raptor is the first opponent in the tournament and conveniently he’s easy to beat
and drops a bunch of really good stuff. After beating Rex you can back out to the title screen
and enter Free Duel mode where you can farm him for drops which most runners usually do. Again,
beating your opponent drops a measly one card, which is one of the reasons this game can take
so long to complete. On some runs, you can sit there and farm Rex for 45 minutes without a
single useful drop, whereas on a different run, you could potentially skip the Rex farm
if your starting deck is insane enough. Rex can drop a handful of useful dragon’s and
thunders on S/A POW such as Crawling Dragon #2, Dragon Zombie, Oscillo Hero #2 and Electric
Snake to name a few. But he can also drop Beast Fangs on BCD ranks, useful on Twin-Headed Thunder
Dragon. Once you’re ready to move on from farming you’ll continue through the world tournament and
the opponents go from pretty easy to decently challenging throughout. Since you don’t really
have that many thunders and dragons at this point in the game to fuse twin-headed, your strategy
for getting through the world tournament will usually rely on fusing beasts and females that
hover around the 2000 atk mark. It’s surprisingly addicting to learn all these different fusions
and to figure out what the best play each turn is, although sometimes a weird one off fusion
can occur that you weren’t expecting. The first opponent after farming Rex is Weevil,
he’s easy enough. Then there’s Mai who’s not too bad, Bandit Keith has a small chance to play
Zoa at 2600 atk which can be a bit troll, but otherwise he’s pretty beatable. Next is Shadi
who old school runners actually used to farm since he drops a few good thunders and dragons, but also
beast fangs and umi on BCD ranks. He’s fortunately pretty easy. After that it’s Bakura who can play
Labyrinth Wall or Millenium Shield, both with 3000 defense which can be annoying to get around.
After that it’s Maximillion Pegasus, who at absolute worst can play Meteor B. Dragon, a 3500
atk monster, which you almost have no chance of beating at this point in the run unless you draw
Raigeki, or Dark Hole. Luckily this opening isn’t common. Bickuribox is one of his more common
plays at 2300 atk, tricky to get around too if you don’t draw correctly. Pegasus can actually
drop Megamorph which is the best equip card in the entire game, giving 1000 attack and defense
to any monster as opposed to the usual 500 that the other equips give. The issue with getting
this card is that you need to get an S or A tec as your ranking from the fight, which is very
complicated to achieve and takes a very long time. Even if you do it right, Megamorph has a 64/2048
chance of dropping, or 3.13%. It isn’t always a waste though as other really good things can drop
from S or A tecing pegasus such as Bright Castle, an equip that works on twin-headed, widespread
ruin, the best trap card in the entire game that kills an opponent's monster when they
attack, and.. Hamburger Recipe, you know? In case you wanted to summon Hungry Burger
onto the field.. Yea this guy is in the game. Next is Ishtar, who has one of the absolute best
drop pools in the entire game. I’m talkin’ dragons with high drop rates, Dragon Treasure, Umi, Spike
Seadra who can be combined with a single thunder to make twin-headed and Widespread Ruin. She can
be pretty annoying to duel though, with a rough 7.5% chance of starting the duel with a B. Skull
Dragon at 3200 atk. Pretty much every run at this point will quit out to the free duel mode and
farm Ishtar for hours once they’ve defeated her to improve their deck. She does have the downside
of not dropping any thunders but that’s where the star chips come in. After each duel you’ll
acquire star chips depending on your rank, these can be spent in the password menu on the
title screen. Runners usually spend their star chips on thunders, as dragons are generally easier
to obtain through winning duels. After the Ishtar farm, you’ll finish the world tournament by facing
off against Kaiba who can also play Labyrinth wall and Millenium Shield, but also Blue-Eyes White
Dragon, not terrible to deal with, especially if you just farmed Ishtar for like 2 hours.
At this point, you may have caught onto the fact that our opponents are starting to get pretty
unfair, generally summoning monsters that outright beat Twin-Headed in a head to head. Cards
like Blue-Eyes White Dragon, B. Skull Dragon and Meteor B. Dragon have way more attack power than
twin-headed and usually require an equip to beat, and in the case of MBD, 2 equips. If you think
these cards are unfair, we’re about to enter the part of the game where things get silly.
There’s two paths runners can take from here on out to finish the
game. You can choose the final 7 route or the final 6 route. The final 7 route has you fight all
of the low and high mages from each shrine, ocean, desert, mountain, forest and meadow to then move
on to face the final 7. In the final 6 route you take a detour to fight labyrinth mage and seto 2nd
before finishing the mages. This knocks the amount of fights you have to do at the end of the game,
from 7 down to 6. Some people prefer this way because all of the fights at the end of the game
are done in a row. If you lose just one fight, even the very last one. You have to redo them
all. It’s absurdly punishing, and we will talk more about it later in the video. It should be
mentioned that the Final 6 route isn’t necessarily easier by any means. Labyrinth Mage and Seto 2nd
both have to be defeated back to back and they both have very unfair cards. Labyrinth Mage is
the first opponent in the game who has everybody’s favorite monster in his deck. Gate Guardian a
3750 atk monster, that absolutely annihilates you unless you draw raigeki, dark hole, widespread or
two equips with a twin headed. If you’re used to the rules of the official trading card game it’s
just so insane to see this guy just put a card with this high attack, straight up raw onto the
battlefield. Seto 2nd is super unforgiving too. He can play Gate Guardian, MBD, Metalzoa, Black
Luster Soldier, Blue Eyes White Dragon and a f___ ton of other things too. If you beat em both, then
cool you don’t have to fight Labyrinth Mage later during the final gauntlet. To unlock the mage’s,
you must visit the Pharaoh’s Palace to duel Mage Soldier, a laughably easy opponent at this point
in the game, but drop wise he does have a 50/2048 or 2.44% chance of dropping Dark Energy, an equip
that works for twin headed. After beating him the mage’s are now unlocked and you can tackle them in
any order you want. The low and high mage of each shrine do need to be completed in a row but the
low mages are a tad easier compared to the high ones. The ocean and desert shrines are the easiest
two out of the five, with the only problem being a few strong monsters that high ocean mage can play,
due to them getting a field buff from Umi being the default during these duels. High Mountain Mage
has a low chance of playing MBD or B. Skull Dragon on turn 1, absolutely devastating cards with the
Mountain field buff you begin on. Turning them into 4k and 3700 attack monsters. High Forest Mage
can be an absolutely ridiculous duel at times. His best card is Perfectly Ultimate Great Moth, a
monster with 4k attack with the help of Forest, which the duel starts with from the beginning.
Take a look at this clip from my first run of the game that I did on my twitch stream the other
week. Would you believe me if I told you that he actually played a third moth that duel? Yea
seriously the duels just get ludicrously difficult at this point in the game, and we’re not even at
the end yet. Lastly for the mages is the meadow shrine and High Meadow Mage can play good old
Gate Guardian. We’re used to it at this point, i guess? But not with Sogen on the field!?
Seriously 4250 atk points, how in god's name are you supposed to get past this s___? The
only thing you can really hope for is raigeki, widespread or perhaps a lucky easy mode, as it’s
called. Easy mode is a catch-all term in forbidden memories where the opponent will begin by playing
a relatively weak monster on their first turn, which gives you a good chance of winning the duel,
since they’ll continue to play monsters with equal or lower atk if you clear their monster on turn 1.
With enough luck, you will make it past the mages, and now you can either choose to go straight
for the final gauntlet, or farm some more to improve your deck. You can go back to Ishtar for
more dragons, widespread, dragon treasure, or an umi. If you have a trap card in your possession
you can do A-tec’s on Pegasus for Megamorph or other good stuff, or you could farm low meadow
mage for the rare 0.98% chance at an MBD drop. MBD and Megamorph severely increase your
chances at beating the final gauntlet but you have to get lucky to get the cards
and it is by no means a guaranteed win for the end game. The final gauntlet in
Forbidden Memories is without a doubt, one of the hardest boss sequences in gaming. The
difficulty here is legendary status. If you played this as a kid back in the day there’s almost
no way you would be able to beat it unless you knew about twin-headed thunder dragon and what
equips to use. When speedrunning the game you go into these bosses with the bare minimum cards,
hoping that you draw correctly and hoping that the opponents give you easy mode. So how bad
can it get? Let’s go over the duelists.
In the case final 7, duel 1 is Labyrinth Mage.
Strongest card, Gate Guardian 3750 atk. Duel 2, Sebek, strongest card, Zoa 3100 atk with yami
field buff. Duel 3, Neku, strongest card, Skull knight 3150 atk with yami field buff. Duel 4,
Heishin, strongest card, Gate Guardian 3750 atk. Duel 5, Seto 3rd, strongest card, blue-eyes
ultimate dragon 4500 atk. Duel 6, Darknite, strongest card, MBD 3500 atk, and duel 7,
Nitemare, strongest card blue-eyes ultimate dragon 4500 atk again. It goes without saying,
this part of the game is unnecessarily difficult. The worst fight of them all has to seto 3rd, who
has a 55% chance of beginning the duel with a blue-eyes ultimate dragon. If you somehow manage
to take it down with widespread or removals. He’ll just play another one. Yea, he has three
of them. Instant death, there’s basically nothing you can do to get past it with 90% of the decks
you’ll have during a speedrun. Heishin is also super annoying because his chance of playing
Gate Guardian turn 1 is stupidly common, and because his monster is so strong, you only
have so many turns to dig for equips, a removal, MBD if you have one. If you give him control of
the board, he often plays megamorph onto a strong monster to the point where they exceed 4000
atk and it becomes near unwinnable from there. Nitemare is pretty scary too, because like with
seto, he can also play blue eyes ultimate dragon. The chances aren’t as high as on seto, but it’s
beyond infuriating spending 20 minutes to get to the fight, only to get slapped in the face with an
ultimate turn 1. Besides Ultimate, Nitemare also has Gate Guardian, MBD, and Moth in his deck, it’s
a brutal last fight. Heishin, Seto and Darknite also have access to incredibly devastating magic
and trap cards such as widespread ruin, reverse trap, raigeki, shadow spell and megamorph. Oh also
the AI literally cheats from Heishin onwards. If you play a card facedown, the AI is programmed
to KNOW which card it is. They can literally see through it. Not only that, on Heishin onwards, you
might see a 5 card hand visually, but these goons have 20 cards in their hand, I'm dead serious.
All of this is happening, while you’re listening to some of the most stressful music imaginable.
Forbidden Memories does not f___ around. To get past the final gauntlet you just need one lucky
run. One attempt where everything lines up. And because that almost never happens, having splits
that look like this, is common. Just finishing the game is an accomplishment, the RNG is THAT
bad. But that doesn’t mean it’s impossible, and some players have tried to to defy the odds.
How far can you push this game if you just have a little bit of luck on your side. Let’s take a look
at the players who have tried, and succeeded.
The first big world record that I remember when
I first started watching forbidden memories was Monopolyman’s 5:38:24 set back in March of 2013.
A really nice run with 11 dragons, 7 thunders, 1 widespread and 3 equips. Monopolyman got
2 of his equips from farming Mage Soldier, not a bad strat for the time but one that isn’t
really common anymore since drop rates are better understood now. His run also featured a first
try final 7 which is extremely uncommon to get even to this day. Many players would attempt
to beat monopolyman’s run in the coming months, and at this time, it was a thrilling time to be
a spectator of Forbidden Memories. Since the game mostly centered itself around luck, practically
anyone could be the next record holder, given you understand the basics of the game, you just have
to get lucky enough and who knows where good RNG might take you? It was like the wild west, where
anyone who was doing races on SpeedRunsLive could snag the record at any moment. Saboom would get
very close with a 5:49:45 but the record wouldn’t fall until june 2013, where 2 Brazilian players
would lower it by a ton. Theurnator with 4:53:18, and rCopat with 4:18:58. Yea, not often you
see world records being beaten by over half an hour. The record would continue to fall with
GFC getting a 4:06:16, Kollin7 with 4:00:56 and theurnator again with 3:29:27 set in May of 2014.
This record sort of marked the end of an era where if you wanted the record now, you had to hail mary
the final gauntlet once you started running out of time for farming, and then hope you miraculously
beat the game. The lower the record falls, the less time future runs have to farm for useful
cards you’ll need against people like Heishin and Seto. The record would never see a big drastic
improvement until the player Kanek would get the world's first sub 3 hour completion at
2:53:08. This time is still listed as the world record today on speedrun.com but Forbidden
Memories has a big scene over in Japan as well, with their own leaderboard showcasing times
that are faster than most have done in the west. With the current record being a 2:45:32 by
the player.. Onion, uhh ok. Onion’s starting deck was pretty textbook when it comes to the kind of
deck you’re looking for, with 1 dragon, 1 thunder, raigeki and horn of light. His Rex and Ishtar
farms were extremely lucky. Out of the first 3 duels on Rex one drop was Crawling Dragon
#2 and the other, Dragon Zombie. On Ishtar, Onion gets a Dragon Treasure drop on his second
duel, a 1.56% chance. If that wasn’t enough, he then gets another one just 15 minutes later.
Having 3 equip cards by the 1 hour 20 mark is not only very rare, but also ridiculously fast. He
then farms until he has 55 star chips to buy an Umi, then heads towards the end game. On the
mages, Onions luck continues to pile on, as he gets through them all without losing a single
duel, including easy modes on High Mountain Mage, High Forest Mage AND High Meadow Mage.
On final 7, Onion makes it through the first 3 fights swiftly, but finds himself
against 2 gate guardians on Heishin. He has Umi out, and is in desperate need of drawing
an equip and the components for twin-headed. Lady luck is on his side and he draws exactly
that, then proceeds to win the duel. Against Seto, Onion draws Umi, an Equip on his
first turn. If he draws a dragon, he is able to beat any card
Seto has except for Ultimate, when you’re in a situation like this.. You
just gotta pray that he doesn’t play it. The blessing was granted and Seto played Gate
Guardian. Onion was able to draw his Dragon 2 turns later, and was now past the most difficult
fight in the game. The string of good RNG would continue as DarkNite played a trap on turn 1
instead of a monster. DarkNite has 4 traps where 2 of them are practically useless and impossible
to trigger, which guess what - Is exactly what he played here. The following turn DarkNite would
play B. Skull Dragon, which Onion would beat with his regular twin headed. Now.. it’s the very last
fight, this is where you realize that this is all or nothing. The stars either align right here,
or you get sent back 20 minutes to the beginning of Final 7 and miss your shot at the world
record. What was NiteMare gonna play this time? Ultimate. That’s it I guess.. I can’t
beat that, at least I don't think so? The lottery ticket, Raigeki, the only card that
can get you out of this position. The perfect draw, at the perfect time. With 2 Ultimate dragons
staring him dead in the face, Onion strikes them with thunder and prays that he goes easy from
here on out. NiteMare’s gimmick is that he only plays monsters, he does not have any spells or
trap cards which could buy you time to stall. Onion has to hope for an incredible downgrade in
attack power. He only has 3500 life points left, so it’s a game of hoping that Nitemare doesn’t
play a third Ultimate, Gate Guardian, MBD or Moth. He has to hope that in that 20 card hand, not a
single one is any of those 4 monsters. The chances are astronomically low, but on this fateful day,
it really happened.. And the rest is history. Black skull baby, it’s in the bag. And that my
friends is how lucky you need to get to get a world record in this game. And to end it all,
you get the sweetest victory sound imaginable. And also the credits.
Sometimes when you least expect it, you’ll make it
through the final gauntlet, sometimes it's with a deck you never even thought could do it. It’s
really difficult to convey just how luck based this game is, and how difficult it is to achieve
the record, let alone just finishing the game. I’ve been playing this game a bit on my twitch
stream lately (twitch.tv/tharixer) and people always ask me what the run length of the game is,
and I can never give a straight answer. My first run miraculously beat the game in under 8 hours,
an incredibly good time for a first completion, but my third run of the game legitimately took
me 19 hours even with the best deck i’ve ever had featuring 14 dragons, 9 thunders, 3 equips,
a widespread, an umi and an MBD as the cherry on top. Final 6 actually took me over 10 hours to
beat and that’s not even that uncommon to see. If we return to the speedrunslive race results
page, it’s just hilarious to see the amount of forfeits present here. Sometimes you just have
to surrender, the game can absolutely break your soul, giving you easy modes all that way through
the final gauntlet, to then take it away from you right at the end. The game is so unpredictable
in its run time that an any% run has never been showcased at an ESA or GamesDoneQuick despite the
category’s popularity. Although after ESA 2016 had concluded, there was an alleged bonus stream
with a Forbidden Memories run performed by Mergy with no surviving video. The run apparently
went on for 12 hours without finishing. Classic. The Forbidden Memories craze even
spread to some bigger streamers in the scene at the time. The game is just a certified
clip generator. The most absurd stuff just seems to happen all the time, and sometimes
you’ll get a meme drop every now and then. Forbidden memories still has a sizable cult
following today. A lot of people speedrun card mods of the game, where you get more cards than
just 1 from beating an opponent, it does make the drops a bit less significant, but it’s far more
forgiving when it comes to the time you spend on the run as a whole. Forbidden Memories also has
a ton of fan-made romhacks that seek the goal of continuing to expand the Forbidden Memories world
and keep the fusion system that made the game so memorable. The people just wanted more FM, so
the fans got to work. Even today in 2022 though, vanilla Yu-Gi-Oh! FM speedrunning still has
a loyal fanbase. People still race the game from time to time and world record attempts are
being streamed on twitch fairly regularly. Runners tagerplayer and matt13 have both had runs well on
pace to beat Onion’s record but something always goes wrong during the final gauntlet, but my money
is on these two players to improve the record, or perhaps any of the top japanese players.
It’s difficult to know how active their scene really is with the language barrier and most of
them streaming on nicovideo instead of twitch. It would be silly of me to have a channel
dedicated to PlayStation speedrunning lore, and not talk about Forbidden Memories. It’s a game
that’s gone down in history as one of the biggest RNG fests in all of speedrunning. Some people
cannot fathom why you would ever run a game like this where nothing is in your control. On the
other hand though, you can sit back and relax, knowing that wherever the game takes you,
you’re just kind of along for the ride. Forbidden Memories is random enough where every
playthrough of the game is different and some players love that about the game. I’ve run games
like Ratchet & Clank and Mirror’s Edge, both games with extraordinarily high skill ceilings
with its depthful movement and to be honest, it’s kinda nice to not have to worry about how
well you play all the time. That isn’t to say that Yu-Gi-Oh FM is just play twin-headed and
win lol. In the early game you do need to know a ton of different fusions that you’ll mostly
learn through trial and error. There is a ton of knowledge you need to know when it comes to
attaining certain ranks on specific duelists, there’s things like guardian stars, drop
percentages, memorizing password codes, remembering what cards the opponent can play and
so on. RNG is often despised in speedrunning, but without it games are more likely to reach
their final destination. Our journey through speedrunning is lowering the games that we love
in a collaborative effort, but we never stop to think about what happens when we reach
the end, when a time simply becomes maxed? Forbidden Memories having as much RNG as it does
effectively ensures that the games record history is never ending. You can always get a better
starting deck. You can always get better drops, and you can always get luckier on the final
gauntlet. To end this piece, may the RNG gods smile upon future speedruns of this frustrating,
absurd, yet amazing roulette wheel of a game.
Thanks for watching if you liked the
content please consider subscribing and supporting me on patreon.
Take care and have a good one.
Ricky vids can't stop being so damn good.
Seems that the summoningsalt situation had affected this video too.
I've played this game a lot, I've seen many runs and streams.
Basically everything you said in this video, I already knew.
Still I watched from start to finish, and enjoyed every second of it.
Very well done ThaRixer!