LFT - Beat this. File was focused on special characters, I used generics until the end of C3 but otherwise used every main storyline plot PC except Meliadoul, since I used her in the WA4 file aftergame. Didn't do any sidequests. Final levels were about 31-38, with Agrias as the lone 38 and everyone else in the 31-34 area (Ramza was 33, I believe). I'm not really sure how she got that far ahead of everyone else, she was probably the best PC offensively but the gap didn't feel that wide.
Ended up with one reset on each of Dorter Slums, Wiegraf 1, Dorter 2, Izlude, North Wall, Zalera, Balk 2. Two resets on Kletian, once again the hardest fight in LFT to me!
After I got Orlandu I started using six PCs instead of 5, rotating them. I guess this means everyone suffered a bit for exp/JP or whatever, but not very much.
Lategame highlights...
-Adramelk only ever used Night Sword (999 draining) or Hold Tight (GT petrify/don't move), only using the latter if he could nail multiple people with it. This was bad enough that I made him use Night Sword instead. My party wasn't great at blitzing so it took a while for me to set up a Solution'd Malak lucky chain of attacks.
-Kletian... well, I did some setup mucking of course, but the main reason I won (and easily at that) the last attempt was that the two charging Time Mages and one Ninja were all nice enough to line up and get killed by Holy Explosion.
-Balk featured the misadventures of Malak trying to be the hero. Both battles with him came down to him needing to do something key to win the battle. In the first, he needed to land two hits on a hydra with only two panels to target. Of course he fails, and I lose. Second time, I give up on saving my other PCs and only Malak is left alive, and he needs to land a whole bunch of shots on Balk, first poisoning him with SPACE STORAGE, then managing to land a needed four shots aimed at five panels on the last turn. Malak is so silly. Orlandu died in this battle, but that's what I had six PCs for, I guess~
-Altima... found form 1 fairly easy this time, but 2 kicked my ass, had luck landing Faith with Grand Cross and carving people up with Return 2 or All-Ultima. Never mind that Rafa and Malak were both overkilled by one of these even before Faith. Rafa eventually crystallised, but no big. I sorta hung on in this battle, and was convinced I was about to lose when Altima launched a final All-Ultima at my team, killing absolutely -everyone-. Except Malak. But including herself. I'd have lost horribly if that hadn't killed her, but hey. Not sure Altima really needs to do 450 damage to herself with All-Ultima, but the fight is tough enough I'm not going to complain.
PC notes:
-Ramza: Not much to say here, I mainly explored Punch Art rather than Ramza's capabilities in particular. Scream does compliment this well, at least.
-Agrias: Already mentioned that innate Geomancer helps a LOT. Geomancer is pretty terrific class now (pretty much all my PCs spent some time there), but for Agrias it's particularly special, since she can get massive PA to swordskill things with, and picks up her best support skill too. Attack Up > Magic Attack Up in LFT, for reals. Anyway, Attack Up makes Holy Knight less painful, and then she picks up the rest of the set, back to kicking ass in Geomancer, before finally settling in as a Knight with Excalibur or whatever's available. Too bad about Holy Knight sucking, with the improvements to Knight it only looks worse. Still, she brings instant ITE slightly-GT damage to the table which is quite handy and fairly unique (Draw Out's there, but a bit different) so is probably the best special PC in a straight playthrough now.
-Mustadio: Snipe + Item, he makes a good healer of course. Eventually I got impatient with Snipe's weakness as a skillset and had him build up Mediator stuff instead, so he finished mostly as a Mediator with Throw Item. Worked well enough. He does have a speed edge on normal PCs, which is good for an item user, at least, so he's okay. Also, while you can certainly build a better PC than him before he joins, it's worth pointing out that most battles before he joins you can only use four PCs, so he's easy to slide in as a fifth. Granted, same's true of Agrias. But yeah, he's okay.
-Rafa: Truth is lame and always will be, although the improvements are nice. Tacking range 8 revival onto the set helps, although it's quite a mediocre skill due to the notable charge time (charge times are always far worse on revival than on anything else) and the HP recovery which doesn't make up for it (people revived with even Raise can take hits, Scorpio's Blessing less so). I don't really like the extra hits much, because it gets kinda annoying to watch 10 hits. I'd rather see a fixed number of hits (5-6?) a la Dark Whisper, but no idea if that's practical. Anyway, making Truth miss allies and Space Storage's reduced vertical (it's probably the best skill in the set, now) help out the skillset a bunch, at least, and it is ITE at least. Still a clear step back from Summon Magic in basically every way, but I no longer feel like shooting myself when I use it. It's quite middling at first but once Rafa learns the key stuff and can go Wizard/Geomancer (Heaven Knight sucks), things get better.
-Malak: EXPLODING FROG! Okay, Malak. He's really not very good now. He's much better than before, got the same upgrades as Rafa, but now he doesn't even have Brave (which is fine plotwise, but yeah). And he generally seemed to have about half of Rafa's damage output even though I lowered his Faith, which isn't always practical. Hell Knight is a little less terrible than Heaven Knight (4 move) but still bad. Exploding Frog... just didn't work out as well as I'd hoped, the charge time on something that doesn't lock on (was this intentional?) and the low vertical is sad times, though it was quite good on some maps, and does work as an emergency reraise buff if you block frog. Still the weakest overall plot character, but hey.
-Orlandu: Is Cid. He's a bit behind a well-built Agrias in the maingame (though obviously surpasses her in the aftergame, perfume arguments aside), but not much! Mostly because unlike most specials he actually gets a worthwhile base class as a carrier. And the Dark sword skills aren't bad options, for all that I barely used them. So yeah, pretty good times.
Thinking on it, improved Squire makes me extra bitter about Holy/Heaven/Hell Knight/etc. being bad. Now that there's a class with FFT Geomancer-like stats, and everything I could want from a class except shields on equipment, getting saddled with something far worse (admittedly, with a better primary skillset) is sad days. This is probably decently balanced (Agrias in particular doesn't objectively need more improvement), but it's allowed to bug me a bit.
Good times, would replay again, etc.
New Super Mario Bros. Wii - Ended up having to FAQ the second star coin in 3-4, felt pretty stupid when I learned where it was. Finished world 9, it was pretty good times, with special bonus points for the 6-10 dead ringer with the defrostable ice blocks. That made for some amazing bits. Saving the Toads in world 9 is brutally challenging, only managed two of them. Fun little game, it's Mario, not much to say. Singleplayer ended up very enjoyable even though it took some time to get rolling. Not sure I like it quite as much as the original New or some of the oldschool games, but definitely a solid entry in the series.