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Update: I've improved this run to 4:52:10 - new video at • Final Fantasy VI Speedrun (JP Any% No Sket... . Final Fantasy VI SFC version, played on North American SNES console (modded to allow JP SFC carts to fit) with OEM controller (no turbo). Timing is from console power on to music fading after 'The End' appears. This is a glitched run that uses the Joker Doom and Vanish-Doom glitches to quickly win battles at low levels, along with a JP-exclusive equipment glitch that allows Defense/Magic Defense stats to be maxed out by equipping AutoCrossbows/Drills in place of armor, among other uses (like equipping Shurikens as weapons on Gau to boost attack power, Magus Hats on Sabin to boost AuraBolt damage, and the Moogle Charm on any character to avoid all random encounters in Kefka's Tower). I had to cut out the cutscene with Terra and Tritoch after the Kefka at Narshe battle due to some kind of corruption in my local recording that was causing my PC to hang when I tried to encode the full video. Please refer to the below commentary VOD for proof that the run was done in 1 sitting. Pretty good run overall (beat my previous PB by about 16 1/2 minutes). The luck I got overall was ridiculously good (especially the World of Balance scenarios) - only notable bad luck was Number 128, the Thamasa burning house (though I got so many preemptives it didn't matter too much), and Doom (icy minute of shame). Main areas to improve in future runs will be the Sealed Gate Cave & Floating Continent (too many Joker Doom failures), Kefka's Tower (better Doom luck, cutting out a few unnecessary party swaps, and better Reverse Joker Doom execution in the final battle), and menuing/equipping/shopping overall. Make sure to follow my live stream channel ( / puwexil ) and Twitter ( / puwexil ) if you'd like to get notified when I'm speedrunning FF6 and other games! If you'd like to watch this run with live commentary and timer, check out the following recording: • Final Fantasy VI Speedrun (JP Version) - 4...