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Messages - shadowmanwkp

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61
Gaming Discussion / Re: Ok, Pokemon?
« on: October 03, 2013, 04:25:49 am »
You mean the one that's not even out yet:huh:

To be honest it's also because of some other stuff that has been going on since the 5th gen games (what with connecting to the internet to access extra features) and the most useless type of battle: triple battles.

Oh and if you didn't follow the news, the mega evolutions are version exclusive as far as we are aware. You have separate X and Y versions of every mega evolutions.

62
Gaming Discussion / Re: Ok, Pokemon?
« on: October 02, 2013, 09:01:41 am »
Has the guy that beat the Elite Four before you been in all of the games? I've only gone through the first two gens.

From what I can tell, yes. I only played the first two generations and the fourth, but the game always panned out like that. The grand exception was the 5th gen games where you defeat the evil team after beating the elite four.

To be honest, I lost a lot of interest when they shoved the 5th gen (black and white) onto the ds, the new critters looked really bland and they added nothing of interest to the game itself. The sixth gen on the 3ds really jumped the shark by introducing the mega evolution gimmick.

63
Gaming Discussion / Re: Ok, Pokemon?
« on: October 02, 2013, 02:40:35 am »
Each Pokémon is of one or two types. Most of the types were introduced in the Red/Blue/Green/Yellow generation. Two more were introduced in the immediate sequel generation, Gold/Silver/Crystal. After that they left it alone until the games coming out later this month. At least one new type is being added.

Attacks are also typed, but only are of one type. Pokémon can use attacks of types that do not belong to them, even to the point of using attacks they'd normally be weak against sometimes.

As for the badges? They've been there since the beginning. Basically, one of the two primary goals of the catch, besides catching them all, is to obtain eight badges from your region's Pokémon gyms and then go up, beat the snot out of four people who are known as the Elite Four, and become the Pokémon Champion.

However there is always the huge twist that someone has beaten the elite four before you and you have to battle the previous champion. Also, there's always a new team that will kick up some dust (the ONLY exception being the second generation games). You usually beat them before you face the elite four.

64
Gaming Discussion / Re: Mighty No. 9 Kickstarter
« on: September 02, 2013, 09:54:19 am »
It's about to hit $700,000

It's at 870,000 now so it is practically backed. I am somewhat excited for this game but there are two things that keeps me from backing it...

1. We don't know how well the transformation mechanic is handled
2. I absolutely refuse to use a credit card

65
Gaming Discussion / Re: Exodus - A new Genesis emulator
« on: May 06, 2013, 07:01:25 am »
Next one will be called leviticus , I'm sure of it :P

66
That is weird, i got it from http://www.okimpala.com/index.php?location=final_fantasy_nl
Its a Dutch translation site :P.
Can't say I speak Dutch either but that's all they do is Dutch conversions.
Even play-tested the ROM to look for differences in pictures but it matches.

Just checked the ok impala site, the file is different, you probably mixed them up. I don't know if it was added already, but I did find the file in the database with the correct info here: http://www.romhacking.net/translations/1031/

67
ff1 dutch translation has what  seems to be scandinavian screenshots. it certainly ain't dutch. I sadly can't check the rom myself because I'm on a phone...

68
Gaming Discussion / Re: Your most recent gaming purchase?
« on: March 06, 2013, 02:33:41 pm »
Sure, but different manufacturers have different levels of quality.  This Dreamgear one for the 3DS XL has good reviews across the internet.  I also have silicone grips for my DS Lite and PSP and they improve the ergonomics tremendously.

Never really used third party stuff on my handhelds, dunno never liked it.

On topic: I recently picked up splinter cell for E1,50 :)
Popped the CDs in one after eachother for the install ran the game and it doesn't seem to work on win7 :(
And because the game is not as popular as its sequels anymore, information on how to run it is pretty scarce. Should've went for the gog version :banghead:

Ah well, at least the box is pretty cool:
http://i218.photobucket.com/albums/cc49/shadowmanwkp/_DSC0302resize.jpg
http://i218.photobucket.com/albums/cc49/shadowmanwkp/_DSC0306resize.jpg

69
Gaming Discussion / Re: Your most recent gaming purchase?
« on: March 06, 2013, 12:58:59 pm »
http://i.imgur.com/2ZNHNdQ.jpg
Picked those up too for comfort and protection.

Reminds me of a rubber grip I had for my gameboy brick for extra grip and protection. Only thing it did was make it bulkier and harder to turn the thing on.

70
Gaming Discussion / Re: Looking for GBA recommendations
« on: January 11, 2013, 04:17:06 pm »
The party member cards? I would do that too. In fact, there's an incentive for you to pull off a sleight with three of the same character's card. They end up using stronger attacks. I liked summoning Donald. :P

You're confusing things. Premium cards are cards that have an orange number, use it in battle and it is gone for the rest of that battle, unless you retrieve it in a special way. They are only useful because they have a reduced CP cost. I totally forgot about those, because I hate them and I sparingly use sleights against bosses (boy am I creative), I could use sleights but they can be a huge hassle to deal with. I only played the gba game though, I don't know how the PS2 version controls. 

Friends cards however are special, they depend on who are with you. They only pop up randomly and they don't exist in your deck. You can only obtain them in battle and their number is totally random as well (good luck using those 0 cards).  They summon people like goofy, donald and other friendly disney characters. They are gone after use for good, and you don't get them back after battle. Exceptionally useful to use in sleights because there is no real loss anyways. There's also the joker card (the one with the mickey silhouette) that works like an enemy card: play it and a beneficial effect occurs, but it does not count as a card that you usually play.

71
Gaming Discussion / Re: Looking for GBA recommendations
« on: January 11, 2013, 03:13:16 am »
I always ended up running out of cards, especially in longer battles or boss fights, since it seems cards can only be refreshed a certain number of times per battle. What was I doing wrong?

You can run out of cards if you constantly use sleights. You utilize them by using L+R to add them to a stack and then launch an attack by either pressing L+R after adding the third card, or pressing L+R while highlighting the reload card. If you use a sleight your first used card will be lost[/u], thus you can run out. Note that this also counts with sleights that contain two or even one (!) card. Item cards are special: use them and they can't be used for the rest of the battle, even if put in a sleight and it wasn't the first card added.

You can however, retrieve those cards later in the game by using special item cards or sleights. Do note that these are hard to come by, or have a very high CP cost. Some item cards also add in the bonus of resetting your reload counter. Another note: enemy cards (black) and item cards themselves cannot be retrieved in a battle EVER. You can only use them once a battle and you'll have to go into another battle to use them again.

For boss strategies: Don't spam sleights if you go up against a boss. You will run out of cards FAST. If a boss uses sleights, use 0 numbered cards to block sleights and make them run out of cards :P (note: this strategy is really slow, but it is fun to watch those bosses reload constantly). I prefer using a full deck of attack cards when going against bosses, while having five or so 0 numbered kingdom keys because of their low CP cost and because the attack is over in a second, leaving you not too open. For random encounters you can go nuts on those heartless, they don't carry zero numbered cards :P

72
Gaming Discussion / Re: Looking for GBA recommendations
« on: January 10, 2013, 07:57:12 am »
*shrugs*

I have had a lot of fun with the summon night games but I guess that's all about taste, good or bad. I might not agree with you guys, but I respect your opinions :).

Some other games I like a lot:
- Kidou Senshi Gundam Seed Destiny: 2D fighting game with not so much depth, but a pretty big character line-up for a gba game and a nice variety in fighters. Controls might take a little while to get used to, but I don't really mind them. Menu's are in English (except for the shop), so the game is pretty easy to understand.

- Chu Chu rocket: Played this game a lot as well. Don't know about the dreamcast game, but I expect the same features. The game is about leading your mice to the spaceship by placing panels on the floor, while avoiding the cats. Has two modes of play: challenge mode and puzzle mode. Difference between the two is that challenge mode is in real-time. Puzzle mode provides you panels beforehand and does not allow you to place them in real-time. Also features multi-player and puzzle creator.

I downloaded the android version of the game as well. As far as I can tell it has dreamcast graphics, but it seems to be a port of the gba game, without the multi-player or the puzzle creator.

- Lastly I recommend kingdom hearts: chain of memories. Not a general recommendation, because the fighting system is slow and does not revolve around crowd control like the other games (only one person can attack or use magic at any given time), but it can be enjoyable if you like the battle system. The system revolves about playing cards in order to use attacks or magic. They can be blocked with higher numbers, which can lead to frustrations if your stronger attacks are low numbered. Other general gripes are about world navigation, which can be slow due to using separate cards to progress and overall weak story.

Ugh ok nearly done posting, all megaman zero games are also bundled on the ds in the megaman zero collection. As an added bonus you can also unlock the effects of e-reader cards in mmz3.

Edit: @DS I don't know for sure anymore, but isn't that yu-gi-oh game the one where all the monsters have weaknesses based on their element (e.g. fire element defeats forest element)? I know of a YGO game that does that, but I don't know if it is this one. That mechanic is really annoying if you've played the card game.

73
Gaming Discussion / Re: Looking for GBA recommendations
« on: January 09, 2013, 03:06:27 pm »
Quote
Just in case you don't know about it:

http://en.wikipedia.org/wiki/Summon_Night:_Twin_Age

I do, it's an RTS game that plays totally different than the gba games. I don't really like it because all the interesting bits are gone. You can also easily break the game when you notice you are invincible WHILE CHARGING YOUR SPECIAL ATTACKS. This includes your unlockable charge "attack" for charging up SP, as if the game wasn't broken enough.

74
Gaming Discussion / Re: Looking for GBA recommendations
« on: January 09, 2013, 07:50:18 am »
Summon night swordcraft story 1-3. An action rpg series à la the tales series. You have five different weapon types (six in the third) you can craft. The crafting method differs greatly between the two games. Stories of the games are unrelated ('cept for cameos and common elements like summon beasts). I had a blast with the first game and the second ranks among the top five of my favorite games. Note: third game is only in Japanese.

75
I never see anybody talk about sonic and the black knight, while it's actually a pretty darn good game. The plot has a twist that you wouldn't have seen coming from miles away. The controls are a step up from the previous game, sonic and the secret rings, in that it doesn't ruin your elbows (black knight uses the wiimote+nunchuck for controls, the secret rings uses motion controls...). And while I usually don't talk much about graphics, I do have to say that the game looks very impressive on the wii (on par with sin and punishment imo). The only gripe people could have is that it isn't a retro sonic game, and it is a given that it isn't.

76
Complaining about Steam and having to be online is silly (which you only have to be to download the game, since Ubisoft rescinded their DRM there aren't any Steam games I know of that require an online connection to work once they're installed.

Sniper: ghost warrior has it. It's a very bad game, but the DRM is even worse. You have to be connected 24/7 to the net while playing the game (in single player no less), even though it has to be activated through steam. IIRC you also need to have the disc in as well.

I once lost loads of progress when my internet connection crapped out and I was kicked our of the game.

77
Considering the anime never localized the symbols on their outfits, I don't think you have to worry about it. Maybe just focus on the numbers.

IIRC when piccolo takes gohan under his wing after raditz is defeated, he at one point gives gohan some clothes. They look the same as goku's but piccolo remarks that the emblem's his own. So that topic is actually touched upon in the English dub.

78
Gaming Discussion / Re: Comparing game localizations
« on: September 20, 2012, 02:45:04 am »
Cool, that's interesting to know. I wish there was a source for that that I could reference, I seem to vaguely recall something on Lost Levels too, I'll have to look around on there too.

Asketh and thy shalst recieve:

Quote
Chris: So what was Square's localization process like before you got there?

Ted: They really didn't have one. They had a person who spoke some English and she did her best with Final Fantasy II, which was her game. I didn't have a chance to work on that game. When I talked to the guys that that hired me, the senior VP and then the finance guy, they basically had spent some 24 hour blocks of time late into the evenings, trying to rewrite the text as best they could without ever having played the game. They found so many issues with the screen text when they started reading it, they figured they should take a shot at it. So it was a mess. I think that's why Sakaguchi-san and others said, "Hey we need to try to fix this." I was brought on board and it turned out I got to do an awful lot of things. But certainly the main focus for me was to look at the manuals and the screen text and translate those things.

Greg: Just to clarify for people, did you do anything with Final Fantasy II or was that mostly done by the time you got there?

Ted: That was all done, in fact at the time there was about a two or three-month manufacturing process to have all the ROMs created. They were being manufactured and the manual was all done, there were some spectacular boo-boo's in the manual. One of the descriptions for a magic effect was "blows wizard."

Greg: [laughter]

Ted: As opposed to be "blows blizzard," which it should've been, or something like that. So there was little things along the way. Because the Super NES was launching and they wanted to accelerate that, Nintendo said "OK, let's just get this thing through." Once you get one of these games through it's pretty hard go back and start massaging the screen text and other parts of it because things just break so easily.

Podcast: http://playerone.libsyn.com/webpage/02_12_07_episode_16_lost_in_translation I haven't listened to it, but according to the forum post, the interview starts at 43:30
Transcript: http://www.playeronepodcast.com/forum/index.php?showtopic=145


Edit: I found more interesting things in the transcript:
Quote
Greg: So going back to something you said in one of your earlier answers you said that one of the scenes that you liked in Final Fantasy III had to do with suicide, but you couldn't translate it as such. There has been a lot of venom on the Internet about things like this fellow named Holy being changed to Pearl and that sort of thing.

Ted: Yes.

Greg: What was the reasoning behind all that?

Ted: Well there definitely was a sheet that was distributed by Nintendo that as a licensee there were certain things you absolutely could not put in games, you could not say in games. Religious terminology was definitely one thing, as were iconographic things that were sometimes built into these games that had to be removed before they were shipped to North America. I think a lot of people haven't really even seen the difference in some of the games that were shipped here.

But so, I can't remember specifically why I changed that to Pearl. It actually could have been a boo-boo on my part. But at any rate, you'd be going through so many hundreds and hundreds of items and magic spells and things that had to be translated. They had to be brought down to I think it was...some of them...it depends on the format that the text was presented to me. I could either have five characters, I could have seven characters or I think in some cases I could have maybe nine. But it depended on how they were encoded into the story.

I mean, Holy and Pearl, obviously there wouldn't be an issue there. I think that was obviously just the word Holy and just trying to avoid being dinged by Nintendo. Any time you submitted a game to Nintendo you had to take the entire screen text, which for Final Fantasy was 50 or 60 hours of having one of your testers do that for you. Then you had to submit the print out, the entire screen text, the ROMs and do all that stuff and give it to them and they'd spend time going through it. If you had something like that, that stopped the submission you were in trouble. It was very expensive and you could miss your deadline to ship.

A lot of companies just decided to err on the safe side, which is probably unfortunate but just to strip out as much as they could in advance just to reduce the time to market.

Chris: One of the other things that I've read on the Internet is people spewing venom about character names (like Crono without the 'h'). I was just wondering if that was just because the Super Nintendo couldn't fit it in there or was there any other reason why some character names were changed?

Ted: Part of it I think was just trying to get the squeezing and squeezing space. It's one of those things where you translate a bunch of stuff and then you're told that you're at 125% capacity and you go back in and you start shortening everything. I didn't think much about it. In some cases I would just go through and I would just run through sheet after sheet after sheet trying to squeeze stuff down to get things in. I'd give it back to the engineers and they would compile it. Then I'd be 104% over and they'd give it back to me. I'd go back again and squeeze and cut and shape and finally would go in and it was like, my god, it's finally in there. That was when we'd try to do some final polishing on it.

But, yeah, there was the opportunity to move sideways from the original text by doing all these different rewrites and shortening exercises that we were forced to do.

79
Gaming Discussion / Re: Comparing game localizations
« on: September 19, 2012, 04:38:51 am »
Here's something interesting about FFIV I found on hg101:

Quote
<Among cartridge based RPGs during the snes era> the leader was developer and publisher Square, but while some of their RPGs made it over many were passed up for Western release - leaving holes in several series. When Final Fantasy IV eventually reached America its translation contained errors and, according to Woolsey, it had been quickly rewritten by Square's VP and finance guy in order to make sense. It didn't sell as well as hoped

Source: http://www.hardcoregaming101.net/localization/localization.htm

The second part also has an interview with Ted Woolsey on localization, but there's no real mention of FFIV there, although I could've sworn there was an article on localization of FFIV somewhere on hg101, or at the very least makes mention of it.

80
It only happens in the Original NES version and the Gameboy port.  In the Rearmed remake and in the port for mobile phone (Too named Rearmed), it was removed.

It's justified though (at least in the gb version it is). The last neutral area (#15 I think) has barriers that you need to destroy to continue. It actually adds a lot to that area because instead of just running through that part, you actually have to fend off enemies as well in that neutral area. Also, there are two exits in each neutral area, so in case if you do actually shoot, you can easily exit the level.

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