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. (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?
This post has been viewed 131 time(s).