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Messages - noneother

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1
It seems the character designer for the game is Youichi Kodama, who doesn't appear to have worked on Bahamut Lagoon. He doesn't seem to be terribly prolific with The Glory of Heracles IV being his most notable credit from MobyGames. So the answer to your suspicion is that he probably liked the look of Bahamut Lagoon and copied the style for Valhollian. I certainly like how the game looks.

Glory of Heracles IV and Bahamut Lagoon have the same director, interestingly. He was hired away from Data East by Square for his work on that series.
Also, depending on the company, the character designer might not be responsible for the actual sprites. They might only draw character illustrations, and then other people make sprites based on those. Companies often used uncredited freelancers, and many old school Japanese game creators used multiple aliases (and not just obvious nicknames). All this to say that staff overlap is not entirely impossible.

Congrats on the release, btw. I plan to give the game a go soon.

2
Interesting choice of game to translate. I didn't expect a DATACH game to get a fan translation, but it's pretty nice to see. There are some cool-looking game Yu Yu Hakusho games that would be great to see in English too. http://www.hardcoregaming101.net/series/yu-yu-hakusho-franchise-overview/. I'm especially interested in the Genesis adventure game and the Game Boy RPG/platformer/beat-'em-up mix.

BTW, if people are interested in seeing what playing this game with the cards was like, I know there was a list of codes on gamefaqs that you can enter via an emulator that handles the DATACH accessory for the same result as if you'd scanned the code from the card.

3
News Submissions / Re: Translations: Hero Chronicle Fully Translated
« on: December 28, 2019, 08:42:14 pm »
Resets every time you go through a door or up/down some stairs, too, though you might have noticed that. It helps the encounter rate a bit since a lot of dungeons have a ton of doors, usually just leading to separate rooms with treasure. I'd always make sure to go through them when passing near one, even if I'd already been in. Luckily there's basically no loading time so it's not a bother. It even seems like opening a treasure chest does it, though I'm not sure about that last part.
The encounter rate also seems to vary in a few spots. I'm almost positive that when you're fighting through that one town with Dan by himself it's a lot higher than usual.

I'd say one of the game's strength is a that the regular battles are a bit more involving than in most turn-based RPGs of the time, though, since you regain technique points every time you hit or kill enemies. You don't have to save up your special moves for boss encounters, as long as you mind your TP. There are times, especially when you're solo, when using certain moves will kill an enemy outright and net your character more points or almost as many as it cost them to use it, making them a better option than regular attacks. Or, say, in a battle with four enemies of two different types, a move that attacks all might kill off the weaker three, covering part of the TP cost of the move, then finishing off the survivor with a regular attack on the next turn will cover the rest, allowing you to do as much damage as maybe 8 individual attacks in just two turns, with no net cost. It's pretty fun to figure out how best to deal with enemies by using your special techniques and managing your TP. I'd just wish the encounter rate was a little lower.

4
News Submissions / Re: Translations: Hero Chronicle Fully Translated
« on: December 28, 2019, 01:16:23 pm »
Just finished it. I didn't think I'd get into it at first because licensed RPGs are often subpar, and I'm not a fan of any of the franchises involved, but it's actually a pretty good game. I'd say the story works even with the countless references to other series, mostly because the original setting keeps it all cohesive and it's always pretty obvious from context clues who everyone is supposed to be.

The encounters do get annoying sometimes, but the old FF1 trick works in this game too; whenever you bring up the menu, it resets the encounter counter, so when I got too annoyed, I would just press Start then cancel every few steps to "cancel" random encounters for a short while (usually I'd do this when I realized that I had missed a chest, though most of the treasure chests in this game are kind of useless).

EDIT - I should say thanks to the fan translators.

5
It's not just an English phenomenon. Even Japanese translations of foreign games do this sometimes. The Korean game "White Day" had its cast given Japanese names for the Japanese release, for example. (This happens with Korean-to-Japanese comics, as well.)

Sometimes the removal of Japanese settings and cultural references can work out just fine. Phoenix Wright: Ace Attorney comes to mind. I wouldn't call it Japanophobic, and I don't really find it disrespectful at all. I doubt any Japanese people would be offended by it, if you showed it to them.

Personally, I approve of "Pop Star Debut." Though I haven't played it (or the Japanese original), I like the idea behind this project.

This is only done with video games (and occasionally cartoons) because they're still considered disposable entertainment. When a Japanese novel is translated into English, they don't try to pretend like Osaka is really Denver or whatever. Same with movie subtitles. If a game takes place in a real-world location, then the localization should respect that. And this is the case with Idol Hakkenden; there's a bunch of characters and locations that will no make sense if you pretend it's set in America or really anywhere but Japan, so you'll inevitably end up with an incoherent translation in which the text frequently doesn't match the images. Removing things the author finds too violent for kids is no better; this is a NES fan-translation, it's not going to be primarily small children playing it. I was watching Nightmare on Elm Street and Schwarzenegger movies when I was an elementary schoolkid anyway, and so were all the kids I knew, so this just strikes me as nonsense.

I'm not mad at this particular project because, thankfully, it's already been translated, but if it were the only translation, it'd be really too bad.

I also don't understand the whole "refusing to do any research" thing at all. Research is good. It enriches your work.

6
I've tried the Genesis version several times but always failed to get into it. There's kind of a steep introductory curve, and I feel like it's something I'd enjoy but I have a really hard time getting past that initial hump. Any tips?

It's very easy to get killed early on. The first thing you want to do is raise some money doing easy runs (in that bar in the upper-left corner of the first area) so you can buy some better weapons and healing items. Avoid anything that sounds like it'll involve fighting until you get a little stronger. You'll want to run if you get attacked on the street early on, and even that can be hard in the beginning, but it doesn't take too long before you improve enough that you can handle yourself, and then it's just a matter of saving often. Personally I've always used the Samurai build, and focused on firearms skills (to improve accuracy) and speed, then tried to spread things out. Once you become able to hack into the Matrix, you can make tons of money selling files you steal, and it's a big part of the game.

The beginning is definitely really rough. I remember my first impression being very negative. Once you get past that, though, it's a great non-linear RPG with a really involved world, especially for a 16-bit RPG. I like the SNES game too, but I really think the Genesis game is better once you get into it.

7
Personal Projects / Re: Famicom Detective Club Translation Project
« on: August 16, 2019, 12:52:43 pm »
I really enjoyed the SNES version of the second game, so I'm glad someone is working on this. Good luck!

8
I had no idea this existed. The unique concept of this one sounds neat. I'll have to give it a try.

9
Just gonna add that it was made in part by the same folks as Crusader of Centy / Soleil on Genesis, which is why it was on my radar. Really didn't expect that translation to just pop out one day, that's really cool.

10
Griever - Good point, I didn't realize the release dates were that close. I do agree Phantasy Star is more impressive overall (3d dungeons, character and NPC portraits, etc), especially if you factor in the FM version of the soundtrack, but Necromancer is also impressive when you consider this was released a month before Dragon Quest 3, and a month after the very first Final Fantasy. I like the monster designs.

The PCE also had The Legendary Axe 2, Splatterhouse, War of the Dead... definitely a well-represented aesthetic on that system.

11
Interesting game. Didn't know it was the PC Engine's first RPG. Seems like the darker look and taller, plainer sprites was a bit of a trend in early PCE RPGs, with games like this, Susanoo Densetsu, and Dungeon Explorer all sharing a similar aesthetic. This seems to have been replaced with a standard, less impressive NES-RPG-with-better-colors look afterward (the Momotaro Densetsu games, Benkei Gaiden, Sindibad, even the first Tengai Makyou on CD). Funny that the enemies have idle animations, but no attack animations. It made the opposite choice as Phantasy Star had a year before. Still, they look pretty cool. I just don't like the slow walking speed.

12
I just hope Eternal Legend is more Defenders of Oasis and less Phantasy Star Gaiden in terms of quality, but it could go either way.

13
Glad to see the Game Gear get some love. I've been thinking of getting back into RPGs next year, so this is definitely one I'll try. BTW, the GDRI website links to a Japanese page with proper, non-pseudonym credits: http://park21.wakwak.com/~suka/sega/staff/f3_gg/moldorian.html Most of the graphics team worked on the Shining Force Gaiden games. They seem to have been part of a company called Rit's.

14
(I also associate the name "Hunter" primarily with rednecks, which probably biased me against it a bit. Sorry to all non-redneck Hunters out there.)
I mean, all that tinkering with tanks is kinda redneckish. Though I'm glad you didn't go the redneck route and give everybody a written accent.

I was a big fan of the SNES remake. If the NES translation had come first, I'm not sure which one I would have played. I wonder if somebody at Crea-Tech was a fan of A Boy and His Dog?


15
Thanks for that movelist, Jonny. Definitely gonna try that game again.

16
Nice work! Looks very clean and the font is a nice fit.
I tried playing that game in Japanese before but I was just bad at it. Does anybody know all the moves?

17
News Submissions / Re: Translations: Villgust FC (re)translated!
« on: October 02, 2018, 12:53:06 am »
So, I've finished the game. It's not very long - you can beat it in a day (I did it in two). My main issue with it is the lack of variety in terms of monsters - it seems they stop introducing new types about halfway through, and then you're left fighting the same fights until the end. It's too bad, because for a while it was actually pretty fun as the fights became a little more complex. Some of the boss battles are nice, too. That battle system had a lot of potential - they could have stepped it up to 3 enemies simultaneously down the line to keep things entertaining, and balanced it better (everything becomes super easy late in the game, and why can't you ever run from battles?) Of course, like almost all NES RPGs, the encounter rate is too high, but most of the dungeons are small so it doesn't get too annoying.

Anyway, congrats on the translation, it reads well and looks good (I agree that the line wrapping was the better option).

18
News Submissions / Re: Translations: Villgust FC (re)translated!
« on: September 30, 2018, 02:17:17 pm »
The new translation looks very clean so far. I'd enjoyed the SNES Villgust way back when, but never bothered with the NES game cause it was all glitchy and weird. Glad I can give it a fair shake now. Thanks for the work you put in.

19
Anyone know if the translation works with Ootake? That's always been my PCE/PCE-CD emulator of choice, and October seems like a great time for a horror game.

20
News Submissions / Re: Translations: Laplace's Demon v2.00
« on: September 07, 2018, 09:50:19 am »
Nice. I'd always avoided the old translations cause I couldn't tell if it was fully playable or not, and I didn't expect AGTP to release something not Robot Wars-related, so this is a cool surprise. Thanks, Ghideon Zhi.

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