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  • FFVI: Tailwind Released

    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).

  • FF: Headwind Released

    For the Whirlwind family of mods, click here. For clymax’s projects, click here.

    The Final Fantasy: Headwind mod for the NES 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.1

    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.

    1. With no job randomization currently planned. ↩︎

    Release Build: Features

    Chest loot is now fully randomized.

    Development Build: Features

    Garland no longer needs to be fought. Princess Sarah no longer needs to be rescued.

    The portal to Temple of Fiends Past is now open from the start. You no longer need the Lute to access all of Temple of Fiends Past.

    You now start a new game with upgraded classes, as the video shows.

    You can press the A button to call your airship. Works from the start of the game.

    Movement speed is now doubled in overworld, towns, and dungeons.

    Mystic Key is no longer needed to open locked doors. All fixed encounters have been disabled.

    Experience and gil from battle have been boosted to 8x.

    Dialog windows are now faster in towns and dungeons. Battle messages have been sped up. Response rate now defaults to the max of 8 instead of the minimum of 1.

    You now start with the ship and the canoe. The ship can dock anywhere.

    You now get no encounters unless you hold down the B button. Applies to overworld and dungeons.

    You now start with the bridge already built. The opening cutscene when you cross the bridge for the first time is now skipped.

    What do you think?

    If you’ve played Final Fantasy, What features from the FF series does Final Fantasy lack the most? How does Final Fantasy compare to other first entries such as Dragon Quest and Mother?

    If you haven’t played Final Fantasy, this mod is a modernized take on the game that started it all. So what are you waiting for?

    This post has been viewed 151 time(s).

  • FFII: Upwind Released

    For the Whirlwind family of mods, click here. For clymax’s projects, click here.

    The Final Fantasy II: Upwind mod for the Famicom 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 is recommended for use with the English fan translation by Demiforce as improved by Chaos Rush, available here. The Japanese version should also be compatible and will also be actively supported.

    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

    You will no longer get random encounters unless you hold down the B button while walking. For a demo, see the video below.

    Movement speed has been doubled in the overworld and in towns and dungeons.

    You can now save even in towns and dungeons.

    The airship can now be called by pressing the A button anywhere.

    You will start with all key terms already learned.

    Party members can now have the same name. This is for future seeding purposes.

    The Jade Passage can now be accessed early. Ten other sequence breaks have been created in the overworld.

    Gil is now boosted to 10x.

    The airship always moves at double speed regardless of item collection and regardless of toggling the B button.

    The rates of leveling and stat ups are now boosted to 10x.

    It is 4x easier to run away from battle.

    True chest seeding has been added. To get this to work, the fourth save slot can no longer be used.

    Chests will be seeded based on the first five letters of Firion’s name. The order of opening chests matters. Set (manual) seeding is now supported.

    You can also toggle off chest randomization. Simply press the Select button when in the main menu or row menu. This lets you play with vanilla chest contents.

    The boulder event in the Snow Cave has been disabled for now.

    You are now granted the ship at game start.

    The door in Kashuan Keep has been opened.

    The doppelganger in Mysidian Cave has been despawned.

    Ricard in Leviathan has been despawned. This is so Crystal Rod won’t be needed to pass through Leviathan. But he’s now believed to be unrecruitable.

    The Cyclone can be accessed early.

    Auto (random) seeding is now supported. Enter “auto ” as Firion’s name to get a different seed each time.

    Gil chests now contain randomized items when rando chests is set to on.

    Gil chests containing the same amount of gil will contain the same randomized item.

    Several dozen dummy items have been filtered out of the pool of rollable items.

    A secret warp to the Emperor has been added.

    A new item has been added to the pool of rollable items. This item is now required to be in your inventory to use the secret warp.

    Increases to max HP are now much more generously awarded.

    What do you think?

    If you’ve played FFII, how would you rate it versus other FF’s? What do you think about its unique battle system? Although no longer readopted in the FF series, that battle system later found a new home in the SaGa sister franchise.

    If you haven’t played FFII yet, this mod offers a modernized way to enjoy a classic game that never got a Western release on the system. So what are you waiting for?

    This post has been viewed 187 time(s).

  • FFIII: Crosswinds Released

    For the Whirlwind family of mods, click here. For clymax’s projects, click here.

    The Final Fantasy III: Crosswinds mod for the Famicom 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 mode1.

    The naming of this mod in relation to its predecessor mod is also a nod to FFIII being a precursor to FFV in terms of the job system.

    The mod is recommended for use with the English fan translation by AWJ. The Japanese version should also be compatible and will also be actively supported.

    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.

    1. With no job randomization currently planned. ↩︎

    Release Build: Features

    All jobs are granted on New Game start.

    Quick start skips Altar Cave and puts you at Wind Crystal to face Land Turtle.

    All dialogue has been skipped.

    Because there is no Config menu, toggles have not yet been placed for these features.

    Development Build: Features

    For instance, you can now change jobs regardless of level and without needing change points.

    Movement speed has been doubled in overworlds, towns, and dungeons.

    You can now save even in towns and dungeons.

    Spells Exit and Warp can be cast anywhere.

    Early access to the Nautilus airship is available.

    You can even access the Invincible airship early, as this video clip shows.

    The Surface World is now accessible early.

    The Underwater map is also accessible early.

    You can also enjoy no random encounters unless the B button is held while walking, as this video clip shows.

    The Land Turtle, the Statues of the Quest, and the Dark Warriors can now all be skipped.

    The Crystal Key is no longer needed to access the second floor of Crystal Tower.

    The Eureka Key is no longer needed to access Eureka, the optional dungeon.

    Because the room containing the initial cutscene with Xande in Crystal Tower has softlock potential based on certain sequence breaks made possible by this hack, that room has been skipped.

    Chest loot is now fully random. Chest dialogs are now shown.

    Enjoy 16x boosts to character experience, job experience, and gil.

    Note that the number of save slots has been reduced from three to two to support certain features of this mod. You will no longer be able to select to save to the third save slot.

    Party members can now have the same name. This is for future seeding purposes.

    The spawn point has been moved back to the original location.

    Removed restrictions on where the Otter Head can be used.

    Dialogue for monster chests excluded from dialogue skipping. This lets you see the chest pickup.

    Ending dialogue for forbidden weapons each individually excluded from dialogue skipping. This lets you see the weapon pickups. Beginning dialogue still skipped.

    You can now hold SELECT when interacting with an NPC or object, to override dialogue skipping. This enables vanilla interactions with NPCs and objects.

    What do you think?

    If you’ve played FFIII, how would you rate it versus other FF’s?

    If you haven’t played it yet, this mod offers a modernized way to enjoy a classic game that never got a Western release on the system. So what are you waiting for?

    This post has been viewed 301 time(s).