The Summer 2025 Live edition of the FFR Rando Marathon has been announced by FFR admin DarkmoonEX.
Says DarkmoonEX:
On June 13th, 14th, and 15th, the Final Fantasy Randomizer (FFR) community will be hosting our fourth annual Summer edition of the FFR Rando Marathon and this year we’re doing it LIVE! For a few days, we’re taking over Charleston, West Virginia to raise money for the LIAM Foundation, who we are very excited to once again partner with.
The LIAM Foundation is an organization dedicated to encouraging, assisting, healing, and empowering the LGBTQIA+ community. 100% of all donations will go directly to the charity.
Regarding the marathon format, DarkmoonEX continues:
The Marathon will be a hybrid of live and online runs. Scheduled slots from 10:00 AM EDT Friday June 13th to Midnight (11:59 PM EDT) Sunday June 15th. A fourth day may be added for an all online pre-show on June 12th, if we receive enough submissions.
All randomizers are welcome! Every marathon we are so unbelievably lucky to get an incredible amount of submissions from a huge variety of randomizers and we can’t wait to see what gets submitted for this marathon!
Submissions are open now through April 27th @ 11:59 PM EDT.
For more info, see the resources below. If you have any questions, you can find an FFR rep on the FFVC Discord or on the FFR Discord. You can also reach out to clymax.
Resources
Volunteer form for submitting runs for the event [link]
Rules, Guidelines, ticket & hotel information for the Marathon [link]
You will now start with the Enterprise and the Lunar Whale.
You will also start with an Emergency Exit, and it can now be used anywhere.
The game sends you to the wrong place if you try to use it in the very beginning when you gain control of Cecil, so this has been fixed, as shown in this video.
Movement speed has been doubled in overworlds, towns, and dungeons.
Random encounters have been disabled unless you walk around while holding the B button.
You can now save your game anywhere.
Experience is boosted to 32x.
Gil is boosted to 32x.
Support for seeding is being investigated, one issue being that there’s no way to rename characters. Update: you can now rename Cecil, as shown in this video.
Seeding is now supported.
A config toggle for randomizing chests has been added. You can toggle this off anytime during a run to get vanilla chest items.
The opening cutscene has been shortened. The intro battles are now skipped.
Event dialogue is no longer shown. Event pauses are now skipped.
The Underworld is now accessible from the beginning.
The cutscene of the crashing airship is now skipped. The Enterprise is also pre-upgraded to fly over lava.
The Hovercraft and Hook upgrade are given at start.
Mt. Ordeals can now be entered without Palom or Porom.
The Tellah recruitment event is skipped to avoid softlock potential later in the game.
Fixed battles have been skipped.
A config toggle for skipping cutscenes has been added. For game stability, stick with the default of skipping OFF for now.
A config toggle for going through NPCs has been added. This can be used to go through blocking NPCs to enable more sequence breaks.
The Falcon has been added to the moon. This is for purposes of modding research.
A secret warp to Zeromus has been added.
The Zeromus dialog is now fast-forwarded through.
Dummy items have been filtered out of the pool of rollable items.
A new item has been added to the pool of rollable items. The new item is required to be in your inventory before a secret warp to Zeromus can be used.
Pure Chaos mode added and ON by default. To turn off, change Control to Order in the Config menu.
For Pure Chaos mode to take effect, Cecil must have been renamed to something other than Cecil.
Chaos mode will no longer take effect in the final dungeon. This is to preserve endgame farming. This behavior is the same as in Whirlwind.
What do you think? Which FF of the SFC trilogy is your favorite, and why?
If you haven’t played FFIV, this mod is a modernized take on the game that took the series to the next level. So what are you waiting for?
For the Whirlwind family of mods, click here. For clymax’s projects, click here.
The Final Fantasy VI: Tailwind mod for the SNES has been released courtesy of clymax.
The mod is a cousin of the Whirlwindmod for FFV and is intended to deliver an experience similar to Whirlwind‘s Open World mode.
The mod can be identified by the “Wind” label in the main menu, just like in Whirlwind.
Early access to the dev build is available via Game Jolt. You can also get a free dev build via our Whirlwind Fiesta event.
Release Build: Features
Chest loot is now fully randomized.
Development Build: Features
For the first time in the Whirlwind family of hacks, true chest seeding has been implemented. (Although Whirlwind supports chest seeding, the order of opening chests doesn’t matter; we can call this “roll on demand.”)
Chests will be seeded based on the first five letters of the name of Terra/Tina. The order of opening chests does matter. So, set (manual) seeding is supported. Random (auto) seeding is not yet supported.
All chests will be rolled once Terra’s name is set for the first time in a run. Each chest roll is purely random. In other words, this is not a shuffle of vanilla chests.
Starting items have been added to your inventory.
Early airship and world warp are now available, as shown in the video. You can now save anywhere.
Gil and ability points gained have been boosted to 8x. Same goes for experience gained with Experience Egg equipped.
A secret warp has to the final boss has been added, but the warp currently has an equipment requirement. This warp is subject to change.
Farming boosts increased from 8x to 32x. Rom size expanded from 3MB to 4MB to support this feature.
When wearing Moogle Charm, you can now hold the A button to get random encounters. Works both on overworlds and in dungeons.
Pure Chaos mode added and ON by default. To turn off, change Sound from Chaos to Off in the Config menu.
Pure Chaos mode includes enemy rando and Bonanza mode. Both support seeding.
Bonanza mode gives you up to six random bonus drops per battle.
Chaos mode will no longer take effect in the final dungeon. This is to preserve endgame farming. This behavior is the same as in Whirlwind.
Amount of each of Moogle Charm and Sprint Shoes as starting items increased from one to three. Purpose is to equip all three of your parties for dungeons like Kefka’s Tower.
You now summon your airship to your current location if you aren’t already standing at the airship’s location.
You now see your Magic Points after battle even before you get your first Espers.
The final warp stone in your inventory can now be used infinitely.
Starting Experience Eggs increased from four to twelve.
Walking speed has been doubled. This matches the GBA version.
Sprinting speed has been doubled. This matches the GBA version. However, visual artifacts may be present in the sprinting animations in certain directions, such as right and down. Namely, the player character may appear to be gliding atop the ground.
Protects against wrong warping to WoB’s or WoR’s version, when entering or exiting houses.
Reimplements early access to Floating Continent. Namely, WoB Sealed Gate can now be played.
You can now dismiss a party member by holding SELECT when changing their row in the main menu. Reenter the main menu to see the result.
What do you think? Which FF of the SFC trilogy is your favorite, and why?
If you haven’t played FFVI, this mod is a modernized take on what many fans regard as the greatest 2D JRPG. So what are you waiting for?