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The following is a list of version differences between the various ports of Final Fantasy VI.

Super Famicom[]

FFVI logo

The first iteration of Final Fantasy VI was released for the Super Famicom in Japan on April 2, 1994 and dubbed Version 1.0, named as such as it was available for a short time before Square decided to pull this version from sales due to the Opera House glitch. As a result, Version 1.1, dubbed "Revision A", was released immediately after, addressing and patching out the glitch, thus making it the first official revision of Final Fantasy VI.

Super Nintendo Entertainment System[]

FFVI SNES Logo

The first international edition of Final Fantasy VI was released on October 20, 1994. It is the North American localization of the game and was renamed and marketed as "Final Fantasy III". This is due to the original versions of Final Fantasy II and Final Fantasy III, as well as Final Fantasy V having released in Japan only at the time, with Final Fantasy IV rebranded and released internationally as "Final Fantasy II", thus the game was also rebranded to accommodate the absences. In addition to an English localization, numerous changes were incorporated:

  • New Logo & Title Screen - A new logo featured during the opening introduction and title screen to accommodate the name change to "Final Fantasy III".
Finalboss-ffvi
Finalboss-ffvi-censor

The final bosses' censorship (right) compared to the Super Famicom version (left).

  • Localization - The script was solely translated in English by Ted Woolsey who, under severe time constraints to meet the deadline of the North American release, had re-written major changes to the story, characters and terminology. This resulted in pop-culture references, major story mistakes, story structure and characters arcs that were mistranslated and misinterpreted, inaccuracy of world-building and player hints and in-game instructions that weren't clearly explained.
    • Name changes for several characters that were more appealing to western audience, excluding the latter: Tina → Terra, Lock → Locke, Mash → Sabin, Biggs → Vicks.
    • Gil is renamed to GP.
    • Official titles based on a job that was displayed next to a party member in the main menu was removed.
    • Kanji for elemental properties are replaced with icons.
    • The storage and screen space limitations of the SNES resulted in shortened translations of the script, abilities and enemies. Menus were reorganized to accommodate the changes.
      • A majority of additional information for all equipment in the menu were also removed due to the storage limitations.
      • Information specific to items, magic and lore have their information omitted, resulting in one less column of text.
  • Gameplay - Minor changes were made:
    • The option to customize controller inputs was removed.
    • The ability to rename Cyan's Bushido techniques was removed.
    • Growth of a party member's MP values are lower when gaining a Level.
    • The Silence (Mute) spell's graphic was changed from Kanji (黙) to English text (MUTE).
    • The Merit Award relic, which enables any character to equip any weapon outside of their exclusive category, does not apply for the Ultima Weapon (Atma Weapon).
  • Censorship - Textual and visual edits are made to remove alcohol and tobacco references as well as nudity, partially to adhere to Nintendo's family friendly content guidelines at the time:

PlayStation[]

Based on the original Japanese release for the Super Famicom, the PlayStation port of Final Fantasy VI marked the first time the game released with its original numbering, releasing in Japan on March 11 and North America on October 5th in 1999. It also marked the game's first official release in PAL territories, releasing in Europe and Oceania on February 27, 2002. The North American release is unique in that it was part of a compilation titled Final Fantasy Anthology, a two-disc collection with Final Fantasy V. Several changes were implemented:

  • Logo & Title Screen - The original logo is restored in the opening introduction and title screen.
  • Full Motion Video - Exclusive to this version only are two FMVs sequences depicting the main characters and events during the game, with one version playing before the title screen, and the other unlocked upon completion of the game.
  • Relocalization - A rewritten translation is used, addressing most of the discrepancies between the Super Famicom and SNES versions.
    • "Vicks" is correctly renamed to Biggs.
    • "Fenix Down" is correctly renamed to Phoenix Down.
    • Enemies and enemy abilities having slightly different names.
    • Some errors exclusive to this version are also present:
      • Various names and lines of dialogue have missing letters and other typographical errors that are not related to text-space limitations.
      • When Shadow is found in the Cave on the Veldt, the party leader will refer to him as "him" instead of "her". This error also applies to Relm if she encountered in the cave instead.
  • Performance - Due to the disc-based format of the PlayStation, load times are longer during the 3D battle transitions and when accessing the menu. Performance with lagging is also noticeable during battles.
  • Music & Sound - The quality of both sound effects and the soundtrack was changed.
  • Movement - Sprinting can now be performed holding the Playstation-Button-C button, with the effects able to stack with the Sprint Shoes Relic.
  • Gameplay Changes - Minor changes were introduced:
    • The rapid flash of Sabin's "Bum Rush" animation was toned down to prevent seizures.
  • Bugs & Glitches - A number of bugs were fixed, while at the same time many new ones were introduced.
  • Censorship - Sprites that were censored have been restored to their uncensored depiction.
  • Bonus Content - The addition of bonus contents are added, including a Bestiary and an Art Gallery.
  • Gau can no longer equip the Merit Award Relic. (This nerfs the "Wind God Gau" exploit, though it can be used with Gogo to lesser effect.)

PAL version[]

In addition to the above changes, the slowdown during battle has been fixed. Uniquely, the PAL versions of Final Fantasy VI are packaged with a playable demo disc of Final Fantasy X that coincided with its upcoming release for the PlayStation 2.

Game Boy Advance[]

FFVI Advance Logo

As part of the Finest Fantasy for Advance series, a Game Boy Advance port titled Final Fantasy VI Advance was released in Japan on November 30 in 2006, followed by a release North America on November 6 and in both Europe and Oceania on June 29 in 2007. Numerous changes were made to both the gameplay, localization and content:

  • Visuals - Sprites are further improved; additional colors for characters and field backgrounds were added and have been brightened, battle backgrounds were visually updated with more detail.
  • Both the screen position and in some cases the animation of sprites are different during several cutscenes to accommodate the Game Boy Advance's smaller screen.
    • In some enemy formations the enemy sprites are positioned differently for the same reason.
      • Largely because of the small screen size some characters during cutscenes are shown to actually move when the scene transitions when they originally had either limited movement or otherwise didn't move at all. A notable example of this is during Terra's flashback to Emperor Gestahl's war speech: Originally, Terra had been motionless and stayed near the Magitek Armor due to not being motioned to join in salute to Emperor Gestahl, but in the GBA version she moves in close to the top generals, although still doesn't join them in saluting.
  • Character Portraits - Portraits for key characters are displayed in dialogue boxes in the field.
  • Noticeable slowdown when larger attack effects occur, causing desynchronization between the sound and graphics for the attack duration.
    • Slowdown occurs when flying an airship.
  • Party sprites on the overworld map are askew to the left, but this is only a graphical error.
  • Many NPCs within towns are given different color palettes.
  • The Missile Bay enemy is erroneously given a different color palette.
FFVI Gba vs Snes

Advance (top) vs SNES (bottom).

  • Music & Sound - Changes to both the soundtrack and sound effects.
    • The "Fanatics'" chorus is higher pitched with female vocalized instead of using deeper male vocalizations.
  • Localization - A new localization by Tom Slattery that improves upon the PlayStation version:
    • The script in the Japanese version received minor tweaks to update some terms and references.
    • An entirely new translation more faithful to the original script, accurately conveying the tone of the story, but retains several lines from Ted Woolsey's English translation, known as "Woolseyisms", that were popular among fans.
    • A new smaller font is used for text to accommodate the additional text provided by the updated localization.
    • Missing information specific for all equipment in the menu, as well as items, magic and lore have been restored.
    • Titles for party members next to their names in the menu are restored.
    • Several changes in the game script include more profanity and references to death and religious terms for equipment, enemies and spells previously censored in the SNES version; examples include the "Epee" sword renamed to "Bastard Sword", "Doom Gaze to "Deathgaze" and the "Pearl" spell to "Holy".
    • Several terms are now in consistency with later Final Fantasy games. For instance, Sabin's "Bum Rush" is now "Phantom Rush", the numbered spells, such as Fire2 and Cure2 were renamed to use the "-ra" and "-ga" suffixes, etc.
  • Censorship - Several changes to sprites were made, but one scene in the Japanese release was noticeably changed:
    • The scene in question is when Locke witnesses Celes's imprisonment and torture by the Gestahlian guards in South Figaro; she is no longer being beaten by the guards and they merely taunt her. The scene was removed because the original Final Fantasy VI was created before the Japanese ratings board, CERO, existed. Violence is rated strictly in Japan, and Square Enix wanted a "CERO A" rating for the Advance version, which would have been impossible if a game depicts violence against a restrained human.[1] Going forward, this change was kept in all subsequent releases in all versions since.
    • The sprites for Siren and Chadarnook were uniquely re-censored in the same areas as before, thus resembling an amalgamation of previous versions.
  • Gameplay Changes - Additional changes were added, several of which address the bugs and glitches found in previous versions:
    • Multiplayer options were removed.
    • A new auto-dash option that enables sprinting without holding a button.
    • The Evasion stat works as intended instead of it being overwritten by the Magic Evasion stat.
    • Using the Quick spell's effect a second time in a row will now miss, preventing indefinite use of the spell if the caster had enough MP to recast it before its effects wore off.
    • New Ultimate Weapons for all party members, while Gau gains an exclusive Headgear and Umaro gains an exclusive Relic.
    • Level 0 Lores now target all enemies instead of none.
    • Both Behemoth Kings (Alive and Undead) are encountered on the Veldt instead of just the Undead version.
    • Banish can no longer be absorbed by Celes's Runic command.
    • The Vanish-Doom bug is fixed.
    • The option to toggle the cost of MP next to a spell with a button input is removed.
    • Gogo can no longer equip the Merit Award Relic (Notable as an alternative to the "Wind God Gau" exploit.)
  • Bonus Content - A number of bonus features were implemented:
    • Bestiary - The Bestiary returns, though the descriptions of each enemy are now absent and will not record every enemy encountered.
    • Music Player - A BGM player that is unlocked upon completion of the game.
    • Espers - Four additional espers can be acquired: Leviathan, Gilgamesh, Diabolos and Gigantuar.
      • The boss battle required to obtain Leviathan takes place underwater; this enables Mog a second chance to learn Water Harmony if he failed to do so in the World of Balance.
    • Dragons' Den - A new bonus dungeon containing two new superbosses: the Kaiser Dragon and the Omega Weapon. Its is located on an island north of the Dragon's Neck Coliseum. Progressing through the dungeon is required to obtain powerful equipment and Diabolos's magicite.
    • Soul Shrine - A second bonus dungeon located on an island near Mobliz and access is granted after both completing the game and the Dragons' Den.

PAL version[]

The second revision of the game released in PAL territories only, addressing four bugs and glitches found in the Japanese and NTSC versions mentioned above, while incorporating additional features:

  • Language Options - The PAL versions offer multiple language support: English, German, French, Italian and Spanish. Thinner font is used to accommodate the language-specific pronunciations.
    • Keyboard layout is changed when asked to type in a character's name, with added letters and accents.
  • Celes Chere's name is written as "Celes Chère" in the credits.
  • The pincer attack glitch is fixed.

Wii Virtual Console (Discontinued)[]

The original title was re-released in 2011 as part of the Virtual Console library of retro games on the Nintendo Wii. The Super Famicom version released on March 15 in Japan, while the SNES version released on March 18 in Europe and Oceania and on June 30 in North America. The game is not available on the 3DS and Wii U Virtual Consoles outside of Japan.

PlayStation Network[]

The PlayStation version of Final Fantasy VI was re-released in 2011 for the PlayStation Network in Japan on April 20, May 23 in Europe, June 2 in Oceania and December 6 in North America.

iOS/Android (Discontinued)[]

A mobile port was released in 2013 on March 28 for iOS devices and September 25th for Android. The port is based on the Advance version, with an additional number of changes:

  • Visuals - Visuals have higher resolution with new animation effects, more detailed backgrounds and enemy sprites and 3D models.
    • Redesigned character sprites in the same vein as Final Fantasy Dimensions, with the characters' appearance closely resembling their official art by Yoshitaka Amano.
    • Character portraits for key characters are added for dialogue windows.
    • 3D models for field locations on the world map are implemented, specifically for towns and Kefka's Tower.
    • All shields share the same color instead of changing color of the type of attack deflected.
    • Due to the higher resolution, several scenes featuring characters were altered to have them move with the transition.
  • Censorship - Sprites for espers and enemies with partial nudity and tobacco were restored, excluding Siren and Goddess.
  • Touch Controls - A new User Interface with touchscreen functionality is featured, though it is not intuitive when compared to other games. Because of this, battles have significantly changed to incorporate the touch controls:
    • An updated battle menu is implemented; each character is designated a menu that rises from under the screen as the ATB gauge fills, allowing the player to use the selected character faster. The battle system can be changed to the traditional style, where the characters have a visual ATB bar where character's commands will be shown when the bar is full. Turn rotation can be enabled by tapping on another character's portrait.
    • The Magic command in battle was revamped; magic can no longer be rearranged depending on the type of the spells, but instead are rearranged into tabs, representing White Magic (a white circle icon), Black Magic (a black circle icon) and Status Effects (a gray circle icon) and magicite tab that can be used to summon espers. Each tab only holds spells of the same kind.
    • Cyan's Bushido commands no longer need to be charged up manually and the Bushido level can be selected individually, enabling other party members to act whilst the Bushido is charging.
    • Sabin's Blitz now only uses directional inputs due to the lack of trigger buttons, with the action manually cancelled in order re-attempt a Blitz or give another command.
  • Controller Support - The option to use controllers for a selected device is enabled.
  • Sound - Sound effects and music are of the original Super Famicom version, albeit with slightly compressed files. The former also implements new sound effects for certain attacks.
  • Movement - An eight-way directional movement is featured, enabling shortcuts and quicker progression.
    • Sprinting can no longer be performed by default due to the larger character sprites, but the effects of the Sprint Shoes still apply.
  • Guidance - Several new features implement guides for players on what to do next:
    • Visual indicators in the field for interactivity, such as treasure chests.
    • Optional hints are displayed on top screen in the field by a Moogle. Due to the non-linear nature of the World of Ruin quests, this feature will suggest either meeting the remaining party members or immediately proceed to Kefka's Tower. If all members are recruited, the hint will now state to proceed through to the final dungeon.
    • The World Map can be enlarged and adds a marker for the next location to progress the story.
    • A Help section is added that required an internet connection.
  • Saving - An Auto-Saving functionality as well as Cloud saving is available.
  • Quicksave - Quicksave has been added and activates after every battle, allowing the player to make a temporary save and continue playing the game until they have a chance to save on the world map, as well as the previous level should a player want to acquire an ability from a different esper.
  • Achievements - 28 game achievements have been added.
  • Auto-Battle - The option to auto-battle is added, enabling faster progression.
  • Gameplay Changes - Numerous gameplay changes were implemented, several of which address the bugs and glitches found in previous versions:
    • An esper's magicite can now be automatically unequipped from a character when attempting to equip the magicite to another character.
    • Relics can now be equipped and removed from the equipment menu.
    • The Level reset bug that enables higher stats than intended has been fixed.
    • The Confuse Smoke Bomb glitch is fixed.
    • The Rippler bug is fixed.
    • The Vanish-Arise bug that could fully heal a character under the Vanish status was fixed.
  • Bonus Content - The bonus features from the Advance version return, including the Bestiary, Music Player, additional espers and bonus dungeons. The Music Player is now unlocked from the beginning.
    • Album - The addition of an in-game journal containing a omnibus of events that transpire throughout the story, unlocked while progressing through the narrative.

Steam (Discontinued)[]

A port of the mobile version was released for Steam on December 16, 2015. A small number of features were implemented:

  • Additional resolution options, with a maximum of 1360 x 768.
  • Steam trading cards and achievements.
  • Customizable keyboard and controller mappings.

SNES Classic Edition[]

The original Super Famicom version of Final Fantasy VI is included in the Japan-only Super Famicom Classic Edition, while the North American port of "Final Fantasy III" is featured for the international SNES Classic Edition.

The SNES Classic Edition released first in both North America and Europe on September 29 and Oceania, followed by the Super Famicom Classic Edition in Japan on October 5, all of which released in 2017.

The console is a miniature replica each region's respective version of the console that includes a static library of 21 built-in games that supports multiple save states. Five different games are exclusive to either the Super Famicom or SNES due to said games being previously unreleased in different regions. In addition, compatibility with accessories for the Nintendo Wii is also supported.

The only change made to both versions was the rapid flash of Sabin's "Bum Rush" animation, toned down to prevent seizures.

Final Fantasy VI Pixel Remaster[]

As part of the series of Pixel Remaster re-releases of the first six games in the main series, Final Fantasy VI was released on February 23, 2022 for both Steam and Mobile. The Pixel Remaster features an amalgamation of changes from previous versions that were incorporated:

  • Pixel Remaster - Refined pixel art presentation built with the Unity engine.
    • Updated animations for items, spells and commands have been remade in a pixel inspired style, several of which return from previous Pixel Remaster titles.
    • Movement speed for sprites has increased from 60 to 80 pixels; more in line with previous Pixel Remaster titles
    • Character sprites for all playable characters have been visually updated, with lighter tones, less contrasting shadows and altered proportions.
    • Field sprites for all key characters were updated.
    • Character portraits for key characters in dialogue boxes were removed.
    • Towns, interiors, and dungeon backgrounds are based on the Super Famicom version with additional textures, environmental effects, and shadowing.
    • Battle backgrounds are based on the Advance version with additional details to accommodate the larger resolution.
    • Overworld backgrounds are based on the Advance version's brighter color palette.
    • When riding a chocobo, an option to switch between either the original "Mode 7" perspective or a new 2D mode that retains the default perspective when walking as characters; this style replicates the original perspective of riding chocobos in previous Final Fantasy titles.
    • Excluding Siren once more, all female sprites for summons and enemies have been restored to their Super Famicom version.
    • Tents used by individual party members have been redrawn and, in some cases, recolored. For example, Shadow's tent is black with a shuriken on top: Setzer's is violet with an ace of diamonds (A♦️) on the front.
    • Strago's unique Lore invocation animation now uses a generic magic animation effect.
    • In the original Steam release, the opening sequence featuring Terra, Biggs, and Wedge's march towards Narshe removes the credits. The console releases keep the credits and a patch in January 2024 restored them for the Steam version as well.
    • During Gestahl's speech in a flashback, the salute of the Gestahlian Empire is depicted with both hands raised in the air as opposed to one, likely to avoid parallels with real-life salutes. However, other instances in the story uses the original one-armed salute in event scenes.
    • The Magitek Research Facility is given new visual features to make it easier to navigate.
    • Jidoor now has the withered grass coloration and flowers as with other locations in the World of Ruin.
  • Localization - The script is based on the Advance version, with additional tweaks to dialogue as well as new added text.
    • Edgar's conversation with Relm during their initial meeting in Thamasa removes any implications of trying to flirt with her.
    • In the Japanese version, the name of the Crusader esper's summoning attack is renamed from Jihad (ジハード, Jihādo?) to Doomsday (ドゥームズデイ, Dūmuzudei?).
    • The Zone Eater's Inhale ability yields a more plausible "*munch munch* *gobble gobble*" feedback box as opposed to actual dialogue.
  • Opera "Maria and Draco" - The famous opera sequence is entirely redone using the "HD2D" engine, notably used for other Square Enix titles such as Octopath Traveler and Triangle Strategy. The vocal performers, including Celes, are now fully vocalized in seven languages: Japanese, English, French, German, Italian, Spanish and Korean.
    • Subtitles are available in the remaining five languages: the English version can display text in Brazilian Portuguese and Russian while the Japanese version can display text in Thai, Simplified Chinese and Traditional Chinese.
  • Language Options - In addition to retaining all European language options from the Advance version, new languages are now available: Korean, Portuguese, Russian, Simplified and Traditional Chinese.
  • Video Filters - An option to display the game using a CRT filter, emulating the display of retro games.
  • Resolution - Exclusive to the Steam version are multiple options to to adjust aspect ratio and screen resolution.
  • Tap Mode - Exclusive to the Mobile version is the option to tap to reach a specific tile when on the field.
  • Auto-Battle - The Auto-Battle from the iOS/Android version onward returns with the same function, with specific changes for two characters:
    • Gogo will only attack and no longer mimic a different command action.
    • Gau will only attack and no longer repeat the action of a Rage command from a previous battle if Auto-Battle is activated.
  • Map System - The World Map can now display the number of chests and items remaining to be collected in every location, with the dungeon map floors now displaying the location of chests for easier progression.
    • Secret passages remain open regardless if the player has discovered them or not, and gain tiles for visibility.
  • Movement - Sprinting in towns and dungeons from the Advance version returns and, in conjunction with the eight-way directional input, enables faster progression through the field.
  • Progression - Tall scenery objects such as pillars and trees can now be walked behind on their upper tile, enabling many shortcuts through towns and dungeons.
    • Several tilesets for towns and dungeons are based on the tilesets from the Mobile and Steam versions.
    • The Returners' Hideout soft-lock bug is fixed (In prior versions, the NPC on the right could randomly move to block the party while moving to the designated spot when first entering the hideout, resulting in an infinite loop which would prevent the player from reaching said point and from progressing the story. The NPC will now start moving after the player reaches the point required to regain control).
    • The roaming sequence in the Imperial Palace can now be ended manually, allowing the dinner sequence to begin at any time by approaching the doors to the banquet hall.
    • The Phoenix Cave now has an additional exit point shortly before the save point.
  • Gameplay Changes - Gameplay elements feature several amalgamations from the previous ports. The following changes are specifically from the discontinued Mobile/Steam versions to the Pixel Remaster:
    • Main Menu - The menu system has been completely reworked:
      • Any member of the party can be re-equipped at any time outside of battle.
      • Esper allocation is always displayed first under the Abilities menu.
      • Espers and their magic now display a gold star next to their names when a party member has mastered them.
      • Where required, the interface is tabbed, and only applicable tabs are made available.
      • Should the player accidentally touch an unintended menu, their previous position will be saved for the current session.
  • Blitz - Sabin's Blitz input has been modified as follows:
    • Shoulder triggers are re-implemented for commands in versions that support gamepad input.
    • In the version for mobile, the input pad is now tucked into the lower-left corner, whereas the previous version's input pad overlaid the full screen.
    • A guide appears at the top of the screen.
    • If the player enters an incorrect sequence before confirmation, the assigned Blitz will reset and the player can again input the correct sequence. This can happen any number of times until a valid sequence is entered and confirmation is enabled.
    • In the Steam version, cardinal inputs for the Aura Cannon, Rising Phoenix, Soul Spiral, and Phantom Rush Blitz command can be substituted for diagonal inputs and vice versa.
  • Statistics are capped at 128.
  • A detailed Battle Results window is displayed after every battle showing items dropped, EXP progress for each party member and any spells or skills learned. Whenever a level is gained, the window will also show changes to the affected stat, including any effects from an esper's equipped magicite.
  • Enemies with the Invisible Invisible status (e.g. Intangir) now have visible outlines, similarly to the player characters.
  • Recovery Pails are now stationed near some save points, usually before boss battles. The two most noticeable points are at the Narshe Cliffs and the Lethe River.
  • Using a Phoenix Down, Raise, or Arise will now display recovery or damage values on the target. Against an undead enemy, HP damage incurred is either the target's Max HP or 9999, depending which value is lower (for instance, a single Phoenix Down instantly defeats the Phantom Train and displays roughly 2000 HP).
  • A Game Over will now prompt the player to load their most recent save as opposed to retaining experience and any level bonuses when equipped with an esper's magicite.
  • Party members under the Petrify Petrify or Zombie Zombie status will gain experience.
  • Level averages when gaining levels have been altered, preventing higher levels earlier than intended.
  • The "Psycho Cyan bug" exploit has been nerfed.
  • A pre-emptive battle no longer guarantees the party to Flee.
  • The player can now flee from Coverts.
  • The player now always gets two Dragon Claws no matter how they kill the Angler Whelk.
  • Enemies with an innate sap status are are drained of their HP in better proportion to their maximum value. As a result, certain enemies will be instantly defeated before the party can take a turn, such as Land Rays and Peepers.
  • Some enemy stats and AI scripts have been modified. For example, the Destroyer now has enough MP to cast Reraise once when its HP is low, whereas it would fail in previous versions due to lack of MP. Attempting to revive the Undead Behemoth King also fails as well.
  • Regen and sap statuses tick faster, about after every 3 seconds on the default battle speed settings.
  • Battles no longer need to yield Magic AP to lift the curse on the Cursed Shield. The party member equipped with the shield is not required to stay alive during battle, nor will fleeing and being ejected by enemies, so long as the battle is completed. Battles in the Cultists' Tower will not apply for the shield count.
  • Variables for battles cannot be manipulated, specifically encounter rates and Setzer's Slot command.
  • The Battle Speed setting now impacts both foes and allies instead of only the enemy formation.
  • Equipment used by inactive party members are now automatically removed from those members and returned to the party inventory.
    • Equipment for absent party members can now also be changed.
  • Quicksave - Quicksave has been updated, allowing the player to make a temporary save within towns and dungeons now, though not all locations are applicable, such as the Zone Eater's Belly.
  • Music - Re-orchestrated musical score overseen by Nobuo Uematsu.
  • Sound - Several new sound effects are taken directly from the 3D remake of Final Fantasy IV as well as both the Mobile/Steam ports of Final Fantasy V and Final Fantasy VI.
  • Bonus Content - A number of features are retained from previous versions, whilst other content were omitted:
    • Bestiary - Entries now reflect the logical order in which monsters are encountered.
    • Music Player - A special animation plays now when a track is heard; featuring the cast of the game.
    • Art Gallery - The Art Gallery returns from the PlayStation version, now featuring art by Yoshitaka Amano.
    • Removed Content - Both the Dragons' Den and Soul Shrine dungeons from the Advance version onward, as well as the optional superbosses it contained, has been removed.
    • The four additional espers from the Advance version onward have also been removed.
      • Because of this, the battle to acquire Leviathan is also absent, resulting in Mog only able to learn Water Harmony once in the entire game again.
    • Patches - In addition to routine bug fixes, espers have been re-balanced with the most recent update:
      • Odin gains Speed +2 (was +1 in previous versions)
      • Quetzalli now carries Speed +1 (did not carry a bonus in previous versions)
      • Alexander now carries Strength +2 (NEW in 1.1.0; did not carry a bonus in previous versions)
      • Raiden gains Speed +2 (NEW in 1.1.0; was Strength +2 in previous versions)

Final Fantasy VI Pixel Remaster was released on PS4 and Switch on 19 April 2023, with the additional changes incorporated into the mobile and PC version as of v1.1.0/30 Jan 2024, as well as adding controller support to the mobile version:

  • Ability to choose between original soundtrack or rearranged.
  • Pixel-based font as an option.
  • Cyan's Bushido techniques can be renamed even in the non-Japanese versions.
  • Deathgaze is now visible on the world map, taking the appearance of a floating orb of darkness.
  • The opening credits are restored.
  • There is an option to turn off random encounters.
  • There is an option for increased experience gain. The player can also halve EXP, gil, and ability point rewards, increase them by up to fourfold, or disable them entirely.
  • It is now possible to check the bestiary in the config menu of a game, saving the need to back out to the main menu to see it.
  • Fixed a bug in which the Holy Dragon's bestiary entry would either disappear or display incorrect data post-v1.1.0 (NEW in 1.1.1).

Citations[]

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