Translations and ROMhacks II

i asked for rival schools, but i think toys dream would probably have been a better bet

Fingers crossed for Blaze Union

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GERMS nerawareta machi patch is 100% complete now

after one million years i can finally play it in a language i can read

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linda cube again fantrans is out!

https://twitter.com/Cargodin/status/1752811172682928212

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fuuuuuck

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Remember everyone you can just run from every battle and loot treasure chests rather than trying to grind for money.

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this is how i play all jrpgs already

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I was totally obsessed with this game like 15 years ago. I actually tried to translate it but gave up when I realised it was going to take forever. The fact that Cargodin was working on this patch for 10 years makes me think it was the right call.

It’s too bad the game is so ugly. One time I had a dream I played it but it was a modern remake with 3d visuals that actually looked like Tatsuyuki Tanaka’s art, and his anime short Tojin Kit. That’d be awesome.

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Today the 0.9.5.3 version has come out, which is compatible with Psp/Vita. I installed it immediately.
Btw, why is it so popular? What makes it so special?

I have been thinking about this a lot since you posted, bc I have been frothing for this game for at least 10 years, but I never really stopped to wonder why…

I think for casual jrpg fans, there’s a fascination with untranslated jrpgs that avoid jrpg aesthetic cliches and game design conventions, because we all love to play new jrpgs from that golden era, but we’ve also played a lot of typical ones already. People go ape shit over games like london seirei tanteidon or wachenroder without really caring so much about the game design.

For linda cube however you should care about the game design…real heads know it’s by Shoji Masuda who if you’ve ever read about the game oreshika, is totally a genius…I would play anything by him. I haven’t spoiled myself on much regarding this game, but I know it has some pretty deep & unconventional gameplay systems as well as the overall structure.

Then even if you’re not a fan of jrpgs at all, there is the artwork & the character designs, which I would say is really the main reason why people have been interested in this game for all these years, being on tumblr & all that. If you don’t see some of those concept art pieces and get really curious about the game then I don’t know what to say…that guy tatsuyuki tanaka is seriously talented, visionary you might say. edit: Not to mention the actual content of the game would get anybody interested, what little bits have come out over the years…it’s got a pretty bizarre premise, lots of ultra violence / body horror, christmas cheer…

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Thanks a lot for chiming in.
Btw, you made me interested also in Oreshika :smiley:

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the lost Forest and Metal Fort tracks have been semi-programmatically recreated from surviving footage

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Very cool:

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this is just an idle thought in the wrong thread but it’s funny to realize how much poorer PC graphics were at even simple f-zero style racing games at the time of the SNES’ launch, and how much incomparably better they were by the end of its lifespan five years later, due to the implementation difference in software 2D vs software 3D

Mario Kart was not really possible on any other consumer hardware when it came out in 1992 and would not have registered as innovative at a glance on like any of half a dozen even two years later

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Well, fair, but I think there’s a lot of room to quibble on what was “possible” on what.

The odd thing about 1990-1995 home PCs is that they were all 1980s business machines that gradually came down in cost enough to appeal to prosumers. The 486 was released in 1989, and it was Duke Nukem 3D’s target spec in 1996!

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the 32-bit amiga 1200 and cd32 came out in the early 90s, and with a few exceptions, the games had significantly worse graphics than the games on 16-bit consoles that were a few years old and hundreds of pounds cheaper.
(and like i’ve said before, you can take the best amiga game in almost any genre and find like 20+ better games in that genre on mega drive or snes)

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Didn’t most amiga games target the amiga 500 spec from 1985 though?

EDIT: I guess this isn’t really relevant to your point, which is that 32bit amiga games kinda stink?

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don’t forget The Real Shit:

image

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i think it’s still relevant in a roundabout way since nearly all the 32-bit games for the Amiga family are “improved” (not even necessarily better) versions of games that were also available for earlier Amigas

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I think focusing on x86 PCs is a bit of a distraction here too – arguably until the 486DX2, or the Pentium, or Windows 95 (so, again, the first half of the SNES’ lifespan), Macs and C64s and Amigas were more consumer oriented than those PCs. and no one had really cracked 2D scrolling on them until Jazz Jackrabbit anyhow.

anyhow it’s fascinating to me how much of a tipping point was or wasn’t reached around 1993-4 if you’re looking narrowly at the SNES, and I think it’s conspicuous that prior to that it mostly had landmark technical achievements like Street Fighter and Mario Kart, and after that it mostly had big expensive jRPGs that were distinguished more by having unprecedentedly long dev cycles for music and writing than anything else. in between were Star Fox and DKC which were striving but are notably less interesting in historical terms.

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