The Ultimate Roulette of Speedrunning

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Ricky vids can't stop being so damn good.

👍︎︎ 11 👤︎︎ u/Kevin-Can 📅︎︎ Oct 08 2022 🗫︎ replies

Seems that the summoningsalt situation had affected this video too.

👍︎︎ 3 👤︎︎ u/Razbyte 📅︎︎ Oct 08 2022 🗫︎ replies

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!

👍︎︎ 1 👤︎︎ u/Booskop89 📅︎︎ Oct 08 2022 🗫︎ replies
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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.
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Channel: ThaRixer
Views: 944,987
Rating: undefined out of 5
Keywords: Yu-Gi-Oh!, Duel Monsters, Yu-Gi-Oh! Forbidden Memories, Forbidden Memories, Speedrunning, Speed, Run, PS1, PS2, PlayStation, Konami, Yugi, Kaiba, Seto, Pegasus, Heishin, ThaRixer, RNG, Randomness, Random, Number, Generator, Luck, Percent, Drop, Chance, Joey, Speedrun, Glitch, Exploit, RNG Manipulation, GDQ, World Record, WR, World, Record, Egyptian, Millenium Puzzle, Yu-Gi-Oh FM, FM, Forbidden, Memories, Tea, Seto Kaiba, Yami, Yu-Gi-Oh! Shin Duel Monsters
Id: -f5xLVvvbFU
Channel Id: undefined
Length: 33min 4sec (1984 seconds)
Published: Fri Oct 07 2022
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