Category: self-randomizers

  • Splintered Enters Early Access

    Richard Murtland is a solo indie developer and content creator who names Dragon Warrior as one of his favorite childhood games. You can follow Richard’s work via YouTube or X.

    Part Love Letter, Part Randomizer

    Hot on the heels of Splintered‘s Early Access release, Richard sits down with clymax of FFV Central to give our readers an inside look at the development journey.

    Q1: Looking over dotMake Studios’ developer page on Steam, Splintered appears to be your foray into indie development. Is this the game you’ve always wanted to make? Indie devs tend to have dev experience in some industry, so we’d like to ask: what’s your concurrent (or if none, former) line of work (before taking the plunge)?

    A1: In a lot of ways, yes! I wanted to make a game that pushed the envelope on something, and in this case that something is: a game that’s built from the ground up to support (and be supported by) a randomizer, making it a core part of the game loop. It’s been an exciting journey with a lot of interesting problems to solve.

    I was previously a software engineer.

    Q2: This should be an easy one: give us your elevator pitch on why solo-character RPGs are better than party-based RPGs.

    A2: I’m not sure if they are! But I’m also not sure if solo-character RPGs have been given their fair shake. In my mind, the 1v1 style combat of Dragon Quest 1 got left behind pretty quick. Sure, it’s appeared in some other games and other forms (monster battlers, Undertale, FFXVI -kidding-), but I always felt there was more to explore in the realm of a traditional 1v1 RPG. At the end of the day, I think it’d be great if someone played Splintered and went from “There’s not much you can do with just one character.” to “Oh, that was a lot of fun!”.

    Q3: We at FFV Central are no stranger to rando mods for classic JRPGs. (Our flagship release is a self-randomizer capable of dynamically toggling randomization of five different aspects of the game during a run.) What aspect of Splintered barely did not make the cut for randomization at least for the foreseeable future, and why?

    A3: So on one hand: I can’t think of an idea that I’ve been forced to leave behind, which was part of my goal with Splintered. Sure, some features are more difficult than others, but having complete control over the base game gives me a wide variety of possibilities at my finger tips. If there’s something I want to do, I just need to build/rebuild the features to support it.

    On the other hand: This freedom also comes with a cost. The game needs to be good start to finish. From the base game with Chapter 1, to the first randomized run with Chapter 2, and everything in between as players work their way towards the eventual Chapter 5.

    As I’m typing this, it’s four days after the Early Access Release and I’ve released 3 small patches. Fixing two edge case softlocks, putting my randomizer versioning to test (so that the majority of players that didn’t experience any issues can seamlessly continue their run as if nothing happened), and making improvements to the base game and accessibility based on feedback (which is actually one of the parts of development that I quite enjoy!). I’m excited to deliver the next content patch, which adds the in-game customizer that’s needed to really bring the randomizer to life, but I’ll be spending today working on a much needed Rebindable Keys feature and some related controller support. (Don’t worry though, the content patch will be out soon!)

    Q4: Without spoiling anything meant to be kept as a surprise, what major feature are you looking to add to Splintered either before it makes it out of early access or, if none, during its lifecycle? Any plans for a GOG release?

    A4: So a lot of the work for the “Clairvoyant Challenge Mode” is already done. It should arrive shortly after the customizer. I won’t spoil the features, but if you think “what would happen if your character was clairvoyant”, you can probably guess a few.

    No current plans for a GOG release, but I’ve heard some recent interest so I’ll be considering it around release time. I’m open to the idea, there’s just a lot of other things I’m focused on atm w/ the EA release.

    Q5: Even in the world of modding, it’s not easy for a solo modder as myself to go up against group mods or compilation mods, let alone in the gamedev sphere. Which parts of Splintered were done by you versus outsourced or acquired?

    A5: It’s just me (with the help of Unity, Famitracker, and Aseprite). I’ll be to hiring a professional translation service to localize the game to Japanese soon. Also, within this last year, Splintered‘s had a community begin to form around the game and they’re the best! They’ve been immensely helpful with their early feedback and participation in the recent Beta Tests.

    Q6: Tell us a bit about the tech behind Splintered: what’s the game engine, and how’s your experience with the engine thus far?

    A6: Splintered is made with Unity. It’s alright. It does everything I need it to do and I’m hoping I’ll need to make use of the porting features some day soon!

    Q7: Closing remarks: we recently conducted a player vote for a next franchise to rando-mod next. Dragon Warrior narrowly beat out Chrono Trigger, Secret of Mana, and Romancing Saga, and we’ve already begun looking at it. (Dragon Warrior was actually my first RPG, and its giveaway promo was what helped me convince my parents to get me a one-year subscription to Nintendo Power magazine.) Needless to say, 2025 is a great time to be a Dragon Warrior fan! Thank you for your love-letter randomizer and for your time for this interview.

    A7: Woohoo! Sounds like a wonderful choice and best of luck with the randomizer! Thanks for having me and for the interest in Splintered!

    If anyone wants to check out the game, you can find Splintered on Steam [link]. There’s currently a 10% release week sale that lasts until Friday morning (3/28 10am PST). There’s also a demo available.

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  • FFR Rando Marathon: Summer 2025 Live

    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]

    The LIAM Foundation [link]

    FFR Twitch [link]

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  • Whirlwind Family—Recap

    For clymax’s projects, click here. You can also follow him on YouTube.

    For the Whirlwind meta-family of mods, click here.

    Self-randomizing mods compatible with original mainline releases in the Final Fantasy series.

    These mods are unofficial and unaffiliated with Square Enix.

    Click on each thumbnail to see the corresponding entry.

    For other families, click here.

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  • FFVI: Tailwind Released

    Randomizer Romhack of Final Fantasy VI

    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 Whirlwind mod 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 (called “roll in advance”). (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?

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