This is a group for Filly Fantasy VI, a remake of the fan rom hack Pony Fantasy VI
>>414574414574 Thanks for the feedback. To respond to one point, Scoots has been found by others to be useful with the Dark Behemoth Emulate, which gives her immunity to elemental damage and many status effects, and it can use Comet as well.
And yeah, there's not much to do for Slots I'm afraid. Even in vanilla Setzer's Slots are pretty useless. I made Lagomorph heal a bit more and heal a couple more status ailments, but yeah, not much use from that skill otherwise.
I hear you on the glitches. I believe I've heard of that one in vanilla as well. At this point though I'm not sure if I could fix it, a lot of the fan patches to fix glitches or change gameplay mechanics in even subtle ways have not always worked with the Rom due to how heavily it's edited in some spots.
Thank you for playing and I'm glad you enjoyed it.
Ok, finished the game, so here's my overall thoughts. (WARNING: SPOILERS)
I haven't really gone around playing ROM hacks, but I did play the original Pony Fantasy VI and then this one. I must say, just as with the original game, I love the concept. Final Fantasy VI is still the best one in the series, in my opinion. And I love how being from the 4th generation it's open to the possibility to be able to do this sort of thing with it, especially with something else I love: MLP. With the wide variety of characters, assortment of villains, personalities and settings, plethora of powers, and nature of gameplay, the two lend themselves to each other amazingly well. So what did I think of this one?
- Just like with the original Pony Fantasy VI, I love the replacement of characters with individuals from the show and swapping of names of places, but more so than that I love the incorporation of elements from the show as a whole into the plotline: in NPCs, monsters, and items.
- However, Filly Fantasy VI has a few advantages over the original Pony Fantasy VI. The original game only had about a season and a half worth of show content to work with, whereas this one had material from all six seasons. While I expected there to be up to five seasons of content, I was surprised to see the sprites for the Shaman enemies resembling Spirit of Hearth's Warming Future as well as the Squizzard as a boss, both of which were from season six.
- Plotline wise, the original Pony Fantasy VI had the feeling of "acting out Final Fantasy VI with ponies". By comparison, this one has more of a feel of trying to tell an original story with the MLP:FIM characters. Obviously it can't be totally original because of the nature of the game and this being a ROM hack, but I appreciate the effort more here.
- The one big handicap that the original Pony Fantasy VI had, the removal of level bonuses from espers, has been reinstated.
- I love that certain "map" sprites were also redone, such as the Magitek Armor into the Crystal Armor (even the little sparklings were a very nice touch), and the Warring Triad being replaced with the Founders. It gave the entire ROM hack more of a feel of authenticity.
- I'm amazed that you were able to replace Shadow's Theme with Fluttershy's Lament. Also many kudos for the changing of the sprite for Angel Bunny.
- There were some changes to the nature of gameplay and fighting strategy, especially in regards to more of the World of Ruin bosses, but I think the new and replaced relics, weapons, and armor, with an increased emphasis on learning and using magic from weapons, armor, and relics almost more so than espers, made up for them for the most part. So my compliments on managing to keep the game still fairly balanced in that regard.
- The increased challenge cannot be ignored, but, by itself, after playing through the game and killing all bosses and superbosses, I'll have to admit in spite of my earlier complaining...it's not quite as bad as I made it out to be at first. While characters are weaker and need more levels, I found if you keep leveling up you eventually get to the point where "it all comes out in the wash" and you start tearing through enemies again. It takes almost to the end of the game, but still. There are still some things I think it impacts negatively, but...I'll save those for below.
- The removal of spells that damage both you and the enemy, the inclusion of newer spells that ignore Reflect, and the removal of X-Zone leads to a wide variety of new strategies; especially now that you can exploit every element and no longer have to worry about instant death on the whole party.
- Final Fantasy VI has a collection of some of the worst Blue Magic in the entire franchise, with truly effective ones hard to come by. This game, on the other hand, replaced the useless ones with much niftier ones. Rarity becomes far more useful early on if you are willing to learn Comet from the DkBehemoth, for example.
- Likewise, Luna's Alicorn techniques have been partially replaced with ones that enable far more versatile strategy.
- Upgrading Gogo to Trixie, giving her more "normal" stats and the ability to upgrade herself with exclusive weapons and armor as well as espers, offers even more versatility. Trixie fans rejoice...she's the best character in the game.
While the increased challenge is mostly just something to have to adjust to, there are a few things tied to it I found rather irritating:
- Regular battles becoming unnecessarily tedious/grueling at points. Since characters are weaker and enemies are stronger, naturally you'll want to devote a bit of time to grinding. Yet the fact that the enemies have so much extra HP makes this infuriating. Early in the game there's a lot of enemies that seem like "punching bags" in that you keep hitting them yet they keep surviving to do more damage. Early in the World of Ruin, the fact that so many regular enemies have been upgraded with group attacks makes grinding a nightmare due to the constant need to heal yourself up. Once you get the airship that's somewhat offset, but still.
- Scoots is a fairly useless character now that most of her Emulates do only normal attacks and either rarely do special moves or never perform them. For example, the big use I get out of Gau in the World of Balance is if I have him Leap on a Guard Captain, so now he can do Wind Slash on everyone. In this one, the Guard Captain makes Scoots do mostly regular attacks and occasionally Net. And since characters are underpowered, ones that are normally big on physical attacks, like the Stray Cat, don't work out that well. Late in the game once she gets a ton of levels and World of Ruin enemies she starts getting some "bite", but early on she's not worth keeping around.
- Setzer's Slots were never that good to use to begin with, but with Dashy and the new character/enemy balance, they're almost worthless. Bit Toss isn't much better since it's still constrained by the old game parameters. I got most of my use out of Dashy by equipping her with Winged Shoes and a Flight Suit.
- In spite of the increased challenge, I agree now that every boss and superboss is "doable" with the right preparation, equipment, and strategy...with one exception. The Mane-Iac battle in the Coloseum boils down to being 99% luck. I know there's an element of luck in all battles in the Coloseum no matter how well you prepare, but I've always figured if you do make all the correct preparations, then the odds should be 1 to 4 in your favor. Here it's more like 1 to 100.
- I can tell from the script there was a lot of effort put into making the characters talk like they do on the show, saying the FFVI lines with their personal "spin" on them. But there were times when some of the characters seemed "off". In particular with Discord. There were points where he neither sounded like Kefka giving the line nor Discord giving the line, but more like a fan rendition of the line.
GLITCHES: (Just in case you put out another version...)
- The Brachiosaur did not like being Controlled by Belle. When it got to be Belle's turn and his menu opened, the game froze and had to be reset.
- This one might be so rare and unlikely that it's not worth correcting, but just in case... When I was fighting Rover, I had Cadance equipped with the Shadow Splint as I was working on breaking the curse on it. I had a Ribbon on her, but she was still Condemned. At one point, I summoned Surprise to make my entire party jump. While Cadance was off screen, Condemned ran out and she died. After the battle and the cutscenes, I looked at my party's status and found something bizarre. Cadance had 0 HP, but she wasn't in the status of "knocked out" (i.e. her stats weren't highlighted gray to imply knocked out, but were still white to imply she was active). I couldn't use Coffee on her in this state to revive her either. I worked around it by staying the night in an Inn, but It threw me for a loop.
In spite of my gripes, I had a lot of fun playing this game. It would have been one thing if it was simply a resprite of the characters, as I would have had plenty of fun just going around seeing what character was replaced by who and what dialog. (In fact, that was my favorite part of the World of Ruin.) But with the new variety of gameplay added to it, challenge and all, it opened up all new possibilities. To anyone out there who is a brony who is also a fan of Final Fantasy, or even those who have never played an RPG before, they owe it to themselves to give this a shot. They're in for a very real treat that keeps on giving the deeper you dive into it.
I think SNES9X exists for Mac.
>>414250414250 Sorry for the late response. Luna still learns that fire move as she levels up, just as a little later level. 18, I believe.
Hey all. I'm actually playing this game as I type this. And I must say stellar work! However, I do have a question. How does Luna learn more Alicorn techs? I am currently at level 16 with her, and she should have learn the equivalent of the Rising Phoenix Blitz from FF6, or the fire spirits move from Pony Fantasy 6. I was wondering if you just pushed the level she learns stuff at back, or what. If I could get some advice that would be awesome. Thanks, and awesome game!
Aww. It's fine...
>>413239413239 I'm not sure, sorry.
Is it possible to play this game on an iMac? If so, what SNES emulators do you recommend?
>>412954412954 Great! Thank you.
>>412929412929 You need to download a Super NES emulator. ZSNES and SNES9x are two of several.
I was wondering, how do you launch the game? (if it is in fact playable) I downloaded the file and extracted what was in it.
Is the launcher "Filly Fantasy VI Version 1.0.smc"? Because if it is, I don't have the necessary software to do so, so could you tell me what software I require. If that isn't the launcher, then how do I play the game? Is there something more I need to download?
And if I have completely misunderstood what this is and it's actually a mod type thing for the actual Final Fantasy game. Then where can I get the Final Fantasy game? :)
>>410844410844 Thanks, I'll look into it.
Pummel Costs MP?
>>410842410842 Upload the screenshots to a site like imagebin or Photobucket and link me.
Ending Sequence- The problem wasn't the sequence itself. The problem was it needing controller input to advance the text. I don't know how text-editing works for Final Fantasy VI, but I know from another game that I've played around in a text editor with that you had to type in a "stop" command at the end of every line, and I guessed that you just sort of got used to that and did it accidentally in the text of the ending sequence.
Lore- Okay, I figured out the problem. It was looking at your espers or magic first and then going to lore. I have three screenshots I could show. One is "Lorers", which is going to "Lore" after cancelling out of the Espers Menu (Lore + (Espers-Espe) = Lorers). The second is "Lore30", which is going to "Lore" after cancelling out of the Magic menu and having had the cursor on a spell that costs 30 MP (Lore + (MP 30 - MP ) = Lore30. And the last one is going to the Alicorn menu after cancelling out of the magic menu, showing "MP 8" still for the Pummel command (implying that Pummel costs MP, which, of course, it doesn't).
But I don't know how to share screenshots. I tried before with the Albrook thing.
Weapon stats- It's not the stats that I found iffy for Rainbow's weapon. It's how it works, with the chance of casting Gust instead of dealing physical damage. It's like the frustration of getting the auto-kill with the Chainsaw that you never want... on what is supposed to be an ultimate weapon...
Portrait- ...Ouch... Yeah, I'm not about to put any effort into trying to beat him, thank you very much.
>>410820410820 The ending sequence was unchanged, but I'll have a look at that. Same with Lore. Can you provide a screenshot?
Check on the Rune Bit, and I'll look into the animation error and the weapon stats.
The Wraths, I wanted to avoid using human or humanoid villains.
The Lores were changed because a lot of them weren't very useful, like Roulette, Exploder, Pep Up, etc. I wanted to give the Lores more offensive variety.
The portrait letter was removed to be another event, and because other NPCs give the same hint to the Phoenix Cave. Now that the Warring Triad is dead, go inspect the portrait again.
Glad you enjoyed it and thanks for the feedback.
WoR (WoD/WoC?) impressions-
Okay, first things first. Things that need to be fixed.
1. Rune Bit appears twice in the armory of Fillydelphia.
2. So... during the boss fights against Platinum and Rest/Sleep/Jesus (the guy in the third tier of the final battle; I hope you know who I mean), when they use that nifty looking attack that I think has a totally new animation, it bugs out the appearance of any following Cosmic Wind that I used. And I guess it would also affect Cyclone and any other ones with a similar animation.
3. I have no idea what caused it, but the word "Lore" when looking at the lore list in the menu is messed up. I have noticed it saying both, like, "Lorer" and "Lore 8".
4. So that ending "Escape From Discord's Tower" sequence... I put my controller down, and there were parts where the text stayed too long and I needed to input a button press, and this, of course, resulted in the ending getting out-of-sync with the music.
I think that's all I noticed.
I think you could safely consider buffing Rainbow's ultimate weapon by either making it cast Cyclone instead of Gust or having it do physical damage before the cast of Gust. (I think the latter would be better.) As it is, it basically has a strong chance of doing absolutely pitiful damage, and it'd be fine if it worked more like the Helios Staff where it does its basic attack damage and then casts the spell. But if it casts Gust, then it just... yeah... casts Gust.
I watched the Fluttershy dreams back in the WoB, so I don't remember them too well, but I was wondering if the release of Flutter Brutter would have affected them, since she now has a canon father and all.
The Wraths... I was actually sincerely surprised that Katrina (That is her name, right? The catgirl in G1 MLP who was the villain in a little special that was later condensed into a couple episodes or something like that?) wasn't one of them. I mean, when I think of G1 villains, I think of Tirek, Smooze, Katrina, and Grogar.
I don't know if you meant it to be this way or not, but equipping Rarity with her Scale Saber results in everything using MP. Attack, Lore, and Magic all use MP. Granted, you could just pass the turn, but it still seemed a little odd to me. Not like it's a problem; just felt odd. And now that I think about it, the same applies for Celestia and her Helios Staff (though I didn't notice that as much because I'd generally use magic with her anyway).
Regarding my earlier complaint about having Scootaloo and Sweetie Belle in your party, but not Applebloom. Yeah, it still annoys me, but I did like the way you handled making Applebloom who she was. You made the random girl from Maranda actually feel important. I still think Starlight would work as a Relm, though I don't know who I'd want to use for Gau. (I am now thinking Lightning Dust. Recklessness was her thing and all. That fits with Gau... And Spitfire really would be the best Daryl.)
Again, I realize that my distaste for having an incomplete CMC in the party is just my own opinion.
And while we're on the topic of my WoB impressions post, you never did say why you changed the Lores list. (Why are the Lores different? I don't get it...)
Oh, also, checking King Sombra's portrait twice didn't give the hint about the Phoenix Cave. Actually, the game doesn't even allow for a second check. I don't know why you'd take that out if you meant to, especially since the NPC in the Coliseum still talks about it.
And... Comic Book... Ooooh, that annoyed me. Yes, the Moogle Charm is cheap, I admit it. But it still freaked me out when I realized that I'd have to do the Fanatic's Tower legit.
...Eh, it wasn't that bad. Yeah, keep the comic book in. It's fine.
I think that was everything. I hope.
That was fun. It took forever, but it was fun. I liked your hack. Keep it up.
>>410759410759 Yes, Twilight is here. As the wings, yes, that's her Trance form.
I can't wait to play this!
i recently discovered Pony Fantasy VI and been playing it for weeks! It's so inspirational and fun, adventerous, everything!
Actually I haven't played Final Fantasy series at all(I didn't even exist at that time) or any kind of old style rpgs but Pony Fantasy VI was so astonishing that I just couldn't stop playing.
I hope I would be able to play filly fantasy some day!
And I wish there will be Twilight in filly fantasy, like pony fantasy. Will there be twilight(even better with wings :D)?
Anyway, thanks for developing!