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Tech and Homebrew => Turbo/PCE Game/Tool Development => Topic started by: pixeljunkie on September 29, 2014, 04:34:08 AM
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Has anyone talked about UNdoing what working designs did with this game? In interviews they make it sound like they change 1 number to royally ruin the game. It would be cool if there was a fixed ISO of it. Just thinking out loud, it's probably come up before but I couldn't find anything in search.
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How dare you say WD can do wrong.
This does not boad well for my WD fapping thread.
:-k
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How dare you say WD can do wrong.
This does not boad well for my WD fapping thread.
:-k
they dropped the ball on Exile 2, but I love them as well.
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How dare you say WD can do wrong.
They ruined Silhouette Mirage in the US.
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How dare you say WD can do wrong.
This does not boad well for my WD fapping thread.
:-k
they dropped the ball on Exile 2, but I love them as well.
I have heard similar. Have yet to play it. Recently picked the gane uo but need to get the first game. Then I'll plaky through the two
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I've always wondered if you can do disc swaps between the JP and US version to get the English translation with Japanese action areas
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DragonmasterDan said he did just that punk. Swap in the JP version to do the parts that were super hard in the US version, then switch back for the cutscenes / text areas.
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You'll probably never reach the end though, at least not without cheating and hex editing the game for infinite health (ironically the only way most US gamers ever saw the boss was through the cover art). For you see, Working Designs made a mistake when tweaking the parameters. As Vic explained on NeoGAF: "On Exile 2 it was an issue of limited number of modifications because we weren't doing the game reprogramming, Telenet was. It was a small number of tries. And on the second-to last time, we had it *almost* right, so we added like +1 to the monsters, but it was like that scene with the fat guy in Meaning of Life where the waiter gives him that one wafer and he explodes. That +1 exceeded some limit internally and made the monsters exponentially harder rather than incrementally. Since it was our last "fix" and we had production discs, I thought we were screwed and had made an unwinnable game. Fortunately, with some time and special strategies, we found out you could finish it. We made one of the hardest games ever - by accident."
Vic also gave some tips: "The biggest one is not to try to assault the worst monsters. Just let them hit you in the back, which will throw you backwards (which is really forward since your back is turned). It's an easy way to clear impossible rooms with those dragons that shoot lightning."
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DragonmasterDan said he did just that punk. Swap in the JP version to do the parts that were super hard in the US version, then switch back for the cutscenes / text areas.
I must try this!
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Vic
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DragonmasterDan said he did just that punk. Swap in the JP version to do the parts that were super hard in the US version, then switch back for the cutscenes / text areas.
I must try this!
Also, search the forums for a post by nodtveidt/Old_Rover, he explained how to beat the game (a nice FAQ, not sure he ever distributed outside of the forums).
I don't use FAQ/videos to help beat games, except for one crappy game (Turrican on TG-16), which Rover was 100% spot-on about. I think that game is a turd.
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I beat the US version of this game when I was 16 the old fashioned way. Practice.
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I beat the US version of this game when I was 16 the old fashioned way. Practice.
Yep, it's pretty much just a matter of memorization on the harder bits. And some occasional grinding.
Most of the levels are pretty short, up until the last one.
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I beat this game, & I suck at games! If I can do it, anyone can! The hardest was that damn tower ofcoarse. I think I basically memorized where enemies would show up, & use lightning from Fahkyle IIRC, that, & Rumi, just don't get hit, or you're dead meat!
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How dare you say WD can do wrong.
Vic did lots of things wrong.
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How dare you say WD can do wrong.
Vic did lots of things wrong.
(http://i.pinimg.com/736x/94/f0/cb/94f0cb21bd56b93e42b4e712200eced6.jpg)
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How dare you say WD can do wrong.
Vic did lots of things wrong.
(http://i.pinimg.com/736x/94/f0/cb/94f0cb21bd56b93e42b4e712200eced6.jpg)
NOT sarcasm!
(http://www.joeredifer.com/reviews/rayearth2.jpg)
(http://www.joeredifer.com/reviews/rayearth3.jpg)
(http://www.joeredifer.com/reviews/rayearth4.jpg)
Poor Magic Knight Rayearth... :shock:
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:shock: really? That thing has been officially sold?
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How dare you say WD can do wrong.
Vic did lots of things wrong.
(http://i.pinimg.com/736x/94/f0/cb/94f0cb21bd56b93e42b4e712200eced6.jpg)
NOT sarcasm!
(http://www.joeredifer.com/reviews/rayearth2.jpg)
(http://www.joeredifer.com/reviews/rayearth3.jpg)
(http://www.joeredifer.com/reviews/rayearth4.jpg)
Poor Magic Knight Rayearth... :shock:
I meant that my origianl post about WD dong no wrong was sarcasm
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Ah. Well then, consider those pictures evidence to support our case!
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Ah. Well then, consider those pictures evidence to support our case!
Condom and poop jokes not your thing? :-#
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Ah. Well then, consider those pictures evidence to support our case!
Condom and poop jokes not your thing? :-#
Not if they're as badly told and out of place as those were. :lol:
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Poor Magic Knight Rayearth... :shock:
Indeed. Wow.
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Wow, I knew there was some poopy jokes in WD games, but, I must've not payed attention to em' all!
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I actually played the Japanese version of Magic Knight Rayearth about a month ago. I'm stating the obvious, I'm sure, but not only was that stuff not in there; there was nothing remotely approaching that tone at all in the whole game. That's what really bothers me about those jokes.
I have to admit, when the village guards in Popful Mail talked like the cops in Dragnet, it made me laugh. But as a whole, Popful Mail has that sort of goofy tone in the original, too, and I think Working Designs captured that goofiness very well. There are some jokes that you would think weren't in the original that actually were, too.
Also, I've been working on Anearth Fantasy Stories a lot recently, and I totally get how mundane some of the routine NPC townspeople lines can get in an RPG. In a typical town-dungeon game, basically everyone in a town gives a one-sentence complaint about what the monster in the next dungeon is doing to screw everything up. There's a lot of temptation to rephrase things, and it's a small step from there to embellishing and just writing whatever.
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Calgon take me away!
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I actually played the Japanese version of Magic Knight Rayearth about a month ago. I'm stating the obvious, I'm sure, but not only was that stuff not in there; there was nothing remotely approaching that tone at all in the whole game. That's what really bothers me about those jokes.
I have to admit, when the village guards in Popful Mail talked like the cops in Dragnet, it made me laugh. But as a whole, Popful Mail has that sort of goofy tone in the original, too, and I think Working Designs captured that goofiness very well. There are some jokes that you would think weren't in the original that actually were, too.
Also, I've been working on Anearth Fantasy Stories a lot recently, and I totally get how mundane some of the routine NPC townspeople lines can get in an RPG. In a typical town-dungeon game, basically everyone in a town gives a one-sentence complaint about what the monster in the next dungeon is doing to screw everything up. There's a lot of temptation to rephrase things, and it's a small step from there to embellishing and just writing whatever.
So, the key to an engaging localization would be better NPC banter, but without resorting to potty humor.
I know it would be difficult*, but I always thought that NPC chatter would be an excellent opportunity to fill in the backstory of a character or further enmesh the player in the culture/world of the game.
NPC's should provide interesting details to further flesh out the world—some of which might have to be created by the translator (if source material is scant)...it could be lots of fun (adding depth to story), and it doesn't have to be directly related to the main plot points.
* Purists would cry foul, since creative liberties would be taken to develop backstories culture/history more fully.
(http://junk.tg-16.com/images/pcgs.html)
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I actually played the Japanese version of Magic Knight Rayearth about a month ago. I'm stating the obvious, I'm sure, but not only was that stuff not in there; there was nothing remotely approaching that tone at all in the whole game. That's what really bothers me about those jokes.
I have to admit, when the village guards in Popful Mail talked like the cops in Dragnet, it made me laugh. But as a whole, Popful Mail has that sort of goofy tone in the original, too, and I think Working Designs captured that goofiness very well. There are some jokes that you would think weren't in the original that actually were, too.
Also, I've been working on Anearth Fantasy Stories a lot recently, and I totally get how mundane some of the routine NPC townspeople lines can get in an RPG. In a typical town-dungeon game, basically everyone in a town gives a one-sentence complaint about what the monster in the next dungeon is doing to screw everything up. There's a lot of temptation to rephrase things, and it's a small step from there to embellishing and just writing whatever.
So, the key to an engaging localization would be better NPC banter, but without resorting to potty humor.
I know it would be difficult*, but I always thought that NPC chatter would be an excellent opportunity to fill in the backstory of a character or further enmesh the player in the culture/world of the game.
NPC's should provide interesting details to further flesh out the world—some of which might have to be created by the translator (if source material is scant)...it could be lots of fun (adding depth to story), and it doesn't have to be directly related to the main plot points.
* Purists would cry foul, since creative liberties would be taken to develop backstories culture/history more fully.
(http://junk.tg-16.com/images/pcgs.html)
(http://78.media.tumblr.com/tumblr_lwh7sfyvl91qzz89xo1_500.jpg)
WORD! TRUE DAT!
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The thing I remember about Exile 2 and what I did to beat it was taking an adjustable monkey wrench, tightening it on my turbopad to keep the sword slash button down ("II" I assume) at a point where enemies just kept spawning from the right of the screen, then leaving the room to go do something else for a couple of hours, etc. So leave it there, come back in a few hours, and you'd be fully maxed out, ready to take on the final boss or wherever else you got stuck at. I believe just at the end. So, yeah, I guess I cheated, didn't I ? ;)
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The thing I remember about Exile 2 and what I did to beat it was taking an adjustable monkey wrench, tightening it on my turbopad to keep the sword slash button down ("II" I assume) at a point where enemies just kept spawning from the right of the screen, then leaving the room to go do something else for a couple of hours, etc. So leave it there, come back in a few hours, and you'd be fully maxed out, ready to take on the final boss or wherever else you got stuck at. I believe just at the end. So, yeah, I guess I cheated, didn't I ? ;)
If you used a rubber band, it would not have been considered cheating. (http://junk.tg-16.com/images/pcgs.html)