GP's Cave-heavy Translation Matsuri Love In

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GaijinPunch
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Post by GaijinPunch »

8 1/2 wrote:Wow, how did I miss this thread until now?
Proabably me renaming it means some people miss it. Oh, well... saves space. :)
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LUNardei
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Post by LUNardei »

Another great work :D
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Ord
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Post by Ord »

Fucking brilliant GP! :shock: :P
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Post by captain ahar »

great work gp. that joker jun interview was really interesting.
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undamned
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Post by undamned »

Hadn't commented on the latest review. VERY interesting! I did notice that although he said that when they closed the doors on Toaplan, they left everything behind, appearantly they didn't leave everything, as he later states that he thought parts of Outzone code were still being used, today.

As I was telling 8 1/2, I thought it was a kick what he said about IKD setting up a joystick to play Progear in tate, while design testing!

Does anyone here have his "Skull Hornets" Batsugun book? I was wondering if that was the compilation of all the Batsugun comics (they said somthing about his ongoing comic in Arcadia)?

I'm wondering if he still feels so strongly about his return to gaming someday? Would be excellent! That'd be funny if he went for one of those companies that he failed the tests for, back in the day (Sega, etc.), before going to Toaplan.
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Post by GaijinPunch »

Ever wondered "WTF is going on?!" when playing Guwange?
Well, wonder no more.
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
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Post by Nemo »

You've outdone yourself again GP. :D
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Post by undamned »

Word, the thanks keep rolling with the translations!!!
Rock-on, Gaijin ;)
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Post by Ord »

Brilliant GP! Simply brilliant! :P
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Post by GaijinPunch »

2005/08/28
ESPGaluda
Gearing up for ESPGaluda II, I thought this would be a nice little project. Unfortunately no developer interview (that I know of) exists for this game, which is a shame. I've translated about every possible thing I could find.

-Story
-Character Profiles
-Stage Introductions with Enemy names

There actually is a little story divulged in the stage intros. For the most part, they are real translations of the Engrish found on the stage clear screens of the game (the webpage has them in Japanese). In some cases, they are longer, and hopefully in all cases clearer. :)

Enjoy.
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Post by Daigoro »

the link for the Treasure vs. Raizing link is dead.
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Post by GaijinPunch »

Yeah, I reworked the tables in the database and didn't fix the links in this thread (yet). Just go to the translation index for now and knock yourself out. :)
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Post by Ord »

Once again GP, Top Job. I'm really thankful that you're willing to do these translations for us. :)
Ikaruga review now up in PLASMA BLOSSOM
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Post by Randorama »

Oi GP, superthanks for all the brilliant work, sorry i never thanked you before :wink:
Chomsky, Buckminster Fuller, Yunus and Glass would have played Battle Garegga, for sure.
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Post by GaijinPunch »

No worries. Just wish they'd post some more ESPGaluda II stuff!
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Post by GaijinPunch »

2005/12/27
Ketsui
Been a while since I've done one of these. Figured I'd crack this one out. Not a ton of information out there, most disappointing of which is the lack of a developer interview. What is included in this one is:

-Story
-Character Profiles
-CD Liner Notes from the DOJ/Ketsui soundtrack (by Manabu Namiki)
-Interview with SYO
-Interview with Futabishi

Thanks to Ord for sending a scan of the liner notes... can you believe I saved it this long? As usual, enjoy. If you can think of anything interesting out there that the English speaking world needs to know (but isn't ridiculously long), send it over. There's little in the queue right now.
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
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Post by Randorama »

Omg thanks :wink:
Chomsky, Buckminster Fuller, Yunus and Glass would have played Battle Garegga, for sure.
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Post by LUNardei »

Great as usual, but special for me this time 'couse I'm playing it ^_^
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Post by Dave_K. »

Thanks GP! I know some of this was roughly translated already on the boards here when the superplay came out, but its nice to have it finished, and hosted in one location (on your site). I may have to print this out and keep with my DVD :D.

One interesting thought on the last question/comment by Futabishi when asked where he looks on the screen.
It would be nice if it displayed where I looked on the DVD, but I don't think that's possible.
There has been a lot of study on eye tracking for webpage design/usability where I work, and I think it would be really cool to setup a tracker to watch an expert play, and then superimpose a highlighted sphere over the video where they are gazing in real time. So technically it might be possible to do this. Might make a great white paper for some type of gaming conference.
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Post by GaijinPunch »

If you're going to do it on any game, it should be Ketsui. I try that whole "whole screen" method, but there's plenty of parts, even in the first loop, where the bullets just get too fierce. That's pretty cool that the technology is out there. :)
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Post by LUNardei »

The entire book with the DVD needs a translation... But it's simply huge, eheh :)
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Post by GaijinPunch »

The only thing in the book that's not done already is strats, which I generally don't do. Hopefully Arcadia will have something interesting in the next issue or two.
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Post by maco »

The Futabishi interview’s great.

About the stealing SYO's patterns part. Is it not referring to copying SYO’s own strategies?
Also the score name thing might be to do with the comment section in Arcadia magazine for the scores.


Something that maybe of interest to translate (if not done already.), although probably too long, is an interview with Mihara, NAL, TAC and LAOS about the PS2 release of Dodonpachi DOJ.

The links are:
http://www.famitsu.com/game/serial/2003 ... 0,0,0.html
http://www.famitsu.com/game/serial/2003 ... 7,0,0.html
http://www.famitsu.com/game/serial/2003 ... 3,0,0.html

There are some pictures of the shooter players NAL, TAC and LAOS in there too if anybody’s interested.
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Post by GaijinPunch »

That line was winged to be honest -- I even asked my wife exactly what he was saying, and she didn't know. So, I can't say for sure. And yeah -- good theory about the Arcadia score post.

I've seen that interview w/ Mihara. Not out of the question, but it's REALLY long, and Mihara babbles... a lot. I personally find his style of speaking very hard to translate, which is the main reason I've avoided that one until now. Who knows what 2006 will hold though!
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Post by GaijinPunch »

2006/04/07
Gunstar Heroes Producer Inerview
Wow, almost 4 months since my last one. Gotta get crackin'. Anyways, this is borderline material I understand, but I think it's safe to say most people here would be interested in this, given Treasure's track record. This interview is with Maekawa, the CEO of Treasure. He tells some interesting stories about how they got Treasure off the ground, and finally a comment from a developer on why US versions of games back then were harder.
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Post by Valgar »

That was freaking great. Maegawa is so awesome. Whenever I read his stuff I want to punch anyone who talks shit about Treasure.
Last edited by Valgar on Fri Apr 07, 2006 2:26 pm, edited 1 time in total.
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Post by Neon »

Thanks again GP, and please don't kill me Valgar.
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Post by Turrican »

Thanks, GP. Interesting reading, great job as usual!
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That's fascinating background story to MD Gunstar Heroes...

Post by PC Engine Fan X! »

I've always wondered about how the developement of the original Mega Drive version of Gunstar Heroes came to be. The Treasure interview answers a lot of those questions indeed. Thank you for that, I learned some more new insights on how Treasure designs & developes their software.

It's interesting to learn that the U.S. Genesis version of Gunstar Heroes is actually twice as hard as the original Japanese version of the same name. Hence, Treasure fan-boys have both versions to digress. I only have the U.S. version myself. Awesome Genesis action-platform based game indeed. I did get Gunstar Super Heroes on the USA GBA debut release date...Treasure really knows how to wring out the capabilities of the aging GBA system -- it's a shame that other game developers don't put more effort into designing hard-core action or shmup GBA games to it's full potential. I wish Treasure all the best in they what they create next for their latest software project. ^_~

Enjoying that mint PSX Ragukagi Showtime game?

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Post by Shapermc »

Yea, the JPN->US difficulty change happen with Astroboy too (I have both versions, and it is night and day). Also the prototype version of GH is on the Treasure Box collection (which is excellent, and Jiji did a great write up for it).

Anyway GP, this is awesome stuff all around. I should give you kudos for putting together something so awesome. I really want to thank you for all the work. It is a shame I am just finding out about this all now (I had other plans than reading translated interviews all weekend).

Anyways, keep up the awesome work.
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