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287 lines
12 KiB
287 lines
12 KiB
==========================JESUS========================
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=============Tale of the Dreadful Bio-Monster==========
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=====================3 Days Later Edition==============
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============================Rev 1======================
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Genre: Visual Novel/Adventure
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Source language: Japanese
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Platform: Famicom
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Patch language: English
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Author: Pennywise/Niahak
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E-mail: yojimbogarrett@gmail.com
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http://yojimbo.eludevisibility.org/
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======================================================
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About JESUS
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======================================================
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Background:
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From Trickless' Site:
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"JESUS is an adventure game first released back in 1987
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by Enix (Now Square-Enix). It was released for the PC88,
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and was also available on other home computers such as
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the FM7 and MSX2. In 1989 the game was ported to the
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extremely popular Famicom (NES) courtesy of King's Record
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and ChunSoft, with the additional sub-title Kyoufu no Bio
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Monster (trans: Dreadful Bio Monster). None of these versions
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were ever released outside of Japan, but it sometimes gets a
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mention on English gaming forums thanks to its name. The
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game is a cult favourite amongst many Japanese retro gamers,
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and if you can look past its name and give it a chance,
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you might be surprised by what this adventure has to offer."
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So obviously this patch is for the Famicom port, which had
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been translated previously by Niahak. While reading up on his
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patch, I saw that he had to cut down his translation
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significantly due to space restrictions. For a text-heavy
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game like JESUS, you kinda need as much space you can
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get. So I contacted Niahak, sometime in late 2009 I think, about
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doing another patch and he was down for it and so the project began.
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The game script and pointer storage turned out be pretty simple
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with only hiragana/katakana switches and sequential text
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being the only thing of note. Since there was extra space to
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spare in the hard-wired bank I ended up doing my usual DTE
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routine to compress the text which was spread across 3 16KB
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banks. So we worked on the translation on and off for a while
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until sometime around late 2011/early 2012 things started
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coming together.
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It wasn't until the script was finished that I realized my
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compression routine just wasn't enough for a full script.
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So I expanded the PRG-ROM and hacked the pointer load routines
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to split the text between banks thus giving more us than 2X the
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space for the translation. Since the pointer load routines
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were reused for all 3 banks, I had to write a little extra
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code to determine which bank was being used, but it was
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simple enough.
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The final 2 aspects of the hacking was probably the most
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difficult/pain in the ass to implement. The sweet title
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screen we have courtesy of sin_batsu first had to be
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recompressed back into the ROM from the decompressed data.
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It didn't use the standard NES compression format of RLE,
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but instead something else that was a bit more complicated.
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I was able to locate the decompression routine, but I left
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the reverse-engineering to rveach and who graciously provided
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me with decompression/recompression tools and all free of charge.
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Next time I might not be so lucky or fortunate.
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The last hack was a double line hack for the option/command.
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One of the things I didn't like about the original patch was
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that that text was heavily abbreviated into 1 line in 7 or less
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characters. Getting that text to display as 2 lines was way
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harder than it should have been, but I finally got it to
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where I wanted it. I also wanted to have 8 characters per line
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instead of 7, but there wasn't enough room in the internal RAM
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buffer.
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Now as for the game itself, I usually don't go for text
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adventures, but this game was kinda unique and not half
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bad. You kinda get the impression that the game is open
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in design based on the choices to pick from, but in reality
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it is really quite linear with very little variation on
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what you can actually do. That seems to be a detracting
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point for some, but I find this to be a benefit for the game.
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Having worked on Akira, which oddly enough was translated by
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Niahak, any variation of the main path resulted in game
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over thus making it possible to go in circles. It's possible
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to breeze right through Jesus not having to worry about
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making a mistake and starting over again. You are able
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to enjoy the game, its world, its character freely. Even
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though the story and premise is obviously based on some
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classic sources, it's still pretty good in its own right
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and deserves to be played and enjoyed.
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Continuing on the subject of linearity, I estimate that
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between 10-15% of the text is unused by the game. When
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the game was ported from the various Japanese PC systems,
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various sections and content was removed from the Famicom
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port. However, the unused text in the ROM seems to suggest
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that there were going to be more things to do, a different way
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to do things. Basically the game would still be go from
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Point A -> B, but you had more options to get to B.
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A few of the more noteworthy things include on the Nebula
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the text suggests that it is possible for FOJY to run out
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of juice while wandering around. There's also an alternate
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way of detaching the Storehouse by reading instructions.
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Also you could trigger the scene with Helene on the Nebula
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without the Bio-Sensor. On the Corona, FOJY and Hayao make
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fun of each of other on several occasions. I have been unable
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to trigger any of these events.
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Perhaps where the game falters most is that occasionally the
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text won't match the situation or option chosen and will be
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out place. Never having played the original versions, I have
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to assume this was a problem the port introduced. The effect
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is essentially was sloppy/poor event programming that was either
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caused by a bad programmer or the development was rush kinda
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making the game unfinished.
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If I could compare the Famicom port with one of the other
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versions, I might be interested in restoring the content if
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everything's pretty much the same and I know what is supposed
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to go where. The only catch is a certain someone has to get off his
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lazy butt and starting hacking the game so I can play it in English:)
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The music is also one of the highlights for me and I enjoyed
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quite a bit of it. If it sounds familiar, that's because
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the composer is Koichi Sugiyama, who was a regular for
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Enix back in the day and did the soundtrack for at least
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the first Dragon Quest. In fact, they play the main DQ
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theme in the game.
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Anyway, a lot of work and time went into this patch, so
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we do hope you enjoy the game. I consider it to be one
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of my best releases and am extremely satisified with it.
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If you want to find out more about the game I suggest you visit
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Trickless' site.
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http://pixelmenu.22web.org/
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======================================================
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Niahak's Comments
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======================================================
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It has been almost seven years since I first saw a copy of JESUS
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on a shelf in Japan, and more than five since I released the
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original patch for JESUS. The first patch was a solo effort, and
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it was made by "constructing the Statue of Liberty by hand",
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as I'm told. This version is much improved, thanks to the effort
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of Pennywise and others in expanding the ROM, and to Jason and
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Pennywise both for their hard work in making my rough re-translation
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fit for human consumption.
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A couple of individuals not thanked below are responsible for my continuing
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interest in JESUS. One emailed me years ago with a message thanking me for
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my work on the initial patch, as it brought back many memories for them.
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Another emailed me more recently with suggestions for naming shortly before
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the re-translation effort started, which gave us a good starting point on the
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names (which were an aspect that needed fixing in particular).
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As a translation project, JESUS was more straightforward than other games
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I have worked with. The script may be kana-only, but the subject matter was
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already familiar (though it had been gathering dust for a few years), and
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there are few places where context is incredibly important. The tone of the
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original script is pretty ordinary anime style as well - with little in the way
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of slang and generally consistent structure. Most jokes come at Hayao's expense,
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so they end up being easily translatable. Only a few lines were particularly
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troublesome, and none of those were particularly important in any case.
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At times I am not sure that JESUS itself is worth the effort we have put into it.
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It's a relatively ordinary sci-fi adventure game with a touch of horror here and there,
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and often imposes a strict ordering of actions on the player's part.
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It does, however, occupy an interesting place in Enix history, and it has a decidedly
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80's anime vibe which some players may find nostalgic. Perhaps the name of the game
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itself will also spark some interest in the game. If some people who hear about JESUS
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play and enjoy this translation, that is enough for me.
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======================================================
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Patch History
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======================================================
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6/08/2012
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3 Days Later Edition - Initial release
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7/19/2012
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Rev 1 - Minor script fixes, code hacks and bug fixes
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plus a bonus manual
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======================================================
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Game Tips
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======================================================
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There are several secret passwords that let you access
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different things. They are:
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Credits
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WHOMA DENES JESUS GAME?
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Soundtrack Mode
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BLUEA LIENL OVEEM BRACE
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Keyboard Mode
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THISI SELTO NJOHN MODE!
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Soundtrack Mode
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IWANN AHEAR GREAT MUSIC
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Ending Scene
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WILLU BEMYB IOMON STER?
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======================================================
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Translation Notes
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======================================================
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While most terms in the game are quite straightforward,
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a couple terms and names that may recur in JESUS' sequel
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have been modified from the literal meaning for various reasons.
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(Ginga Senshi) literally a variant of "Milky Way Soldier"
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or "Galactic Warrior", rendered as Space Defense Force or SDF.
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This is the organization that Hayao and Captain Milakov
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both belong to. Their historical role, or why they were included
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in the Halley Mission are both unclear.
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(kometto), literally Comet, is the original name of the ship called
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the Nebula in this translation. It would not have been confusing
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for Japanese readers, as for Halley's Comet they used the Japanese
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word suisei.
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(Jiizasu), the space station for which the game is named,
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is consistently rendered in standard casing (Jesus).
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It does not appear to be an acronym of any kind.
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It is referred to as both a station and a skylab,
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but its size and function are not very clear.
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======================================================
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Patching Instructions
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======================================================
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Before you apply the patch, the ROM must be expanded.
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Add the Japanese ROM to the same directory as the
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ROM Expander Pro program and file then run the program.
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The Japanese ROM should be named:
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Jesus - Kyoufu no Bio Monster (J).nes
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and running the program will produce this new ROM:
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Jesus - Tale of the Dreadful Bio-monster.nes
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Now apply the patch.
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We would be highly grateful, if you find some time to
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contact us with proposals or corrections. Information
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on found bugs or corrections would be highly
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appreciated.
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P.S.
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Support the game industry by buying used games!
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Even if the money doesn't go to the developers
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directly, as the games become rare and harder
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to find, the price goes up, and people become
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more inclined to buy new releases "while they can!"
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======================================================
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Credits go to:
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Pennywise - hacking, testing, additional editing
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Niahak - translation, testing, additional editing
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jaysus - editing
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rveach - compression reverse engineer, decompression/recompression tools, consultant
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sin_batsu - title screen design, additional graphic design
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Trickless - additional testing
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All those who contributed into this process.
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======================================================
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Compiled by Pennywise. June 2012.
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