Pokémon Crystal, Randofused Nuzlocke - (Part 01) - It’s Been Too Long
Welcome to my randofused Nuzlocke of Pokémon Crystal! Be sure to check the full description for anything related to the video that you might want to know.
This is being played on Retroarch on Steam with the Gambatte core loaded. I have never played a Nuzlocke run of Pokémon before but Crystal is my favourite and the randofuser allows for a unique remixed experience that I thought would be an enjoyable debut of me Nuzlocking a Pokémon game.
Q: “What is a Nuzlocke?”
A Nuzlocke run of a Pokémon game introduces two rules to the game:
- I may only capture the first wild Pokémon encountered in each area.
- If a Pokémon faints, it can no longer be used in battle.
These are the standard Nuzlocke rules that I will always be following, although as the attempts go on and I gauge how difficult this whole concept is going to be, I do change settings and try to enforce optional rules between runs so it remains challenging but without being a cakewalk and without breaking either of the two basic rules.
Additional rules that I will be following are as follows:
- The two basic Nuzlocke rules are not in effect until I obtain my first Pokéballs.
- If any of my Pokémon faint, I will box them rather than release them.
- Dupes Clause is in effect.
- Shiny Clause is in effect.
- No Master Ball.
- No Day Care.
Q: “What is the randofuser?”
The randofuser is a third party tool exclusively available for Pokémon Crystal that takes all of the Pokémon in the game and randomly fuses them with other Pokémon in the game. These fusions place the colour palette of the secondary Pokémon onto the sprite of the primary Pokémon with the resulting fusion able to learn all moves that either Pokémon would. There are a lot of other options within the randofuser and the settings used for each run will be shown at the beginning of the first video of each run if they change.
Download it here:
https://github.com/xCrystal/crystal-randofuser
Enjoy!
This video is the first of a large batch of footage that I recorded live commentary on in which I was using a completely new PC and unbeknownst to me for quite some time, Windows automatically enabled a noise detection filter effect to my microphone which I didn't notice for quite a while. As a result of this, if I turned my head away from the microphone or got just a bit too quiet while still talking then my commentary recording would muffle itself and I was unable to fix it in editing. While I can generally edit around it by cutting out the muffled parts, the unfortunate effect of that is that there will be a lot more occasions of dead air as I cut out the inaudible half-sentences that it picked up.
I figured that it would be better to edit around it rather than start everything over because it didn’t feel right to do so for these games due to the significance that the journey of playing through them had to me. This problem will be fixed in future videos.
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