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130 lines
6.4 KiB
130 lines
6.4 KiB
Technos Samurai: Downtown Special! v1.0 9/03/98
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ROM Hacker: Jim Price Translator: Faraday
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Editor: Wildbill Additional Wildbill
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Translations: Nick
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What's been done: Text replaced
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Pointers recalculated
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Item icons created
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A couple of color palettes changed
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What's not done: Nothing, as far as I know. Of course, there may be
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some bugs that we didn't catch. If you find any,
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please let me know. <Tsamurai@hotmail.com>
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_______________________
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Applying the patch-
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I recommend using Snestool. Just select "Use IPS" and follow the
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instructions.
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_______________________
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Hey! Someone want to make a faq for this game? Even I didn't manage to find
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all of the hidden shops...
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Thank you, again to Faraday for translating the text and to Wildbill
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for the excellent job editing the script and beta testing.
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-----------------------------------------------------------------------------------------
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From the editor:
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Greetings Players!
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First off, I think the entire gaming world owes Jim Price a word of
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gratitude for creating this English patch for Technos Samurai - Downtown
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Special, and making it available to the whole universe. For pure
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Japanese culture afficionados, however, Jim's creation departs from a
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perfectly literal translation. To those jaded individuals out there who
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are pedantic in outlook, I would say that someone so enamored with
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Japanese culture should also know the language quite fluently, and thus,
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not need an English patch. Otherwise, anyone dissatisfied with
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this outstanding addition to the English repertoire of classic games,
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should procure the ROM and create a "proper" translation (whatever that
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is) with our blessing!
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That said, I will explain our rationale for interpreting the funky
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spirit and humor in this game. But before I do, I wish to say that
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nothing would have been remotely possible without Faraday's excellent
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work, as always, not only in performing the raw translation, but
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enlightening us about the "Old Tokyo" back-street ambiance" that
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characterizes the theme of this game. In Faraday's own words, Downtown
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Special is rather "cheesy":
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"This game is supposed to be a comedy. As you know, a lot of (corny
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lines) appear while you're actually in action, while beating the
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hell out of your enemy. And they are rather hard to read to begin
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with, but once you get use to it, you will begin to read all the
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text and laugh, while you're kicking your opponent's ass. Well,
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that's what happens in (J)apa anyway. It was intended to be more of
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a laugh, rather than a serious 'complete levels', 'complete the
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game'.
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"I hope to recreate that, and I've done my best to adopt the "mood"
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rather than literal translation of the words.... And we've got to
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sort out the names.... They must be read quickly. (J)apa names
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aren't good for that, if we're going to deal with (E)nglish
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speakers.
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[Note: We shortened most of the names...ed.]
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"And an extra note: I found it VERY difficult to translate the dump
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towards the end. This is because they are mixture of modern (J)apa,
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old (J)apa gag (like Shakespearian wit) and finally a typical
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poetic-style (p)eriod play style text. It all sounds silly and odd in
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(J)apa, but that's the object of the game. So I've translated the
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'cheesiness', but changed the actual text i.e. literally very little
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is translated in the last few lines of end sequence."
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Thus, Jim and I took the spirit of Faraday's words, and after further
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consultations with him (and with his blessing), we decided to take one
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more step in the transcription and adapt a Western street-gang lingo,
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while still trying to preserve the uniquely Japanese flavor and
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backdrops. I know this sounds paradoxical (even to us), but we wanted to
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end up with a game that would "play well in Peoria". Working Designs
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takes this approach all the time, so, who are we to question its
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legitimacy? Therefore, we took a little license with the plot, changing
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it from the roundabout, poetic, Japanese method, to the harder-hitting,
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in-your-face, tell-it-like-it-is, right-up-front western style of action
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storytelling.
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Our resulting prologue now offers a direct introduction of the characters'
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missions, conflicts, and romantic woes, delivering a clear message that
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the hero's girl has apparently been stolen by some asshole who's seems
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to be also working for the "Beeg" boss-man. But first, our intrepid hero
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must find an ellusive remedy for his stricken boss, and while searching
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around almost aimlessly in this very non-linear game, he and his
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companion(s) enounter all sorts of zany characters who either give them
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vague information, or engage them in goofy battles reminiscent of The
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Three Stooges.
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There is a "Map Cursor" item at a secret shop in Hizen. I would suggest
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that you find it, then warp around the map and fight those people
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wearing the more brightly-colored clothing. Characters will join you,
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abandon you, give you items, and fight you; and soon, you'll have no
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idea who's supposed to be doing what to whom! That's the way the game
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seems to be intended to be. Indeed, it has more twists and turns than
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the Snake River, but its sidesplitting humor overrides all of the
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head-scratching Machiavellian plotting. Just remember that "the butler
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didn't do it", and that the game is intended to be an absolute frolic
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for the Japanese player, sort of like, "Laurel-and-Hardy-meets-the-
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Jesse-James-gang".
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I hope you, the public, will enjoy this little creation. I would place
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it right up there with Mario-I, for its period. Remember, Jim was not
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required to share his work. It is both a privilege and a pleasure to
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receive this patch, but not an absolute right. I can attest to how hard
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Jim has worried on it. It shows...so, enjoy!
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-Wildbill
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--------------------------------------------------------------------------------------
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<http://www.psnw.com/~stumpy/main.html>
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Please direct all bug reports, questions, comments, suggestions etc. to
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Tsamurai@hotmail.com
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