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Released in December 2004, Kingdom Hearts: Chain of Memories follows Sora and friends as they explore Castle Oblivion well before the events of Kingdom Hearts 2. The game features a new battle system, where you can organize cards of different numerical values and types to form all sorts of different spells and attacks. This is the only Kingdom Hearts game where you get to play as Riku, and the first to feature a multiplayer mode. Alas, people complained about the card system, so Tetsuya Nomura redefined the battle style for Kingdom Hearts 2 so that you could defeat almost every enemy simply by pressing the Triangle button.

 

Best time as Riku: single-segment 1:29:05 by Keith 'The Quiet Man' Skomorowski on 2009-01-02.

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Author's comments:

It should be noted noted right away that the Japanese version of this game is a lot easier than the US version in terms of difficulty. Most of the things you see being done in that version on Youtube are out of the question in this run, or simply won't happen in the US version. At least you can watch our speedruns without fear of progressive sound de-sync, which every one of those Chain of Memories videos seem to have for some reason.

I love not only the Riku/Rebirth/Reverse Mode (yes, there are three different names for this), but the character of Riku himself. Sora is such a whiney little bitch. He essentially stumbles around clueless for the first 11 floors, never shutting up and always asking stupid questions, while occasionally fighting "Riku" a bunch of times.
Riku gets to the castle, decides to confront his past, and does so by spending the rest of the game kicking ass.

Riku/Rebirth mode is similar to Sora's story, but they are totally different characters, with totally different battle strategies:
Sora has a number of different keyblades to use as weapons, he can make many, many sleights, and has to charge a counter each time he wants to reload his deck.
Riku has one weapon, about one magical and three fighting sleights at his disposal, and one tap of the reload box quickly reloads his deck.
Sora can modify his deck to suit the world and enemies he's facing. In order to do this though, he has to go after Moogle points, which help him get new and hopefully helpful cards from the Moogle shop, and he also has to hope that these cards aren't outside his Card Point limit.
Riku's deck is stacked for him each time he enters a new world or boss battle. In place of the card points are Attack Points, which cause Riku to do more damage in an attack.

Riku has a form called Dark Mode. Each time you card break, the difference goes towards the Dark Meter counter on the upper left side of the screen. Once Riku reaches the limit (it increases with each meter boost on level-ups), he goes into a much more fast and damaging form. Each time he gets damaged or becomes a victim of a card break, the meter counts back down with the respective damaging card number until it hits 0 and he reverts back to his normal self.

How the number system works on the doors:
Every first door in every world will need a one-or-above card. Each subsequent door will require one number greater to open and move on. You can keep this chain going from one to nine, but then you will need a zero card to continue for your next card. If you put a higher number card than what the door requires, the counter will pick up from there. So if you put a 4 card in the place of a 1, the next door in the 4 room will require a 5 card, skipping the 2 and 3. A zero will also overrule any number and take the counter back to one.
Certain doors will only open if you have certain cards, either above or below a certain number. In some annoying cases, those certain doors will also require the right card color along with a specific number. There are three colors ? red, green, and blue. Red mostly impact the enemies in the room, green effects mostly the card effects and room layout, and the blue are magical cards that make a variety of effects happen. There are also doors where cutscenes and boss battles happen, and are necessary to go through in order to exit the world.

When I'm selecting cards, remember that I have to plan ahead for over one hundred rooms, so if I change my mind on a card or look for a specific one, it's all part of the plan. Also, the joystick is really, really jumpy on that screen, so that's why you might see me hesitate for half a second to make sure I don't select the wrong one.

General information:
What really helped this run was that it was made for a portable system, so that meant I could practice, plan, and play it anywhere. In front of the computer, waiting for my food to cook, before I went to bed, and even in the washroom. Yeah, I'm weeping too.
But I digress.

If my movement appears sloppy, it's because there's either a slight oversensitivity with the controller, or an imput lag. I also got tired and wired at various points in the run, so... yeah. Also, keep in mind that the L and R buttons on the Gamecube controller need to be pushed down a lot further than the usual GBA ones do. The GBA ones sit right on top of the trigger contacts, but the Gamecube ones need to be pushed so far down for such a little one.

The reason I save a few times is to give me (and you) an idea of how I'm doing. I also need to because even though this game has a timer that actually counts seconds, it doesn't let you save after the game is over, though it does recognize you've beat it. This was mostly so the last part count be accurately timed. The Donkey Kong County 2 run did this, and it took way longer because he had to go out of his way to do it, so I think it's okay. The other important thing about the save points is that they replenish your health.

I go after the creeping heartless instead of the experience because they have a phase where they hide under the ground and move around which costs some time, and makes the run look ugly while I'm just waiting for them to resurface.

I throw the overdrive card (Dragon Maleficent) out at the start of many fights where it is seemingly not needed is because if I enter the battle with the first strike, I can finish off some enemies in two hits instead of three. The overdrive card also lets me finish off some enemies up to two hits less than it would normally require.

Stagnant Space and Lasting Daze rooms are annoying because they're so big and the doors like to jump around. Lasting Daze can be REALLY annoying because the rooms are the largest out of any of them and the doors are a total bitch to find a lot of the times. Enemy battle chances are also high because of how long I'm exposed when climbing a ledge or running around looking for the way out. At least with Stagnant Space there's only one way to go, and enemy fighting chances are next to none.

There are some parts where I fight longer battles, like Halloween Town and Twilight Town so I can get the experience at just the right level, so I can then grow up to three levels at once.

Run Comments:
I always played this on my Game Boy Advance and never noticed that castle in the background on the file select screen until I played it on a back-lit DS. Just a random trivia fact for you.

For those that know the story and characters, if you look at it, Riku and Ansem are kind of like another duo from a game I did a speedrun of before this; Danny and Leo from Manhunt 2. How odd.

I know no one cares about the story, but to players of the Kingdom Hearts series, did anyone else find it odd that they didn't send Luxord (the British card guy) to the castle? If all the attacks are at the mercy of the cards and he's got 52 of them, he'd be perfect. He knows more about card stacking than anyone else, and he's the easiest guy in Kingdom Hearts II, so they could have made better use of him here.

In closing I'd like to thank AquaTiger (a.k.a. FrostyTheDragon), who re-sparked my motivation to do this, and saved the world from the somewhat shoddy Sora speedrun I would have submitted in order to get this one on here. Actually, I doubt I would have ever gotten around to doing a Sora speedrun because of all the extra stuff involved, so scratch that. He's the reason this speedrun exists, so keep that in mind if you decide to link this run or comment on it.

The members in the Chain of Memories thread for their helpful information and encouragement. For example, I had no idea you could skip the cutscenes in this game. That's why you should always read the instruction booklet lady and gentlemen.

People who have done single segment runs for the inspiration and standards they provided.

The SDA staff for their continued hard work and being awesome guys.

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