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 (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?
Headliner: Castlevania: Symphony of the Night Integrated Randomizer (PSX) Runner: Crazy4Blades | YouTube | SRC Commentator: Mottzilla | YouTube | Twitch
Bionic Commando: Item Randomizer (NES)
Fire Emblem: The Blazing Sword: Self-Randomizer (GBA)
Dragon Warrior: Ablaze (NES)
Willow: Item Randomizer (NES)
Ys III: Wanderlust (NES)
A follow-up season can be considered to cover roguelikes.
Runners and Commentators
If you’re a runner or commentator of one of the above games in vanilla or rando and would like to showcase a run of the game’s self-randomizing mod in this pilot series, see below.
The showcase series is currently being planned for a monthly schedule of one to two games per month. The start date is still being determined but will be announced when known. Update: series kicked off April 5.
For example showcase runs, see FFR’s YouTube channel here.
One or two show hosts may be present during your run, and there may be introductory and/or closing segments and/or some interaction during the run. This depends on host availability so is by no means guaranteed.
Both speedruns and challenge runs are acceptable. For other types of runs, speak with clymax for an exception to be granted.
Live audio commentary in English by you or by a guest is required. Update: an exception can be made to accept prerecorded audio commentary to improve commentary quality.
Live play is optional; gameplay can be prerecorded.
Face cam is optional.
Full runs are requested.
As a guideline, previous showcases have often had runs ranging from 1.5-2 hours. But other run lengths can be acceptable as long as audio commentary keeps pace with the run.
Runners and commentators who are interested, please reach out to us via the FFR or FFVC Discords. Contact clymax if you have any questions.
This page covers mods known as being able to randomize themselves. That is, no website or application is needed to get or play a new seed. Instead, resetting the game is enough.
Comprehensive
The first list requires all of vanilla content to remain accessible.
The Battle of Olympus: Item Randomizer (NES)+ [link]
Final Fantasy V Advance: Ancient Cave (GBA) [link]
The significance of a roguelike mod in the randomizer context is that a bulk of the content normally associated with a vanilla playthrough is rendered unplayable either completely or in the context of interoperability with the hack’s twist on the game.
If you know of a hack that should be listed on the page, let us know by reaching out to us via Discord or leaving a comment below.