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    Slot Guide by Master ZED

    Version: 1.01 | Updated: 04/24/07 | Printable Version | Search Guide | Bookmark Guide

    Final Fantasy 6 Advance Slot ability guide
    By Master ZED <http://masterzed.cavesofnarshe.com/>
    0. Joker's Death; The fastest, simplest how-to I can cook up!
    1. Version history
    2. Intro
    3. Explanation of Slot and its abilities
       - Reel symbol order
       - Attack stats and reel combos
    4. Selecting your attack and screwing over the rigging
    5. List of RNG users
    6. The random number table
       - Combination reference table
    7. No triple 7's allowed!?
    8. Slot bugs
       - Version Specific
    9. Credits (or lack thereof)
    Non-numbered. Legal bull
    0. Joker's Death; The fastest, simplest how-to I can cook up!
    A simple quick-reference because I know what you *really* came here for.  This
    isn't the end-all of Joker's Death methods, just the most basic until you know
    how the bug behind it works.
    a) During combat, make sure two characters, one with Slot, are ready to move.
    b) Have the non-Slot character cast a White/Effect Magic, like Curaga or Haste.
    c) When you see the spell name appear at the top of the screen, open Slot.
    d) Before the initial casting animation finishes, confirm the first 7.  You may
    want to use pause a lot to make sure you can catch it (see section 4 for more).
    e) Use the same pause trick to make sure you get the next two 7's.  These don't
    require any special attention; the only thing you really to worry about timing-
    wise is the first 7.
    And that's it!  Unlike in prior versions of Final Fantasy 6, this exclusive
    trick can be used at any time during combat.  See section 8 for more on how it
    1. Version history
    v1.01 - 9. Relevant RAM offsets pulled.  It wasn't updated and came from FF3us,
    not FF6j, for which FF6 Advance closely mirrors the 7E bank in its own RAM.
    Had the offsets come from the SFC version, they may have been accurate, I don't
    know.  As it stands, though, that section wasn't meant to be in the guide and
    as such needed to be immediately deleted.  I don't *think* anyone will miss it
    v1.0 - Initial release.  Aside from terminology changes, an FF6A-exclusive bug
    has been added, and select sections revised to include it.
    2. Intro
    This version of the Slot guide is for FF6 Advance only, namely due to one
    critical new piece of info specific to this version.  The guide features all
    of the info you need to derig Setzer's Slots and use them the old-fashioned
    way, ya know, Echo Screens, Confuse/Attack and such.  Only in this version, you
    can chunk all of that and learn a proprietary technique that's far better.
    So enjoy reading up on some history (which still works BTW), and then enjoy the
    newest and deadliest exploit FF6A has to offer.
    Note that I didn't change too much in the guide, so some details are missing,
    like what values cause Prismatic Flash and Chocobo Stampede to fail, and I
    didn't exactly check if the new formations can prevent triple 7's, but really,
    the new bug outdates that stuff anyway, and it's a big enough find for me to
    forgo whatever small new details may have crept up for this initial release.
    3. Explanation of Slot and its abilities
    Slot calls up a window with three rotating slots with which to choose an
    attack.  There are six different symbols available, but each reel has 16
    different choices, each symbol repeating at different frequencies.  For
    example, the diamond shows up at least four times on each reel, but the 7 only
    shows up once per reel.  Each reel has their own set order of symbols that
    never changes, so it's not a guess as to what will show up, and they all start
    with their 7 so you can't choose it immediately (they scroll down before you're
    able to confirm anything).  These reels rotate and repeat infinitely until you
    hit confirm, and while the first reel stops immediately, the other two may not
    depending on the results of a random number generator, explained in the next
    section.  Four of the attacks, including triple 7 Joker's Death, Mega Flare,
    Dive Bomb, and 3 BAR can be rigged against you.  Chocobo Stampede and Prismatic
    Flash are rigged in your favor almost no matter what, though they, as of
    Advance, now have a rare fail rate as well.  7-7-BAR Joker's Death is not
    rigged for or against your using it either way.  Finally, Slot works with the
    Wait battle mode, so if you're using Wait, you can take your time without much
    Reel symbol order
    Since the reels scroll down, this chart has been formatted to read from the
    bottom up to prevent confusion when applied to the game.  I'd rather it be
    initially confusing than confusing in practice.
    | Reel 1  | Reel 2  | Reel 3  |
    | Chocobo | Chocobo | Dragon  |
    | Diamond | Dragon  | Airship |
    | Airship | Diamond | Chocobo |
    | Chocobo | Airship |   BAR   |
    | Diamond | Chocobo | Diamond |
    |   BAR   | Dragon  | Chocobo |
    | Diamond | Diamond | Airship |
    | Dragon  | Chocobo | Dragon  |
    | Chocobo | Airship | Diamond |
    | Diamond |   BAR   | Chocobo |
    | Airship | Diamond | Airship |
    | Diamond | Chocobo |   BAR   |
    |   BAR   | Airship | Diamond |
    | Airship |   BAR   | Chocobo |
    | Dragon  | Diamond | Diamond |
    |    7    |    7    |    7    |
    Attack stats and reel combos
    NOTE: Some info was trimmed for this guide.  Anything else you want to know can
    be found in the Attack guide (hit back since the Attack guide will be found in
    the same list).
    3 Diamonds                             3 Chocobos
    Prismatic Flash                        Chocobo Stampede
    Hits all enemies                       Hits all enemies
    Bat.Pwr: 84                            Bat.Pwr: 36
    Unblockable                            Unblockable, but only hits ground
    Randomize target                       targets
                                           Randomize target, ignores defense, no
                                           split damage.
    3 Airships                             3 Dragons
    Dive Bomb                              Bahamut (Mega Flare)
    Hits all enemies                       Hits all enemies
    Bat.Pwr: 130                           Bat.Pwr: 92
    Unblockable                            Unblockable
    Randomize target                       Ignores defense, only hits monsters,
                                           aborts on characters. 
    Triple 7's / 7-7-BAR                   Any other combination
    Joker's Death                          Mysidian Rabbit
    Hits all enemies (triple 7's)          Hits all allies
    Hits all allies (7-7-BAR)              Bat.Pwr: 10
    Targeting cannot be altered*           Lifts Dark, Poison, Sleep
    Causes instant death                   Unblockable
    Learn if cast (teaches Lv. 5 Death)
    3 BAR
    This is not its own attack; it is replaced with a random Esper summon,
    excluding Odin, Raiden, and the new Espers.  When Mimicked, the summon
    initially picked will be used, unlike Magicite in which the item is used
    because the item *is* an attack.  For stats on summon attacks other than
    Bahamut (covered above under 3 Dragons), see the Attack guide, which should be
    on the site you found this on.  Hit back and look through the guide list this
    was found under.
    * - This only holds true when Joker's Death isn't screwed with via the use of
    Mimic (if all prior targets are dead, the targeting defaults on the next turn
    to all enemies) or Confuse (applying and curing the status defaults aiming to
    all enemies as well).  See section 8 for more info.
    4. Selecting your attack and screwing over the rigging
    This section starts with info on how the reels work and the pause abuse trick.
    I used to have a snippet here about Prismatic Flash and Chocobo Stampede, but
    since they now have a rare failure rate, I can't really use it anymore....
    Reel behavior
    Each of the reels behaves differently; this is because of the rigging code's
    modifications to the symbol selection.  Here's how the game tends to act:
    Reel 1 - The symbol selected is the symbol it stays with.  There is no
             modification code to alter what's chosen.  You won't be helped, but
             there will be no hinderance either.
    Reel 2 - Will help you get the next correct symbol if you confirm a little
             early (one to around four max), but only if you can get the attack.
             If the rigging won't allow it, you can still get the symbol, but the
             game won't help you.
    Reel 3 - Will help you get the next correct symbol if you confirm a little
             early (one to around four max), but only if you can get the attack.
             If the rigging won't allow it and reel 2 is a match to reel 1, reel 3
             will actively skip over the correct symbol instead of offering any
             help.  If reel 2 doesn't match reel 1's choice, however, it will act
             like the first reel since Mysidian Rabbit is all but guaranteed now.
             Be aware that if triple 7 Joker's Death is available, 7-7-BAR Joker's
             Death may be harder to obtain as the game will try to look for the
             last 7.
    Pause abuse
    Aside from knowing how the reels behave and each reel's symbol lineup, there is
    an actual trick to help you get what you're looking for after everything is set
    up; the use of pause to freeze the reels.  Unlike later FF's where slot reels
    continue to spin while the game is on a break, FF6's Slot command won't
    continue on until you unpause.  By pausing and unpausing the game, you can spin
    the reels at your own pace, and by hitting confirm as soon as you unpause, you
    can easily snag what's next without any real effort.
    Rigging Slot
    In order to successfully control Slot's attack availability, you should first
    learn how it works.  A random number generator (RNG) ultimately controls
    what attacks are available to you.  It uses a table of pre-randomized values
    from 0 to 255 and an index, a value telling the game where it is in the table,
    that changes under certain conditions to grab numbers at "random."  The index
    for this RNG only increases in value, but it resets upon reaching 256 since it
    can only go up to 255.  Unlike other RNG's in the game, however, the index
    always starts off at zero upon entering battle.  Not only that, but this
    generator is not in use as often as others; only certain functions such as
    Slot, Roulette, and some battlefield animations make use of it during combat
    (see section 5).  This guaranteed starting point, along with its rather seldom
    use, makes the RNG easily controllable.  Control the generator, and you control
    The last thing you need to know, however, is when you have your chosen attack
    in hand.  While you definitely have it if you have the right combination
    confirmed, the last thing you need to worry about for setting up that combo to
    be selected is the first reel.  When you confirm the first reel, that's when
    Slot plucks a value from the RNG and then increments the index for the next
    time the RNG is used; once you have the first reel down, you can take your time
    with the rest.  The game has its value and knows how to react when confirming
    reels 2 and 3, so further usage won't affect Slot.  From here, it's all on you.
    If you need an example, let's see how the tried-and-true Echo Screen/Joker's
    Death trick works.
    As previously stated, when you enter battle, the RNG index for Slot's generator
    starts at 0.  Assuming the enemy's entrance or initial attacks do not alter the
    index, in order to use Joker's Death, you need to change the index to something
    that will permit the attack.  Sections 5 and 6 list their numbers in
    hexadecimal (base 16), so you'll probably want either a scientific calculator
    or Windows calc for your own work (since Echo Screen is a one-turn setup, you
    don't need it here).
    First off, let's see what the closest value to 0 is that will permit triple
    7's.  To do that, flip to section 6 and look for the (J) symbol in the
    combination reference table... or look below:
        0   1   2   3   4   5   6   7   8   9   A   B   C   D   E   F
    0  07  (H) (M) 1F  55  5B  37  E3  (H) 4F  (H) (H) 99  (H) 77  CB
    1  (J) 8F  43  (H) A7  (M) 2D  (M) C7  (M) D7  D1  (H) (H) C1  DD
    10h is the closest value.  However, now that you know what value you need, you
    now need to use some abilities that will raise the index to 10h.  A quick look
    in section 5 shows three abilities that add 10h to the index, seemingly perfect
    for the task at hand!
    Echo Screen                   - 10h 
    Smoke Bomb                    - 10h 
    smoke entrance/exit animation - 10h 
    Of course, two of these aren't exactly practical; the entrance/exit animation
    is enemy only, for one.  Smoke Bomb would work, but it hits multiple times,
    so each hit would increment the index 10h.  A full party would result in a 40h
    increase, exactly what you're NOT looking for.  This is all disregarding the
    fact that Smoke Bomb makes you run away unless an enemy has the Can't Run
    property.  That limits it to a lone Setzer/Gogo; unless Setzer has Quick,
    that's far from ideal, and a lone Gogo can't have Quick anyway, leaving it
    open a turn.
    Echo Screen's the easiest choice given all this.  When you use Echo Screen,
    there's nothing special about the item itself as it doesn't use the RNG; its
    smoke animation does.  This means that you must wait until the smoke clears
    before you can confirm the first reel.  Once you've done that and have your
    first 7, though, you're through with manipulating the rigging.  Now your timing
    and maybe the newfound favoritism towards you of the code will determine if you
    get Joker's Death.
    5. List of RNG users
    NOTE: In case you're not familiar with base 16 numbers, all of the numbers in
    these two tables are in hexadecimal (0 thru F instead of 0 thru 9).
           White Magic       |       Black Magic       |       Grey Magic
     Spell  | Index increase | Spell  | Index increase | Spell  | Index increase
    Curaga  |      38h       |Drain   |      1Eh       |Rasp    |      30h 
    Arise   |      16h       |Holy    |      12h       |Silence |      0Ah 
    Poisona |      18h       |Flare   |      75h       |Imp     |      02h 
    Regen   |      18h       |Banish  |      08h       |Osmose  |      1Eh 
            |                |Meteor  |      22h       |        |
            |                |Tornado |      02h       |        |
             Espers        |         Skeans         |           Blitz
       Spell    | Increase |    Spell    | Increase |     Spell     | Increase
    Mega Flare  |   3Ch    |Water Scroll |   84h    |Rising Phoenix |   0Ch 
    Earth Wall  |   18h    |             |          |               |
               Dance          |       Magitek        |         Slot
         Spell     | Increase |   Spell   | Increase |      Spell     | Increase
    Forest Healing |   0Ch    |Banisher   |   3Ch    |Dive Bomb       |   0Ch 
    Rock Slide     |   30h    |           |          |Prismatic Flash |   14h
    Cave In        |   12h    |           |          |                |
    Snowball       |   12h    |           |          |                |     
    Whump          |   0Ch    |           |          |                |
            Enemy spells       |          Lore           | Criticals/Desperations
          Spell     | Increase |     Spell    | Increase |   Spell   | Increase
    Imp Song        |   06h    |Roulette*     |   01h    |Red Card   |   12h 
    Venomist        |   09h    |1000 Needles  |   06h    |           |
    Silence         |   0Ah    |Self-Destruct |   18h    |           |
    Net             |   06h    |              |          |           |
    Fireball        |   12h    |              |          |           |
    Atomic Rays     |   12h    |              |          |           |
    Wave Cannon     |   02h    |              |          |           |
    Leech           |   1Eh    |              |          |           |
    Magitek Barrier |   0Ch    |              |          |           |
    Overture        |   08h    |              |          |           |
    Southern Cross  |   27h    |              |          |           |
    Freezing Dust   |   33h    |              |          |           |
    Meteor          |   12h    |              |          |           |
    Dread Gaze      |   18h    |              |          |           |
    Hailstone       |   12h    |              |          |           |
              Item          |          Throw         |     Throw and Fight
        Spell    | Increase |   Spell     | Increase |    Spell   | Increase
    Potion       |   0Ch    |Water Scroll |   84h    |Cards       |   06h 
    Hi-Potion    |   0Ch    |             |          |Darts       |   06h
    X-Potion     |   0Ch    |             |          |Death Tarot |   06h
    Ether        |   0Ch    |             |          |Viper Darts |   06h
    Hi-Ether     |   0Ch    |             |          |Final Trump |   06h
    X-Ether      |   0Ch    |             |          |            |
    Megalixir    |   08h    |             |          |            |
    Phoenix Down |   0Ch    |             |          |            |
    Antidote     |   0Ch    |             |          |            |
    Gold Needle  |   0Ch    |             |          |            |
    Remedy       |   84h    |             |          |            |
    Echo Screen  |   10h    |             |          |            |
    Smoke Bomb   |   10h    |             |          |            |
              Tools          |        Miscellaneous
         Spell    | Increase |     Spell      | Increase |
    Auto Crossbow |   04h    |Slot command**  |    1h
                  |          |smoke animation |   10h
    *  - When the enemy starts their cursor rotation, or when you confirm the
         attack when the arrow is spinning.  Note that the cancelling of an enemy
         Roulette spell does not affect the already effected RNG (it doesn't
         decrease by one because the spell never happened), the new enemy Roulette
         spell will just raise it by one as per normal.
    ** - When the first reel is confirmed.
    6. The random number table
    NOTE: In case you're not familiar with base 16 numbers, all of the numbers in
    these two tables are in hexadecimal (0 thru F instead of 0 thru 9).
        0   1   2   3   4   5   6   7   8   9   A   B   C   D   E   F
    0  07  B6  F0  1F  55  5B  37  E3  AE  4F  B2  5E  99  F6  77  CB
    1  60  8F  43  3E  A7  4C  2D  88  C7  68  D7  D1  C2  F2  C1  DD
    2  AA  93  16  F7  26  04  36  A1  46  4E  56  BE  6C  6E  80  D5
    3  B5  8E  A4  9E  E7  CA  CE  21  FF  0F  D4  8C  E6  D3  98  47
    4  F4  0D  15  ED  C4  E4  35  78  BA  DA  27  61  AB  B9  C3  7D
    5  85  FC  95  6B  30  AD  86  00  8D  CD  7E  9F  E5  EF  DB  59
    6  EB  05  14  C9  24  2C  A0  3C  44  69  40  71  64  3A  74  7C
    7  84  13  94  9C  96  AC  B4  BC  03  DE  54  DC  C5  D8  0C  B7
    8  25  0B  01  1C  23  2B  33  3B  97  1B  62  2F  B0  E0  73  CC
    9  02  4A  FE  9B  A3  6D  19  38  75  BD  66  87  3F  AF  F3  FB
    A  83  0A  12  1A  22  53  90  CF  7A  8B  52  5A  49  6A  72  28
    B  58  8A  BF  0E  06  A2  FD  FA  41  65  D2  4D  E2  5C  1D  45
    C  1E  09  11  B3  5F  29  79  39  2E  2A  51  D9  5D  A6  EA  31
    D  81  89  10  67  F5  A9  42  82  70  9D  92  57  E1  3D  F1  F9
    E  EE  08  91  18  20  B1  A5  BB  C6  48  50  9A  D6  7F  7B  E9
    F  76  DF  32  6F  34  A8  D0  B8  63  C8  C0  EC  4B  E8  17  F8
    Combination reference table
    NOTE: It's recommended you use the find/search function of your browser or text
    editor (you can usually use Ctrl+F or look under the Edit menu for this) to
    look up a particular attack.  If you prefer seperate tables for each maneuver
    so purely visual reference isn't such a strain, see the HTML version linked at
    the beginning of the guide.
    NOTE 2: This does not cover Prismatic Flash or Chocobo Stampede, but their
    failure rate is so low that it really shouldn't be a problem.
    (J) - Triple 7 Joker's Death.  Works with all attacks.
    (M) - Mega Flare (Bahamut).  Also works with 3 BAR and Dive Bomb.
    (H) - 3 BAR and Dive Bomb.
    ##  - None of the attacks that can be rigged against you will work.
        0   1   2   3   4   5   6   7   8   9   A   B   C   D   E   F
    0  07  (H) (M) 1F  55  5B  37  E3  (H) 4F  (H) (H) 99  (H) 77  CB
    1  (J) 8F  43  (H) A7  (M) 2D  (M) C7  (M) D7  D1  (H) (H) C1  DD
    2  (H) 93  (H) F7  (H) (M) (H) A1  (H) (H) (H) (H) (M) (H) (J) D5
    3  B5  (H) (M) (H) E7  (H) (H) 21  FF  0F  (M) (M) (H) D3  (M) 47
    4  (M) 0D  15  ED  (M) (M) 35  (M) (H) (H) 27  61  AB  B9  C3  7D
    5  85  (M) 95  6B  (M) AD  (H) (J) 8D  CD  (H) 9F  E5  EF  DB  59
    6  EB  05  (M) C9  (M) (M) (J) (M) (M) 69  (J) 71  (M) (H) (M) (M)
    7  (M) 13  (M) (M) (H) (M) (M) (M) 03  (H) (M) (M) C5  (M) (M) B7
    8  25  0B  01  (M) 23  2B  33  3B  97  1B  (H) 2F  (M) (J) 73  (M)
    9  (H) (H) (H) 9B  A3  6D  19  (M) 75  BD  (H) 87  3F  AF  F3  FB
    A  83  (H) (H) (H) (H) 53  (M) CF  (H) 8B  (H) (H) 49  (H) (H) (M)
    B  (M) (H) BF  (H) (H) (H) FD  (H) 41  65  (H) 4D  (H) (M) 1D  45
    C  (H) 09  11  B3  5F  29  79  39  (H) (H) 51  D9  5D  (H) (H) 31
    D  81  89  (M) 67  F5  A9  (H) (H) (M) 9D  (H) 57  E1  3D  F1  F9
    E  (H) (M) 91  (M) (J) B1  A5  BB  (H) (M) (M) (H) (H) 7F  7B  E9
    F  (H) DF  (H) 6F  (M) (M) (M) (M) 63  (M) (J) (M) 4B  (M) 17  (M)
    7. No triple 7's allowed!?
    There are a few select battles in which the game will not allow you to use
    Setzer's ultimate Slot technique, Joker's Death, against the enemy party.  This
    section was made to draw attention to this fact and inform you of just which
    battles this held true.  The table consists of the formation number, what the
    formation contains, and is listed by formation number.  Remember, however,
    that the title is exactly what this section is about, as 7-7-BAR faces no
    such restrictions.
    If you don't wish to use 7-7-BAR, proceed to section 8's Version Specific sub-
    section for a bug that lets you ignore this ban, and as a result, this entire
    Battles that don't allow triple 7's:
    79  - Opinicus Fish x5, Rizopas
    387 - Ultros (third battle)
    420 - Humbaba (first fight)
    421 - Humbaba (second fight)
    422 - Humbaba (third fight)
    432 - Ymir
    435 - Vargas, Ipooh x2
    439 - Ifrit, Shiva
    445 - Guardian (Invincible)
    452 - Behemoth King (living form)
    456 - Chadarnook (woman and demon forms)
    462 - Wrexsoul, Soul Saver x2
    471 - Short Arm, Long Arm, Visage (first tier of final battle)
    473 - Ultros (first battle)
    477 - Typhon, Ultros
    512 - Power, Tiger, Machine, Magic (second tier of final battle)
    513 - Lady, Rest (third tier of final battle)
    8. Slot bugs
    NOTE - The new bug is in the Version Specific section.
    NOTE 2 - Most of these are from the old Glitches and Bugs guide I wrote, found
    at my site (see the beginning or end of the guide).
    Joker's Death anyone at pretty much any time with Gogo's Mimic command -
    Joker's Death's targeting under Slot is dictated entirely by which symbols are
    used to summon it.  However, this forced targeting that even cuts through the
    influence of ailments only applies to the Slot command; it does not apply when
    Joker's Death is used through Mimic.  A popular use for this is to use Joker's
    Death on enemies through 7-7-BAR, avoiding the rigging and triple 7 prevention.
    To do this, have Gogo Jump (through Quetzalli or on its own) and have Setzer
    use 7-7-BAR while Gogo is airborne.  When Gogo lands, everything 7-7-BAR hit
    should be dead.  Have Gogo Mimic once (this can be buffered in when Quetzalli
    is being cast so that this step is done immediately after Gogo lands) so that
    the game sees that the attack's targets are all dead, then Mimic again.  The
    game will remember that everything the spell tried to strike before was dead
    or otherwise untargetable, so it will resort to the attack's original aiming
    scheme and strike all enemies.  This happens because of Joker's Death's basis
    in Lv. 5 Death and how the only things changed are the removal of instant death
    protection and the addition of unblockability (level multiple targeting is
    overridden by the latter).
    Joker's Death sets you up in the opposite direction -
    Try using Joker's Death via the Slot command (Mimic won't work for this bug)
    with someone in the third position (upper-left position), front row, of a Side
    attack.  When that person gets into their ready stance, they'll face the
    opposite direction until they use Joker's Death.
    Learn Lv. 5 Death from... Setzer? -
    In the game, Joker's Death, Setzer's ultimate Slot technique, is really a
    modified Lv. 5 Death that has instant death protection removed and replaced
    with the Unblockable property.  This is most evident by the fact that Strago
    can learn Lv. 5 Death from watching Setzer cast Joker's Death.
    Version Specific
    Final Fantasy 6 Advance:
    Set Slot up in your favor, even when it should be impossible -
    In all other versions, the majority of this guide is very helpful in attaining
    what you want, though if it isn't at the start of battle, it could get
    complicated.  This is no longer the case in the Advance version, as there is
    now a bug that convinces the game to side with you, even when that's
    supposedly impossible.  All you have to do is confirm the first reel while
    either an attack name is on the screen or an initial animation is playing out,
    such as the red orb that appears before Black Magic or even the double flash
    enemies go through to signal they're about to attack.  That's it, the game will
    then help you get the attack you want just as if you rigged it with the old
    Echo Screen method (Echo Screen drives the RNG index straight to 10h, which
    permits all attacks including Joker's Death).  The real kicker is that, unlike
    Echo Screen, this method also bypasses the triple 7 ban some formations carry,
    making it possible to use triple 7's Joker's Death against literally anyone
    instead of having to retarget 7-7-BAR to get around the restriction.  The only
    problem is that you may still fail if you time confirming the first reel in-
    between when the attack name disappears and the initial animation begins, but
    good timing will solve that.
    Final Fantasy 6 (Super Famicom), Final Fantasy 3 U.S., both versions (SNES):
    Setzer resents bird-hating comrades, sneaks off -
    Whenever Setzer/Gogo lands from a jump executed by their Palidor spell from
    3-BAR, they take a step backwards that they aren't supposed to.  One of a few
    formation error bugs.
    Setzer resents bird-hating comrades, walks off -
    A formation error bug, if you cast Phoenix under Slot using 3-BAR, Setzer/Gogo
    will take an extra step forward for each party member who is currently on the
    battlefield.  This also occurs if 3-BAR's Phoenix is mimicked.  Keep in mind
    however, this only works when the spell is blocked using a shield animation.
    9. Credits (or lack thereof)
    Text version:
    Me - for producing it.  Yeah, there's no one else to credit, as this was
    something I did entirely on my own accord (namely because G'FAQs doesn't take
    HTML guides).  Most people credit the game's creators or whatever at this
    point; I don't always do this as it's sort of implied by the fact that the
    guide wouldn't exist if it weren't for Square or whoever's game we're talking
    about.  Kinda like I'm doing right now.
    Original version:
    Shark, Assassin, and Mnrogar - Suggestions and proofreading, and possibly
    other things. :)
    Copyright 2003 thru 2007 Master ZED
    The Unoriginal White Sheet: http://masterzed.cavesofnarshe.com/
    Final Fantasy 6 Advance 2006/2007 Square Enix.
    I'm not responsible should anything stated in this FAQ/guide do anything.
    I'm not responsible should anything stated in this FAQ/guide do nothing.
    I'm not responsible for whatever you or anyone else do with this FAQ/guide or
    the contents within it.
    I'm not responsible for whatever you or anyone else don't do with this FAQ
    /guide or the contents within it.
    This guide is not to be posted anywhere else aside from GameFAQs and ZED's
    Unoriginal White Sheet.
    All rights reserved.